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🌍 Terrain Props, Deposits, And MapGen

Terrain props, deposits, and map generation data describe how the world is populated.

For modding, this is the bridge between abstract resources and actual map content:

resource definition
-> deposit resource type
-> deposit entity / terrain deposit
-> mapgen distribution or map-specific placement
-> gatherer, objective, or player discovery

Main XML Areas

Common files:

game-gdb/core/gdb/terrainprops.gd.xml
game-gdb/core/gdb/deposits.gd.xml
game-gdb/dlc1/gdb/deposits.gd.xml
game-gdb/core/gdb/mapgen.gd.xml
game-gdb/core/gdb/sediments.gd.xml

terrainprops.gd.xml is mostly visual/world prop data. deposits.gd.xml connects harvestable objects to resource outputs and terrain placement rules. mapgen.gd.xml contains map size, difficulty, landscape, treasure, NPC building, and deposit distribution data.

Generated Catalogs

Run:

powershell -NoProfile -ExecutionPolicy Bypass -File scripts\generate_catalog.ps1

Then open:

generated/catalog/terrain-props.md
generated/catalog/deposit-resource-types.md
generated/catalog/deposits.md
generated/catalog/mapgen.md
generated/catalog/filters/world/
generated/catalog/filters/packages/<package>/terrain-props.md
generated/catalog/filters/packages/<package>/deposit-resource-types.md
generated/catalog/filters/packages/<package>/deposits.md
generated/catalog/filters/packages/<package>/mapgen.md

Current Local Snapshot

The latest local catalog generation reports:

Catalog Count
Terrain props 737
Terrain props with blocking 505
Terrain props with sediment rules 18
Deposit resource types 45
Deposits 175
Deposits with harvest resources 82
Growing or regrowing deposits 54
Generated deposit types 7
MapGen rows 224
MapGen rows with deposits 8

Adding deposit harvest outputs also improves the resource flow catalog. The current resource flow now counts deposit harvest output as a producer source.

Terrain Props

Terrain props are world objects such as bushes, rocks, plants, visual clutter, and placement objects.

Important generated columns:

Column Meaning
Prefab Prefab path used by the prop
BlockingType Explicit blocking hint when present
UsePrefabBlocking Whether the prefab provides blocking data
CategoryTags Prop category tags
AllowedSediments Sediment tags where the prop is allowed
ForbiddenSediments Sediment tags where the prop should not appear
SpacingRadius Placement spacing hint
MinMaxScale Random scale range hint

Useful filters:

generated/catalog/filters/world/terrain-props-with-blocking.md
generated/catalog/filters/world/terrain-props-with-sediment-rules.md

Deposits

Deposits are harvestable or placeable world resources. They can represent plants, animals, stone, ore, fish, branches, treasure-like map resources, and DLC-specific harvestables.

Important generated columns:

Column Meaning
DepositResourceType Deposit category/type resolved from GUID when present
HarvestResources Resources produced when the deposit is harvested
HarvestDeposits Follow-up deposits created after harvesting
Prefab Visual prefab path
VisibleOnMinimap Whether the deposit appears on the minimap
DepositTags Deposit classification tags
AllowedSediments Terrain/sediment placement hints
HasGrowing Uses GrowingDeposit
HasRegrowing Uses RegrowingDeposit
HasFixedAmount Uses FixedAmountDeposit
HasObstacle Uses ObstacleDeposit

Useful filters:

generated/catalog/filters/world/deposits-with-harvest-resources.md
generated/catalog/filters/world/deposits-growing-or-regrowing.md

Deposit Resource Types

Deposit resource types describe the type/category layer above concrete deposit entities.

They can define:

  • UI icon
  • display name key
  • deposit gatherer category
  • discovered notification
  • explorer discover event
  • sub-deposit resource types
  • generated deposit chance hints
  • forest and sediment weights
  • NPC territory amount or characteristic hints

Useful filter:

generated/catalog/filters/world/generated-deposit-types.md

MapGen

The MapGen catalog currently captures entities with components such as:

Component Count
MapGenNpcBuildingRule 135
MapGenSedimentClimate 17
UiMapGenParameterGroup 12
MapGenCustomFactionSetup 10
MapGenLandscapeTemplate 10
ForestTag 9
MapGenDepositDistributionGroup 7
MapGenTreasureCategory 6
MapGenBuildingDepositRequirements 5
MapGenDifficultyTemplate 5
MapGenAnimalSpawn 4
MapGenBlockingObstacleCategory 2
MapGenPlayerParameters 1
UiMapGenParameters 1

Important generated columns:

Column Meaning
Component MapGen-related component type
LocaTag UI text key where present
Deposits Resolved deposit references
Resources Resolved resource/deposit-resource references
Buildings Resolved building references
Tags Resolved forest, sediment, deposit, or resource tag references
Values Compact scalar summary for quick triage

Useful filter:

generated/catalog/filters/world/mapgen-with-deposits.md

Safer Modding Questions

These catalogs help answer questions such as:

  • Which deposits produce a resource?
  • Which deposits grow or regrow?
  • Which deposits are visible on the minimap?
  • Which deposit types are generated by mapgen?
  • Which mapgen rows reference tree deposits?
  • Which terrain props have blocking?
  • Which props or deposits have sediment placement rules?
  • Which DLC deposits add new harvestables?

Modding Risks

Safer edits:

  • inspect and document deposit output resources
  • reuse existing prefab paths for tests
  • compare mapgen rows between snapshots
  • change small generated chance values in a local test copy

Riskier edits:

  • remove deposit resource types used by mapgen
  • remove harvest resources from deposits used by objectives or economy chains
  • change terrain sediment rules without testing map placement
  • change NPC building rules without checking faction, encounter, and objective data
  • change map size or difficulty parameters without testing full map generation

World generation changes should be tested by creating new maps. Existing saves may not reflect generation changes, and broken mapgen data can fail before normal gameplay begins.