Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ah, make them trade receivers. Sure, that'd  be easy.

Depends on what you mean by resources, I've seen people use them a few different ways. For any case though, you can add them through any old data file. There's nothing special about the name of the data files.

For example: if I wanted to add gold, I could just make a new file called "gold.xml":

<game_data>
    <item name="Gold" icon="i_gold">
        <description>It's shiny!</description>
    </item>
</game_data>

That's all you need if you just want a new item that can be produced and used.

Adding a natural resource that can be found and exploited (like gold ore) is a little more involved, first add that resource through adding a resource tag, like so:

<game_data>
    <item name="Gold" icon="i_gold">
        <description>It's shiny!</description>
    </item>
    <resource name="Gold"></resource>
</game_data>

I would then have to add terrain containing that resource to the world, which is where mutators would come in. First, define a biome and terrain to contain the gold, which could be modified from the way tin works.

<game_data>
    <item name="Gold" icon="i_gold">
        <description>It's shiny!</description>
    </item>
    <resource name="Gold"></resource>
    
    <biome id="highlands_gold" name="Highlands">
        <terrain_mapping id="peak_small" likelyhood="2"></terrain_mapping>
        <terrain_mapping id="trees_sparse_0" likelyhood="1"></terrain_mapping>
        <terrain_mapping id="trees_sparse_1" likelyhood="1"></terrain_mapping>
        <terrain_mapping id="grass" likelyhood="12"></terrain_mapping>
        <terrain_mapping id="ore_gold" likelyhood="1"></terrain_mapping>
    </biome>
    <terrain id="ore_gold" map_image="map_tin_gold" is_walkable="true" is_swimmable="false" move_cost="1" resource="Gold">
        <base_animation type="idle" image="t_tin_gold" frame_width="64" frame_height="64" frame_count="1" facing="none" sound="none" layer="0.0" loop_time="0.5"></base_animation>
    </terrain>
</game_data>

Now the only thin that's left is to make that biome available during world generation. We can do this in the same file, or a new file to keep things clean.

<game_data>
    <add_element parent_type="region_feature" parent_id_attribute="id" parent_id_value="basic_landmass">
        <region_feature id="basic_landmass_highlands_with_gold" regions_per_occurrence="60" minimum_occurrences="1" shape="blob" min_size="1" max_size="1" margin="0" core_biome="highlands" fringe_biome="highlands">
                <inclusion_feature id="basic_landmass_highlands_gold" cells_per_occurrence="2" minimum_occurrences="1" shape="blob" core_biome="highlands_gold" fringe_biome="highlands_gold"></inclusion_feature>
            </region_feature>
    </add_element>
</game_data>

And now there should be gold scattered throughout the world

I

Thanks. I was just wondering about it being in one larger file.

Looking forward to the new update.