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AgrarianGameArchive/Docs/Terrain/GroundZeroResourcePass.md
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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.