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---
title: How to edit and create Biomes
description: Explores where world generation assets can be found and how to edit them.
---

### Where are the Assets

World generation assets are kept in the HytaleGenerator directory within the assets.

```
/Server/HytaleGenerator/
```

<div className="flex flex-row rounded-lg border p-4">
<div className="flex-1/2 border-r pr-4">
```
/Biomes
```

Biome assets, with content configurations.
</div>
<div className="flex-1/2 pl-4">
```
/WorldStructure
```

Generator files that define which biomes spawn together.
</div>
</div>

<div className="flex flex-row rounded-lg border p-4">
<div className="flex-1/2 border-r pr-4">
```
/Density
```

Density assets that can be referenced by any other assets.
</div>
<div className="flex-1/2 pl-4">
```
/Assignments
```

Prop assets that can be referenced by any Biome assets.
</div>
</div>

***

An example of this structure can be found bellow, packed in an asset pack with the instance configuration.

[https://drive.google.com/file/d/1sIz\_CluANIIe3n8vNiOi-4PQdeqCO0qY/view?usp=drive\_link](https://drive.google.com/file/d/1sIz_CluANIIe3n8vNiOi-4PQdeqCO0qY/view?usp=drive_link)

<Callout>
Ensure you place your asset pack in the correct directory, under Mods.
</Callout>

### How to visit our worlds

https://drive.google.com/file/d/1BJurxyj-taE-PXWm04bk7Dl6X7ZHTH92/view?usp=sharing

#### Requirements

* You must be an **Operator** in the world.
* To do this, run `/op self`
* You must be in **Creative mode**.
* Press the `O` key, O for Orange.&#x20;

The generation assets define a set of generators but on their own you cannot visit these. Currently you require an Instance with a generator that will allow you to visit your work.

```
/Server/Instances/
```

Instances are separate worlds that players can join using the `/instances` command. Each instance has an `Instance.bson` configuration asset that specifies which generator to use, among other worldly settings.

```json
{
"WorldGen": {
"Type": "HytaleGenerator",
"WorldStructure": "Basic",
"playerSpawn" : {
"X" : 123,
"Y" : 480,
"Z" : 10000,
"Pitch" : 0,
"Yaw" : 0,
"Roll" : 0
}
}
}
```

<Callout>
You can create custom instances for different world structures and biomes as you need them.
</Callout>

### How to edit Biomes

<video>
<source src="https://cdn.internal.hytalemodding.dev/guides/official/How-to-edit-Biomes.mp4" type="video/mp4">
</source>
</video>

We currently use the Hytale Node Editor when editing world generation assets. This can be accessed while in-game from the Content Creation menu when pressing B. The node editor is then found under the asset editor dropdown on the upper left.&#x20;

![Node Editor 1](/assets/official-documentation/worldgen/worldgen-tutorial/biomes/node-editor-1.png)

Once you have the Hytale Node Editor open, through the file menu you can open Biomes by navigating to the Biomes directory and selecting one from your pack.&#x20;

```
/Server/HytaleGenerator/Biomes/
```

### Biome Asset Structure

Every Biome has a root Biome node, this node splits into 5 structures. This is covered briefly but more information on each field can be found on the World Generation Concepts page.

![Node Editor 2](/assets/official-documentation/worldgen/worldgen-tutorial/biomes/node-editor-2.png)

<Callout>
Each biome is for the most part self contained, meaning it has control over what appears with the biome. The only exception to this are Base Heights.
</Callout>

<Tabs>
<Tab value="Terrain">
Mathematical function nodes that calculate the physical shape of the Biome's terrain.
</Tab>

<Tab value="Materials">
Logical nodes that determine what materials (blocks) make up a Biome's terrain.
</Tab>

<Tab value="Props">
Function nodes that add objects like prefabs and decorations to the terrain.
</Tab>

<Tab value="Environments">
Logical nodes that determine the environment asset at a given coordinate within the biome. This asset determines things like weather, NPC spawns, and sounds.
</Tab>

<Tab value="Tints">
Logical function nodes that determine a colour code that can be used by certain blocks in the world. Typically this will be grasses and soils.
</Tab>
</Tabs>

### How to preview your work

[https://drive.google.com/file/d/1mNcHn9LhFnWDF0DzWFH6\_YllmKAUvUry/view?t=6](https://drive.google.com/file/d/1mNcHn9LhFnWDF0DzWFH6_YllmKAUvUry/view?t=6)

Once you are in an Instance world with the Hytale Generator active you will only be able to see your work by generating new chunks. There are a few ways to do this.

The viewport command selects an area around the Player that will live reload as you make changes to the generator.&#x20;

```
/viewport --radius 5
```

You can also create a new world to show your changes.&#x20;

```
/instances spawn <instance>
```

The last option is to simply fly south, new chunks will generate with the changes made.
---
title: How to edit and create Biomes
description: Explores where world generation assets can be found and how to edit them.
---

### Where are the Assets

World generation assets are kept in the HytaleGenerator directory within the assets.

```
/Server/HytaleGenerator/
```

<div className="flex flex-row rounded-lg border p-4">
<div className="flex-1/2 border-r pr-4">
```
/Biomes
```

Biome assets, with content configurations.

</div>
<div className="flex-1/2 pl-4">
```
/WorldStructure
```

Generator files that define which biomes spawn together.

</div>
</div>

<div className="flex flex-row rounded-lg border p-4">
<div className="flex-1/2 border-r pr-4">
```
/Density
```

Density assets that can be referenced by any other assets.

</div>
<div className="flex-1/2 pl-4">
```
/Assignments
```

Prop assets that can be referenced by any Biome assets.

</div>
</div>

---

An example of this structure can be found bellow, packed in an asset pack with the instance configuration.

[https://drive.google.com/file/d/1sIz_CluANIIe3n8vNiOi-4PQdeqCO0qY/view?usp=drive_link](https://drive.google.com/file/d/1sIz_CluANIIe3n8vNiOi-4PQdeqCO0qY/view?usp=drive_link)

<Callout>
Ensure you place your asset pack in the correct directory, under Mods.
</Callout>

### How to visit our worlds

https://drive.google.com/file/d/1BJurxyj-taE-PXWm04bk7Dl6X7ZHTH92/view?usp=sharing

#### Requirements

- You must be an **Operator** in the world.
- To do this, run `/op self`
- You must be in **Creative mode**.
- Press the `O` key, O for Orange.&#x20;

The generation assets define a set of generators but on their own you cannot visit these. Currently you require an Instance with a generator that will allow you to visit your work.

```
/Server/Instances/
```

Instances are separate worlds that players can join using the `/instances` command. Each instance has an `Instance.bson` configuration asset that specifies which generator to use, among other worldly settings.

```json
{
"WorldGen": {
"Type": "HytaleGenerator",
"WorldStructure": "Basic",
"playerSpawn": {
"X": 123,
"Y": 480,
"Z": 10000,
"Pitch": 0,
"Yaw": 0,
"Roll": 0
}
}
}
```

<Callout>
You can create custom instances for different world structures and biomes as
you need them.
</Callout>

### How to edit Biomes

<video>
<source
src="https://cdn.internal.hytalemodding.dev/guides/official/How-to-edit-Biomes.mp4"
type="video/mp4"
></source>
</video>

We currently use the Hytale Node Editor when editing world generation assets. This can be accessed while in-game from the Content Creation menu when pressing B. The node editor is then found under the asset editor dropdown on the upper left.&#x20;

![Node Editor 1](/assets/official-documentation/worldgen/worldgen-tutorial/biomes/node-editor-1.png)

Once you have the Hytale Node Editor open, through the file menu you can open Biomes by navigating to the Biomes directory and selecting one from your pack.&#x20;

```
/Server/HytaleGenerator/Biomes/
```

### Biome Asset Structure

Every Biome has a root Biome node, this node splits into 5 structures. This is covered briefly but more information on each field can be found on the World Generation Concepts page.

![Node Editor 2](/assets/official-documentation/worldgen/worldgen-tutorial/biomes/node-editor-2.png)

<Callout>
Each biome is for the most part self contained, meaning it has control over
what appears with the biome. The only exception to this are Base Heights.
</Callout>

<Tabs>
<Tab value="Terrain">
Mathematical function nodes that calculate the physical shape of the Biome's terrain.
</Tab>

<Tab value="Materials">
Logical nodes that determine what materials (blocks) make up a Biome's
terrain.
</Tab>

<Tab value="Props">
Function nodes that add objects like prefabs and decorations to the terrain.
</Tab>

<Tab value="Environments">
Logical nodes that determine the environment asset at a given coordinate
within the biome. This asset determines things like weather, NPC spawns, and
sounds.
</Tab>

<Tab value="Tints">
Logical function nodes that determine a colour code that can be used by certain blocks in the world. Typically this will be grasses and soils.
</Tab>
</Tabs>

### How to preview your work

[https://drive.google.com/file/d/1mNcHn9LhFnWDF0DzWFH6_YllmKAUvUry/view?t=6](https://drive.google.com/file/d/1mNcHn9LhFnWDF0DzWFH6_YllmKAUvUry/view?t=6)

Once you are in an Instance world with the Hytale Generator active you will only be able to see your work by generating new chunks. There are a few ways to do this.

The viewport command selects an area around the Player that will live reload as you make changes to the generator.&#x20;

```
/viewport --radius 5
```

You can also create a new world to show your changes.&#x20;

```
/instances spawn <instance>
```

The last option is to simply fly south, new chunks will generate with the changes made.
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