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Ground Zero Biome Resource Pass

The Ground Zero map now has a first pass of biome-appropriate natural resources based on the selected tile's coastal California scrub/woodland biome, terrain height, slope, and drainage-candidate analysis.

Resource Types

  • Wood: scrub/woodland and hillside patches.
  • Fiber: grassland, scrub, and drainage-candidate areas.
  • Edible plants: coastal scrub, grassland, and drainage-candidate forage patches that yield the MVP food item.
  • Stone: slope, exposed terrain, and valley-edge areas.

Freshwater remains separate because the water-source roadmap item follows this pass and should be implemented as its own gameplay actor/system.

Implementation

  • Added BP_StoneResourceNode through Scripts/setup_playable_blueprints.py.
  • Added BP_EdiblePlantResourceNode through Scripts/setup_playable_blueprints.py.
  • Updated Scripts/setup_ground_zero_demo_map.py to place deterministic Ground Zero resource nodes.
  • Added Scripts/verify_ground_zero_resources.py to validate node presence, yield item IDs, and remaining harvests.

Counts

The map now contains:

  • Wood nodes: 4
  • Fiber nodes: 5
  • Edible plant nodes: 3
  • Stone nodes: 4

These counts include the original demo wood and fiber nodes so the first player path remains intact while expanding the broader tile resource layer.

Follow-Up

Future passes should replace the prototype meshes with real coastal scrub, grass, rock, and woodland assets, then drive density from land-cover and hydrography data instead of fixed authored points.