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Cataclysm: Bright Nights
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Region Settings

The region_settings define the attributes for map generation that apply to an entire region. The general settings define the default overmap terrain and ground cover. Additional sections are as follows:

SectionDescription
region_terrain_and_furnitureDefines the resolution of regional terrain/furniture to actual types.
field_coverageDefines the flora that cover the field overmap terrain.
overmap_lake_settingsDefines parameters for generating lakes in the region.
overmap_forest_settingsDefines parameters for generating forests and swamps in the region.
forest_mapgen_settingsDefines flora (and “stuff”) that cover the forest terrain types.
forest_trail_settingsDefines the overmap and local structure of forest trails.
cityDefines the structural compositions of cities.
map_extrasDefines the map extra groups referenced by overmap terrains.
weatherDefines the base weather attributes for the region.
overmap_feature_flag_settingsDefines operations on overmap features based on their flags.

Note that for the default region, all attributes and sections are required.

Fields

IdentifierDescription
typeType identifier. Must be “region_settings”.
idUnique identfier for this region.
default_oterDefault overmap terrain for this region.
default_groundcoverList of terrain types and weights applied as default ground cover.

Example

{
  "type": "region_settings",
  "id": "default",
  "default_oter": "field",
  "default_groundcover": [
    ["t_grass", 4],
    ["t_dirt", 1]
  ]
}

Region Terrain / Furniture

The region_terrain_and_furniture section defines the resolution of regional terrain/furniture to their actual terrain and furniture types for the region, with a weighted list for terrain/furniture entry that defines the relative weight of a given entry when mapgen resolves the regional entry to an actual entry.

Fields

IdentifierDescription
terrainList of regional terrain and their corresponding weighted lists.
furnitureList of regional furniture and their corresponding weighted lists.

Example

{
  "region_terrain_and_furniture": {
    "terrain": {
      "t_region_groundcover": {
        "t_grass": 4,
        "t_grass_long": 2,
        "t_dirt": 1
      }
    },
    "furniture": {
      "f_region_flower": {
        "f_black_eyed_susan": 1,
        "f_lily": 1,
        "f_flower_tulip": 1,
        "f_flower_spurge": 1,
        "f_chamomile": 1,
        "f_dandelion": 1,
        "f_datura": 1,
        "f_dahlia": 1,
        "f_bluebell": 1
      }
    }
  }
}

Field Coverage

The field_coverage section defines the furniture and terrain that make up the flora that cover the field overmap terrain.

Fields

IdentifierDescription
percent_coverage% of tiles in the overmap terrain that have a plant.
default_terDefault terrain feature for plants.
otherList of features with % chance when default_ter isn’t used.
boost_chance% of field overmap terrains with boosted plant growth.
boosted_percent_coverage% of tiles in the boosted that have a plant.
boosted_otherList of features in the boosted with % chance when default_ter isn’t used.
boosted_other_percent% of boosted_percent_coverage that will be covered by boosted_other.

Example

{
  "field_coverage": {
    "percent_coverage": 0.9333,
    "default_ter": "t_shrub",
    "other": {
      "t_shrub_blueberry": 0.4166,
      "t_shrub_strawberry": 0.4166,
      "f_mutpoppy": 8.3333
    },
    "boost_chance": 0.833,
    "boosted_percent_coverage": 2.5,
    "boosted_other": {
      "t_shrub_blueberry": 40.0,
      "f_dandelion": 6.6
    },
    "boosted_other_percent": 50.0
  }
}

Overmap Lake Settings

The overmap_lake_settings section defines the attributes used in generating lakes on the overmap. The actual placement of these features is determined globally across all overmaps so that the edges of the features align, and these parameters are mostly about how those global features are interpreted.

Fields

IdentifierDescription
noise_threshold_lake[0, 1], x > value spawns a lake_surface or lake_shore.
lake_size_minMinimum size of the lake in overmap terrains for it to actually spawn.
lake_depthDepth of lakes, expressed in Z-levels (e.g. -1 to -10).
shore_extendable_overmap_terrainList of overmap terrains that can be extended to the shore if adjacent.
shore_extendable_overmap_terrain_aliasesOvermap terrains to treat as different overmap terrain for extending shore.

Example

{
  "overmap_lake_settings": {
    "noise_threshold_lake": 0.25,
    "lake_size_min": 20,
    "lake_depth": -5,
    "shore_extendable_overmap_terrain": ["forest_thick", "forest_water", "field"],
    "shore_extendable_overmap_terrain_aliases": [
      { "om_terrain": "forest", "om_terrain_match_type": "TYPE", "alias": "forest_thick" }
    ]
  }
}

Overmap Forest Settings

The overmap_forest_settings section defines the attributes used in generating forest and swamps on the overmap. The actual placement of these features is determined globally across all overmaps so that the edges of the features align, and these parameters are mostly about how those global features are interpreted.

Fields

IdentifierDescription
noise_threshold_forest[0, 1], x > value spawns forest.
noise_threshold_forest_thick[0, 1], x > value spawns forest_thick.
noise_threshold_swamp_adjacent_water[0, 1], x > value spawns forest_water if forest near a waterbody.
noise_threshold_swamp_isolated[0, 1], x > value spawns forest_water if forest isolated from water.
river_floodplain_buffer_distance_minMinimum buffer distance in overmap terrains for river floodplains.
river_floodplain_buffer_distance_maxMaximum buffer distance in overmap terrains for river floodplains.

Example

{
  "overmap_forest_settings": {
    "noise_threshold_forest": 0.25,
    "noise_threshold_forest_thick": 0.3,
    "noise_threshold_swamp_adjacent_water": 0.3,
    "noise_threshold_swamp_isolated": 0.6,
    "river_floodplain_buffer_distance_min": 3,
    "river_floodplain_buffer_distance_max": 15
  }
}

Forest Map Generation Settings

The forest_mapgen_settings section defines the attributes used in generating forest (forest, forest_thick, forest_water) terrains, including their items, groundcover, terrain and furniture.

General Structure

At the top level, the forest_mapgen_settings is a collection of named configurations where each entry has the name of the overmap terrain that it applies to, e.g. forest, forest_thick, forest_water. It is possible to define settings for overmap terrains that are not rendered by the forest mapgen, but will be used when blending forest terrains with other terrain types.

{
  "forest_mapgen_settings": {
    "forest": {},
    "forest_thick": {},
    "forest_water": {}
  }
}

Each terrain then has an independent set of configuration values that control the mapgen.

Fields

IdentifierDescription
sparseness_adjacency_factorValue relative to neighbors controls how sparse the overmap terrain will be.
item_groupItem group used to place items randomly within the overmap terrain.
item_group_chance% chance, between 1 and 100, that an item will be placed.
item_spawn_iterationsNumber of times that the item spawning will be called.
clear_groundcoverClear all previously defined groundcover for this overmap terrain.
groundcoverWeighted list of terrains used for base groundcover.
clear_componentsClear all previously defined components for this overmap terrain.
componentsCollection of components that make up the terrains and furniture placed.
clear_terrain_furnitureClear all previously defined terrain_furniture for this overmap terrain.
terrain_furnitureCollection of furniture conditionally placed based on terrain.

Example

{
  "forest": {
    "sparseness_adjacency_factor": 3,
    "item_group": "forest",
    "item_group_chance": 60,
    "item_spawn_iterations": 1,
    "clear_groundcover": false,
    "groundcover": {
      "t_grass": 3,
      "t_dirt": 1
    },
    "clear_components": false,
    "components": {},
    "clear_terrain_furniture": false,
    "terrain_furniture": {}
  }
}

Components

The components are a collection of named objects with a sequence, chance, and set of types that, during mapgen, are rolled in sequence to pick a feature to be placed at a given location. The names for the components are only relevant for the purposes of overriding them in region overlays.

Fields

IdentifierDescription
sequenceSequence in which components are processed.
chanceOne in X chance that something from this component will be placed.
clear_typesClear all previously defined types for this component.
typesWeighted list of terrains and furniture that make up this component.

Example

{
  "trees": {
    "sequence": 0,
    "chance": 12,
    "clear_types": false,
    "types": {
      "t_tree_young": 128,
      "t_tree": 32,
      "t_tree_birch": 32,
      "t_tree_pine": 32,
      "t_tree_maple": 32,
      "t_tree_willow": 32,
      "t_tree_hickory": 32,
      "t_tree_blackjack": 8,
      "t_tree_coffee": 8,
      "t_tree_apple": 2,
      "t_tree_apricot": 2,
      "t_tree_cherry": 2,
      "t_tree_peach": 2,
      "t_tree_pear": 2,
      "t_tree_plum": 2,
      "t_tree_deadpine": 1,
      "t_tree_hickory_dead": 1,
      "t_tree_dead": 1
    }
  },
  "shrubs_and_flowers": {
    "sequence": 1,
    "chance": 10,
    "clear_types": false,
    "types": {
      "t_underbrush": 8,
      "t_shrub_blueberry": 1,
      "t_shrub_strawberry": 1,
      "t_shrub": 1,
      "f_chamomile": 1,
      "f_dandelion": 1,
      "f_datura": 1,
      "f_dahlia": 1,
      "f_bluebell": 1,
      "f_mutpoppy": 1
    }
  }
}

Terrain Furniture

The terrain furniture are a collection of terrain ids with a chance of having furniture picked from a weighted list for that given terrain and placed on it during mapgen after the normal mapgen has completed. This is used, for example, to place cattails on fresh water in swamps. Cattails could be simply placed in the components section and placed during the normal forest mapgen, but that would not guarantee their placement on fresh water only, while this does.

Fields

IdentifierDescription
chanceOne in X chance that furniture from this component will be placed.
clear_furnitureClear all previously defined furniture for this terrain.
furnitureWeighted list of furniture that will be placed on this terrain.

Example

{
  "t_water_sh": {
    "chance": 2,
    "clear_furniture": false,
    "furniture": {
      "f_cattails": 1
    }
  }
}

Forest Trail Settings

The forest_trail_settings section defines the attributes used in generating trails in the forests, including their likelihood of spawning, their connectivity, their chance for spawning trailheads, and some general tuning of the actual trail width/position in mapgen.

Fields

IdentifierDescription
chanceOne in X chance a contiguous forest will have a trail system.
border_point_chanceOne in X chance that the N/S/E/W-most point of the forest will be part of the trail system.
minimum_forest_sizeMinimum contiguous forest size before a trail system can be spawned.
random_point_minMinimum # of random points from contiguous forest used to form trail system.
random_point_maxMaximum # of random points from contiguous forest used to form trail system.
random_point_size_scalarForest size is divided by this and added to the minimum number of random points.
trailhead_chanceOne in X chance a trailhead will spawn at end of trail near field.
trailhead_road_distanceMaximum distance trailhead can be from a road and still be created.
trail_center_varianceCenter of the trail in mapgen is offset in X and Y by a random amount between +/- variance
trail_width_offset_minTrail width in mapgen is offset by rng(trail_width_offset_min, trail_width_offset_max).
trail_width_offset_maxTrail width is mapgen offset by rng(trail_width_offset_min, trail_width_offset_max).
clear_trail_terrainClear all previously defined trail_terrain.
trail_terrainWeighted list of terrain that will used for the trail.
trailheadsWeighted list of overmap specials / city buildings that will be placed as trailheads.

Example

{
  "forest_trail_settings": {
    "chance": 2,
    "border_point_chance": 2,
    "minimum_forest_size": 100,
    "random_point_min": 4,
    "random_point_max": 50,
    "random_point_size_scalar": 100,
    "trailhead_chance": 1,
    "trailhead_road_distance": 6,
    "trail_center_variance": 3,
    "trail_width_offset_min": 1,
    "trail_width_offset_max": 3,
    "clear_trail_terrain": false,
    "trail_terrain": {
      "t_dirt": 1
    },
    "trailheads": {
      "trailhead_basic": 50
    }
  }
}

City

The city section defines the possible overmap terrains and specials that may be used as buildings in a city, their weighted chances of placement, and some attributes that control the relative placements of various classes of buildings.

Fields

IdentifierDescription
typeCity type identifier—currently unused.
shop_radiusRadial frequency of shop placement. Smaller number = more shops.
park_radiusRadial frequency of park placement. Smaller number = more parks.
housesWeighted list of overmap terrains and specials used for houses.
parksWeighted list of overmap terrains and specials used for parks.
shopsWeighted list of overmap terrains and specials used for shops.

Placing shops, parks, and houses

When picking a building to place in a given location, the game considers the city size, the location’s distance from the city center, and finally the shop_radius and park_radius values for the region. It then tries to place a shop, then a park, and finally a house, where the chance to place the shop or park are based on the formula rng( 0, 99 ) > X_radius * distance from city center / city size.

Example

{
  "city": {
    "type": "town",
    "shop_radius": 80,
    "park_radius": 90,
    "houses": {
      "house_two_story_basement": 1,
      "house": 1000,
      "house_base": 333,
      "emptyresidentiallot": 20
    },
    "parks": {
      "park": 4,
      "pool": 1
    },
    "shops": {
      "s_gas": 5,
      "s_pharm": 3,
      "s_grocery": 15
    }
  }
}

Map Extras

The map_extras section defines the named collections of map extras—special mapgen events applied on top of the defined mapgen—that may be referenced by the extras property of an overmap terrain. This includes both the chance of an extra occurring as well as the weighted list of extras.

Fields

IdentifierDescription
chanceOne in X chance that the overmap terrain will spawn a map extra.
extrasWeighted list of map extras that can spawn.

Example

{
  "map_extras": {
    "field": {
      "chance": 90,
      "extras": {
        "mx_helicopter": 40,
        "mx_portal_in": 1
      }
    }
  }
}

Weather

The weather section defines the base weather attributes used for the region.

Fields

IdentifierDescription
spring_tempMid spring temperature for the region in degrees Celsius
summer_tempMid summer temperature for the region in degrees Celsius
autumn_tempMid autumn temperature for the region in degrees Celsius
winter_tempMid winter temperature for the region in degrees Celsius
base_humidityBase humidity for the region in relative humidity %
base_pressureBase pressure for the region in millibars.
base_acidBase acid for the region in ? units. Value >= 1 is considered acidic.
base_windBase wind for the region in mph units. Roughly the yearly average.
base_wind_distrib_peaksHow high the wind peaks can go. Higher values produce windier days.
base_wind_season_variationHow the wind varies with season. Lower values produce more variation
weather_typesIds of the weather types allowed in this region. First value will be the default weather type. Declaration order will affect weather selection, see WEATHER_TYPE.md for details.

Example

{
	"weather": {
		"spring_temp": 7,
		"summer_temp": 16,
		"autumn_temp": 6,
		"winter_temp": -14,
		"base_humidity": 66.0,
		"base_pressure": 1015.0,
		"base_acid": 0.0,
		"base_wind": 5.7,
		"base_wind_distrib_peaks": 30,
		"base_wind_season_variation": 64,
		"base_acid": 0.0,
		"weather_types": [
			"clear",
			"sunny",
			"cloudy",
			"light_drizzle",
			"drizzle",
			"rain",
			"thunder",
			"lightning",
			"acid_drizzle",
			"acid_rain",
			"flurries",
			"snowing",
			"snowstorm"
      	]
    	},
	}
}

Overmap Feature Flag Settings

The overmap_feature_flag_settings section defines operations that operate on the flags assigned to overmap features. This is currently used to provide a mechanism for whitelisting and blacklisting locations on a per-region basis.

Fields

IdentifierDescription
clear_blacklistClear all previously defined blacklist.
blacklistList of flags. Any location with a matching flag will be excluded from overmap generation.
clear_whitelistClear all previously defined whitelist.
whitelistList of flags. Only locations with a matching flag will be included in overmap generation.

Example

{
  "overmap_feature_flag_settings": {
    "clear_blacklist": false,
    "blacklist": ["FUNGAL"],
    "clear_whitelist": false,
    "whitelist": []
  }
}

Region Overlay

A region_overlay allows the specification of region_settings values which will be applied to specified regions, merging with or overwriting the existing values. It is only necessary to specify those values which should be changed.

Fields

IdentifierDescription
typeType identifier. Must be “region_overlay”.
idUnique identfier for this region overlay.
regionsA list of regions to which this overlay should be applied. “all” will apply to all regions.

All additional fields and sections are as defined for a region_overlay.

Example

[{
  "type": "region_overlay",
  "id": "example_overlay",
  "regions": ["all"],
  "city": {
    "parks": {
      "examplepark": 1
    }
  }
}]