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
fooditem. - 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_StoneResourceNodethroughScripts/setup_playable_blueprints.py. - Added
BP_EdiblePlantResourceNodethroughScripts/setup_playable_blueprints.py. - Updated
Scripts/setup_ground_zero_demo_map.pyto place deterministic Ground Zero resource nodes. - Added
Scripts/verify_ground_zero_resources.pyto 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.pyandScripts/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
900seconds once fully depleted. - Fiber nodes respawn after
600seconds once fully depleted. - Edible plant nodes respawn after
1200seconds 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_toolas 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_tooladds1extra 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.