Bump the engine submodule to f39ee9e (half-texel UV inset that removes the black tile seams seen while zooming). Add a Fertility multiplier to TerrainDef (forest soil rich, sand/mountain poor); plants record their cell's fertility as PlantGrowth.GrowthRate at spawn, and the growth system multiplies the per-frame calendar day-delta by it — so growth stays tied to the in-game calendar and runs faster on fertile soil. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
23 lines
1.2 KiB
JSON
23 lines
1.2 KiB
JSON
{
|
|
"type": "Terrain",
|
|
"defs": [
|
|
{ "defName": "DeepWater", "label": "terrain.deepwater", "maxHeight": 0.30, "color": [23, 63, 95] },
|
|
{ "defName": "Water", "label": "terrain.water", "maxHeight": 0.42, "color": [32, 99, 155] },
|
|
{ "defName": "Sand", "label": "terrain.sand", "maxHeight": 0.48, "color": [237, 201, 120],
|
|
"isLand": true, "surface": "terrain/surfaces/sand", "fertility": 0.4 },
|
|
{ "defName": "Grass", "label": "terrain.grass", "maxHeight": 0.68, "color": [90, 160, 70],
|
|
"isLand": true, "surface": "terrain/surfaces/mossy", "fertility": 1.0,
|
|
"scatter": [
|
|
{ "chance": 0.35, "options": ["GrassA"] },
|
|
{ "chance": 0.07, "options": ["BushA", "BushB", "BushC"] }
|
|
] },
|
|
{ "defName": "Forest", "label": "terrain.forest", "maxHeight": 0.85, "color": [44, 110, 50],
|
|
"isLand": true, "surface": "terrain/surfaces/soil", "fertility": 1.6,
|
|
"scatter": [
|
|
{ "chance": 0.35, "options": ["TreeOakA", "TreeOakB", "TreeBirchA", "TreeGrayPineA"] }
|
|
] },
|
|
{ "defName": "Mountain", "label": "terrain.mountain", "maxHeight": 1.01, "color": [136, 132, 128],
|
|
"surface": "terrain/surfaces/roughhewnrock", "fertility": 0.2 }
|
|
]
|
|
}
|