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🪛 Tools And Editor Data

The tools package contains editor/Magmaview-oriented terrain and visualization data rather than normal gameplay economy data.

In the current extracted database, the package is represented by:

game-gdb/tools/gdb/magmaview.gd.xml

The package currently has no generated buildings, units, recipes, resources, objectives, or production chains. That is expected. Its useful data lives in terrain, texture, vegetation, road, fluid, territory, and editor brush components.

Generated Catalog

Run:

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

Useful output files:

generated/catalog/tools-editor.md
generated/catalog/tools-editor.csv
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
generated/catalog/filters/tools/globals-and-brushes.md
generated/catalog/filters/packages/tools/tools-editor.md

The current local catalog detects 29 tools/editor rows:

Area Rows
VisVegetation 10
VisTexture 7
TerrainSediment 4
VisVegetationGroup 3
EditorBrushes 1
VisFluid 1
VisRoad 1
VisTerrain 1
VisTerritory 1

Main Areas

Area What It Describes
VisTerrain Global terrain rendering settings, sediment texture resolution, shaping border masks, outdoor pile decals
VisFluid Water normal, caustics, foam, and flow texture references
VisRoad Road mask textures for road ends, curves, crossings, and building entries
VisTerritory Territory border stone meshes and placement variation values
EditorBrushes Editor brush references, currently the bulldozer brush texture
TerrainSediment Terrain sediment texture links, vegetation group links, color, density, transition, influence, and sort values
VisVegetationGroup Weighted vegetation sets and cluster group references
VisTexture Terrain/editor texture asset maps and height scale values
VisVegetation Plant texture references and scale, bend, tilt, overgrow, specular, and roughness values

Important Columns

Column Meaning
Area Component type, such as TerrainSediment, VisTexture, or VisVegetationGroup
GroupPath XML group path inside magmaview.gd.xml, such as Sediments, Textures, Vegetation, or Editor
IsAbstract Whether the entity is an abstract base/template row
LinkedTextures Resolved GUID references to texture entities, such as TopTerrainTexture, SideTerrainTexture, RoadTexture, or BulldozerBrushTexture
VegetationGroup Resolved TerrainSediment -> VisVegetationGroup link
VegetationItems Resolved vegetation entries inside a vegetation group
ClusterGroups Resolved clustered vegetation group references
AssetReferences Texture, mesh, and asset paths detected inside the component
Values Compact scalar tuning values for quick inspection

Reading The Current Structure

The main chain in tools is:

TerrainSediment
  -> TopTerrainTexture / SideTerrainTexture / RoadTexture
  -> VegetationGroup
      -> VegetationItems
          -> ColorTexture / GroundColorTexture

Examples from the current catalog:

  • FertileDuplicate sediment links to FertileDuplicate terrain texture and GrassDuplicate vegetation group.
  • Lake ShoreDuplicate sediment links to LakeDuplicate terrain texture and LowGrassDuplicate vegetation group.
  • SedimentBaseDuplicate is an abstract base row with side and road texture links.
  • BulldozerTexture is an editor texture row referenced by EditorBrushes.

Useful Searches

Raw XML:

rg --no-ignore "TerrainSediment|VisVegetationGroup|VisTexture|EditorBrushes" .\game-gdb\tools
rg --no-ignore "GUID-HERE" .\game-gdb

Generated catalog:

rg --no-ignore "FertileDuplicate|VisVegetationGroup|BulldozerTexture" .\generated\catalog\tools-editor.md

Browser searches:

tools-editor
TerrainSediment
VisVegetationGroup
BulldozerTexture
GrassDuplicate
VisRoad

Modding Notes

This package is useful for map/editor and terrain-visual research. It is not the best first place for gameplay balance mods.

Safer first investigations:

  • trace which sediment uses which terrain texture
  • compare grass vegetation groups and their weighted vegetation entries
  • inspect editor brush texture links
  • compare road, fluid, and territory visual asset references

Riskier edits:

  • changing texture paths without checking that the referenced asset exists
  • changing sediment relationships, because that can affect terrain rendering or editor behavior
  • changing vegetation density or scale ranges without visual testing
  • editing global terrain, fluid, road, or territory visual settings

Treat this catalog as a map of editor-facing data. It helps locate relationships and assets, but compatibility still needs testing in the editor or map workflow.