Contents
Documentation
Water
Caves
Decor
Raw Materials
Terrain
The 4 Physical Terrain Layers
Alpha
The "Alpha Layer" is the transparency layer that determines if the cosmetics of the terrain layer are switched On or Off. Meaning the texture on the terrain layer is made transparent to allow for entry/exits through this layer for circumstances such as Caves and Monuments. This does not impact the physical properties of the terrain layer.
Example: Gas Station has an underground ditch inside the monument with an underground cave. Instead of modelling the terrain layer to fit around this ditch you apply the Alpha layer to just erase the terrain within the area that the intrusion covers.
If you do not apply the Alpha layer you will end up falling through the terrain into the ditch and be under the terrain.
Monuments/Prefabs handle the physical collision for the terrain layer. So adding Alpha to an area without one of these prefabs will result in a see-through hole that you can stand on and not fall through.
Biome
Biomes handle a variety of attributes including:
-
Character Temperature
-
Tree type/model
-
Foliage type/model
-
Ore Spawning
-
Collectable Resource Spawning
-
Collectable Food Spawning
Although some changes are purely cosmetic, biomes have influence on the gameplay of your map. Having your whole map "Arctic" biome will result in no food/hemp spawns on your map. Keep this in mind when working with your Biome layer. You should try and include all types of Biomes in your map.
Biomes:
-
Arid
-
Temperate
-
Tundra
-
Arctic
Quick Note: Tundra Biome Layer combined with Sand Ground Layer makes Desert.
All Biomes are painted onto the same layer and therefore cannot be combined/stacked.
Ground
The Ground Layer handles cosmetic textures. This is the flat texture painted onto the terrain. This also includes foliage type displayed on the terrain such as grass, flowers, etc.
Ground Types:
-
Dirt
-
Forest
-
Grass
-
Gravel
-
Rock
-
Sand
-
Snow
-
Stones
Example: You will need to place "Dirt" under Monuments such as Supermarket to avoid Grass growing through the floor of the Supermarket.
All Ground types are painted onto the same layer and therefore cannot be combined/stacked.
Topology
Topology:
Loot :
Biome: Arid, Temperate, Tundra, Arctic
Splat: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
Allowed Topology: Monument
Blocked Topology: Cliff, Summit, Ocean, Decor, River, Lake, Offshore, Building, Cliffside, Mountain, Clutter
Ores :
Biome: Temperate, Tundra
Splat: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
Allowed Topology: Decor, Cliffside, Clutter
Blocked Topology: Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Monument, Road, Roadside, Swamp, River, Riverside, Lake, Lakeside, Runway, Building
Collectable-food-mushroom :
Biome: Temperate, Tundra
Splat: Forest
Allowed Topology: Forest
Blocked Topology: Cliff, Summit, Ocean, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building, Cliffside, Mountain, Clutter
Collectable-resource-hemp :
Biome: Temperate, Tundra
Splat: Dirt, Grass, Forest
Allowed Topology: Field, Forest
Blocked Topology: Cliff, Summit, Beach, Ocean, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building, Cliffside, Mountain, Clutter
Collectable-resource-stone :
Biome: Arid, Temperate, Tundra
Splat: Dirt, Snow, Sand, Grass, Forest
Allowed Topology: Field, Forest
Blocked Topology: Cliff, Summit, Beach, Ocean, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building, Cliffside, Mountain, Clutter
Plant-corn :
Biome: Arid, Temperate, Tundra
Splat: Grass, Forest
Allowed Topology: Riverside, Lakeside
Blocked Topology: Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building, Cliffside, Mountain, Clutter
Plant-pumpkin :
Biome: Arid, Temperate, Tundra
Splat: Grass, Forest
Allowed Topology: Riverside, Lakeside
Blocked Topology: Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building, Cliffside, Mountain, Clutter
V2_temp_forest :
Biome: Temperate
Splat: Grass, Forest
Allowed Topology: Forest, Decor, Cliffside, Clutter
Blocked Topology: Field, Cliff, Summit, Beachside, Beach, Forestside, Ocean, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building, Alt
V2_temp_forest_small :
Biome: Temperate
Splat: Grass, Forest
Allowed Topology: Forest, Decor, Cliffside, Clutter
Blocked Topology: Field, Cliff, Summit, Beachside, Beach, Forestside, Ocean, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building, Alt
V2_tundra_forest :
Biome: Tundra
Splat: Forest
Allowed Topology: Forest, Decor, Cliffside, Clutter
Blocked Topology: Cliff, Beachside, Beach, Ocean, Road, Swamp, River, Lake, Offshore, Runway, Building
V2_tundra_forest_small :
Biome: Tundra
Splat: Grass, Forest
Allowed Topology: Field, Forest, Forestside, Cliffside
Blocked Topology: Cliff, Beachside, Beach, Ocean, Road, Swamp, River, Lake, Offshore, Runway, Building
V2_arctic_forest :
Biome: Arctic
Splat: Grass
Allowed Topology: Field, Cliffside
Blocked Topology: Cliff, Summit, Beachside, Beach, Forest, Forestside, Ocean, Oceanside, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building
V2_arctic_forest_snow :
Biome: Arctic
Splat: Snow
Allowed Topology: Forest
Blocked Topology: Field, Cliff, Summit, Beachside, Beach, Forestside, Ocean, Oceanside, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building
V2_arid_cactus :
Biome: Arid
Splat: Dirt, Sand
Allowed Topology: Field
Blocked Topology: Cliff, Summit, Ocean, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building
V2_arid_palms_dense :
Biome: Arid
Splat: Sand, Grass
Allowed Topology: Beachside, River, Riverside, Lake, Lakeside
Blocked Topology: Field, Cliff, Summit, Beach, Forest, Forestside, Ocean, Decor, Road, Swamp, Offshore, Runway, Building
V2_arid_palms_light :
Biome: Arid
Splat: Grass
Allowed Topology: Field, Cliff, Beachside, Forestside, Riverside, Lakeside
Blocked Topology: Cliff, Summit, Beach, Forest, Ocean, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building
V2_arid_palms_superdense :
Biome: Arid
Splat: Forest
Allowed Topology: Beachside, Forest, Lakeside, Cliffside
Blocked Topology: Summit, Ocean, Road, Swamp, River, Offshore, Runway, Building
Junkpiles (Barrells/Crates) :
Biome: Arid, Temperate, Tundra, Arctic
Splat: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
Allowed Topology: Roadside, Powerline
Blocked Topology: Cliff, Summit, Beach, Ocean, Oceanside, Decor, Monument, Road, River, Lake, Offshore, Building, Cliffside, Mountain, Clutter
Driftwood :
Biome: Arid, Temperate, Tundra, Arctic
Splat: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
Allowed Topology: Beach
Blocked Topology: Cliff, Ocean, Monument, Road, Swamp, River, Lake, Runway, Building, Cliffside
Logs_dry :
Biome: Tundra
Splat: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
Allowed Topology: Forest, Forestside
Blocked Topology: Cliff, Summit, Ocean, Decor, Road, Roadside, Swamp, River, Lake, Offshore, Runway, Building
Logs_snow :
Biome: Arctic
Splat: Snow
Allowed Topology: Forest, Forestside
Blocked Topology: Cliff, Summit, Ocean, Decor, Road, Roadside, Swamp, River, Lake, Offshore, Runway, Building
Logs_wet :
Biome: Temperate
Splat: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
Allowed Topology: Forest, Forestside
Blocked Topology: Cliff, Summit, Ocean, Decor, Road, Roadside, Swamp, River, Lake, Offshore, Runway, Building
Ores_snow :
Biome: Arctic
Splat: Snow
Allowed Topology: Decor, Cliffside, Clutter
Blocked Topology: Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Monument, Road, Roadside, Swamp, River, Riverside, Lake, Lakeside, Runway, Building
Ores_sand :
Biome: Arid
Splat: Sand
Allowed Topology: Decor, Cliffside, Clutter
Blocked Topology: Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Monument, Road, Roadside, Swamp, River, Riverside, Lake, Lakeside, Runway, Building
V2_temp_beachforest_small :
Biome: Temperate
Splat: Grass
Allowed Topology: Beachside, Riverside, Lakeside
Blocked Topology: Field, Cliff, Summit, Ocean, Road, Swamp, River, Lake, Offshore, Runway, Building, Cliffside
Collectable-resource-wood :
Biome: Arid, Temperate, Tundra
Splat: Grass, Forest
Allowed Topology: Field, Cliff, Beachside, Forest, Forestside, Oceanside, Riverside, Lakeside, Cliffside
Blocked Topology: Summit, Beach, Ocean, Decor, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building, Mountain, Clutter
V2_temp_field_small :
Biome: Temperate
Splat: Grass
Allowed Topology: Field, Cliffside
Blocked Topology: Cliff, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building, Clutter
V2_arid_palm_beach :
Biome: Arid
Splat: Sand
Allowed Topology: Beachside, Riverside, Lakeside
Blocked Topology: Field, Cliff, Summit, Ocean, Oceanside, Decor, Road, Swamp, River, Lake, Offshore, Runway, Building
V2_temp_field_large :
Biome: Temperate
Splat: Grass
Allowed Topology: Field, Decor, Cliffside, Hilltop
Blocked Topology: Cliff, Beach, Forest, Forestside, Ocean, Oceanside, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building, Clutter
V2_temp_forest_deciduous :
Biome: Temperate
Splat: Grass, Forest
Allowed Topology: Forest, Decor, Cliffside, Clutter
Blocked Topology: Field, Cliff, Summit, Beachside, Beach, Forestside, Ocean, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building
V2_temp_forest_small_deciduous :
Biome: Temperate
Splat: Grass, Forest
Allowed Topology: Forest, Decor, Cliffside, Clutter
Blocked Topology: Field, Cliff, Summit, Beachside, Beach, Forestside, Ocean, Road, Swamp, River, Lake, Offshore, Powerline, Runway, Building
Junkpiles_water :
Biome: Arid, Temperate, Tundra
Splat: Dirt, Snow, Sand, Rock, Grass, Forest, Stones, Gravel
Allowed Topology: Offshore
Blocked Topology:
Prefabs
Prefabs
Click here to head to a prefab search function where you can find all the prefab ids and prefabs that the SDK currently has access to.
Prefabs are any physical object that is not part of the terrain layer.
Monuments, Smalluments, Rocks, etc.
Editors
WIP
WIP
General Map Conventions
Terrain
The 4 Physical Terrain Layers
Alpha
The "Alpha Layer" is the transparency layer that determines if the cosmetics of the terrain layer are switched On or Off. Meaning the texture on the terrain layer is made transparent to allow for entry/exits through this layer for circumstances such as Caves and Monuments. This does not impact the physical properties of the terrain layer.
Example: Gas Station has an underground ditch inside the monument with an underground cave. Instead of modelling the terrain layer to fit around this ditch you apply the Alpha layer to just erase the terrain within the area that the intrusion covers.
If you do not apply the Alpha layer you will end up falling through the terrain into the ditch and be under the terrain.
Monuments/Prefabs handle the physical collision for the terrain layer. So adding Alpha to an area without one of these prefabs will result in a see-through hole that you can stand on and not fall through.
Biome
Biomes handle a variety of attributes including:
-
Character Temperature
-
Tree type/model
-
Foliage type/model
-
Ore Spawning
-
Collectable Resource Spawning
-
Collectable Food Spawning
Although some changes are purely cosmetic, biomes have influence on the gameplay of your map. Having your whole map "Arctic" biome will result in no food/hemp spawns on your map. Keep this in mind when working with your Biome layer. You should try and include all types of Biomes in your map.
Biomes:
-
Arid
-
Temperate
-
Tundra
-
Arctic
Quick Note: Tundra Biome Layer combined with Sand Ground Layer makes Desert.
All Biomes are painted onto the same layer and therefore cannot be combined/stacked.
Ground
The Ground Layer handles cosmetic textures. This is the flat texture painted onto the terrain. This also includes foliage type displayed on the terrain such as grass, flowers, etc.
Ground Types:
-
Dirt
-
Forest
-
Grass
-
Gravel
-
Rock
-
Sand
-
Snow
-
Stones