This repository has been archived on 2026-05-24. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
AgrarianGameArchive/Docs/Terrain/GroundZeroResourcePass.md
T

3.3 KiB

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 is separate from depleting resource nodes. Ground Zero uses BP_FreshWaterSource, an interactable water actor that restores thirst through the survival component.

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, remaining harvests, stable persistence IDs, and readable first-pass resource material assignments.
  • Freshwater placement and interaction are covered by Scripts/verify_ground_zero_water_source.py and Scripts/verify_water_gathering_interaction.py.

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.

Respawn Rules

MVP respawn rules separate renewable surface resources from nonrenewable stone:

  • Wood nodes respawn after 900 seconds once fully depleted.
  • Fiber nodes respawn after 600 seconds once fully depleted.
  • Edible plant nodes respawn after 1200 seconds once fully depleted.
  • Stone nodes do not respawn in the MVP.

Respawn restores the node to its configured MaxHarvests value and re-enables visibility/collision through the same replicated depletion state used by gathering.

Tool Rules

MVP tool rules keep the first loop accessible while giving crafted tools an immediate benefit:

  • Wood, fiber, and stone nodes declare basic_tool as their useful tool.
  • Those nodes still allow bare-hand gathering so players can gather the ingredients needed to craft the first tool.
  • A carried basic_tool adds 1 extra unit to each wood, fiber, or stone harvest.
  • Edible plant nodes remain pure bare-hand gathering.

The rule is inventory-based until equipment slots, durability, and explicit active-hand state are implemented.

Persistence

Ground Zero resource actors receive stable PersistenceNodeId values matching their placement labels. The persistence subsystem captures and restores only resource nodes that exist in the loaded world, so depletion records stay scoped to active map/tile content. Future generated Earth-scale tiles should follow the same rule: assign deterministic resource node IDs during placement and let the save system record depletion only for tiles whose resource actors are present.

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.