Trace A Tools Editor Terrain Sediment¶
This example is read-only. It shows how to use the tools/editor catalog to understand game-gdb/tools/gdb/magmaview.gd.xml.
The tools package is not normal gameplay economy data. It appears to contain Magmaview/editor terrain, vegetation, texture, road, fluid, territory, and brush data.
Goal¶
Trace one terrain sediment from:
Step 1: Generate The Tools Catalog¶
Run:
Open:
generated/catalog/tools-editor.md
generated/catalog/filters/tools/terrain-sediments.md
generated/catalog/filters/tools/vegetation-groups.md
generated/catalog/filters/tools/vegetation.md
generated/catalog/filters/tools/textures.md
Step 2: Pick A Sediment¶
Use FertileDuplicate.
In the current catalog, it links to:
TopTerrainTexture=FertileDuplicate
VegetationGroup=GrassDuplicate
VegetationLimiter=core/textures/tech/sediment_grass_masks/field_base_001_mask.texture.json
It also has scalar values such as color, vegetation density, scale range, interval, transition size, and sort order.
Step 3: Inspect The Raw XML¶
Search:
rg --no-ignore "FertileDuplicate|GrassDuplicate|field_base_001_mask" .\game-gdb\tools\gdb\magmaview.gd.xml
Read the matching components:
Step 4: Follow The Vegetation Group¶
Open:
Search for:
The group lists weighted vegetation entries such as:
It can also reference cluster groups, such as HighGrassDuplicate.
Step 5: Follow The Vegetation Assets¶
Open:
Search for a vegetation entry, for example:
Look for:
ColorTexture
GroundColorTexture
Size
RandomMinScale
RandomMaxScale
MinBend
MaxBend
MaxTilt
Overgrow
Specular
Roughness
Step 6: What This Tells You¶
The chain is:
FertileDuplicate sediment
-> FertileDuplicate texture row
-> GrassDuplicate vegetation group
-> grass vegetation entries
-> grass texture assets
This helps map/editor researchers understand which data controls terrain appearance and vegetation selection.
What Not To Edit Yet¶
Avoid these until you have a safe editor/map test workflow:
- changing sediment GUIDs
- changing texture GUID links
- changing vegetation group membership
- changing density or scale ranges heavily
- changing asset paths to unknown files
Validation¶
For read-only tracing, no validation is needed.
After a real edit, run:
powershell -NoProfile -ExecutionPolicy Bypass -File scripts\validate_database.ps1
powershell -NoProfile -ExecutionPolicy Bypass -File scripts\generate_catalog.ps1
Then test in the relevant editor or map workflow. Normal gameplay testing may not reveal tools/editor issues.