Detailed world building¶
A custom world type points at a terrain file (WorldGenerator/WGD_*.json) that
tells the Osiris generator what to build. This page covers the settings you
usually change. Pair it with Custom worlds for the menu
entry, sky, gravity, and save rules.
Two recipes that work¶
| Approach | When to use | Starting point |
|---|---|---|
| Rich world | Ores, biomes, prefabs, and an Osiris-like surface | Copy the game's Osiris terrain file and retune it (Example Mod Flatlands) |
| Bare sandbox | A simple test surface | Keep only the passes you need (Example Mod Moon: surface height plus marble fill) |
Do not invent a third generator. Mod worlds still run through the same generator as Osiris. You change the inputs, not the engine.
Terrain fields that matter¶
| Field | Role |
|---|---|
SurfaceTileHeight |
Vertical seating for the surface. The sky often tracks this ground line. |
DefaultBlockID |
Fill block when nothing else paints a tile (for example dirt or marble). |
WorldGenPassUUIDs |
Ordered terrain passes by built-in id (Stone, SurfaceHeight, Tunnels, …). A mod can also ship extra WGP_*.json files under WorldGenerator/. |
OreGenPassUUIDs |
Ore passes (CopperOre, Coal, …). An empty list means no ore. Extra ore passes can ship as OGP_*.json. |
BackgroundWGBDPath |
Optional background layers. Prefer a file next to the terrain file (for example WGBD_Moon.json). |
FlatnessRegions |
Softer or flatter bands of surface along the map. |
PrefabGroups / Prefabs |
Placed structures and how densely they sit. |
StructureGroups / ItemGroups / Creatures |
Ambient structures, loose items, and creature rolls. |
FaceDecorGroups |
Extra art on exposed block faces (for example cave overlays). Missing or null does nothing. |
SimpleOverlayDistributions |
Light overlays such as scatter and cover. |
Built-in pass ids stay available. You do not need every Osiris pass — Moon shows that a one-pass world is valid.
Face decoration¶
FaceDecorGroups paint extra face art (and optional background tiles) onto
solids that terrain passes already placed. They do not carve caves, and they
do not spawn creatures.
You can omit the list, change the depth range or block ids, or point the background tile at another tile your mod registered.
Flatness and prefabs¶
- Raise flatness toward
1.0for plains-style ground (Flatlands). - Start and end values are fractions of map width.
- On SMALL maps, dense prefab groups crowd easily — lower the density when you shrink the recommended size.
Sky and horizon¶
Prefer ParallaxDefinitionPath on the world type (a parallax_*.json in your
mod) over a built-in ParallaxStyle alone. That keeps the sky with your mod
and lets the horizon follow the world's ground.
Copy a built-in sky that matches the mood you want, then retune layers in your own file.
Spawns¶
SpawnDetailsName on the world type must match the Name inside your
Spawning/SPWN_*.json. An empty or missing spawn file means no ambient
creatures from that path.
Checklist before you publish¶
- The world type JSON points at real files inside the mod.
- Mod Prep Validate passes on the mod folder.
- Create a SMALL Sandbox world of your type and walk the surface, caves, and sky once.
- Confirm a save of that world still requires your mod enabled to load.
See also¶
- Custom worlds — menu entry and profile fields
- Mod files and folders — folder layout
- Example Mod Flatlands / Moon — worked samples when that mod is enabled