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vegetation.ron

Where grass, flowers and stones grow. Read by the game client only: a change here changes how it looks or sounds, never how it plays.

File: assets/data/vegetation.ron

Where the instanced grass, flowers and stones grow and how dry they are (crates/client/src/vegetation.rs, meshgen/landscape.rs). Only the look. Every field is optional; one left out takes the value shown here.

The file is one VegLook.

Where the ground cover grows and how dry it is, from the data folder’s vegetation.ron (every field optional: one left out takes its default, no file at all the shipped one).

Field Type What it is
dry f32 Added to every patch’s dryness (0 fresh green .. 1 straw).
long_from f32 Ground at least this rough (0 mown .. 1 wild) grows long grass.
scale f32 How big patches are drawn: all of them, and long grass on top of that.
long_scale f32
flowers f32 Wildflowers: how many (1 = as many as the ground gives), and how much of the ground their drifts cover (0 none .. 1 all).
flower_cover f32
verge_stones f32 The chance of small stones on a tile of soft ground beside a road, pavement or path, and on a tile of bare dirt.
dirt_stones f32
The whole file as shipped
// Where the instanced grass, flowers and stones grow and how dry they are
// (crates/client/src/vegetation.rs, meshgen/landscape.rs). Only the look. Every field is optional;
// one left out takes the value shown here.
(
// Added to every patch's dryness (0 fresh green .. 1 straw).
dry: 0.0,
// Ground at least this rough (0 mown .. 1 wild) grows long grass.
long_from: 0.6,
// How big patches are drawn: all of them, and long grass on top of that.
scale: 1.0,
long_scale: 1.0,
// Wildflowers: how many (1 = as many as the ground gives), and how much of the ground their
// drifts cover (0 none .. 1 all).
flowers: 1.4,
flower_cover: 0.4,
// The chance of small stones on a tile of soft ground beside a road, pavement or path, and on
// a tile of bare dirt.
verge_stones: 0.1,
dirt_stones: 0.12,
)