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WorldBoxMods

OceanBox + WorldForge — Two interconnected mods for WorldBox - God Simulator.

Transform empty oceans into living ecosystems, and generate entire worlds with a single click.

Mods

WorldForge — Procedural Map Generator

The first-ever map generator on the WorldBox Steam Workshop. Create unique worlds with realistic terrain using advanced procedural generation algorithms.

Features:

  • Perlin noise terrain with fractal Brownian motion
  • Plate tectonics-inspired continent generation
  • Whittaker diagram biome classification (temperature + moisture)
  • Drainage basin river systems that flow from mountains to sea
  • Mountain chains along tectonic plate boundaries
  • 6 presets: Earth-like, Archipelago, Pangaea, Ring World, Fjords, Desert Planet
  • Custom parameter UI with sliders and real-time preview
  • One-click generation directly into WorldBox

OceanBox — Naval & Ocean Content

Addresses the #1 most-requested feature in the WorldBox community (78+ IdeaBox comments). Currently, oceans are decorative empty space — OceanBox changes that.

Features:

  • Sea creatures: whales, sharks, fish schools, giant squid, and the Kraken boss
  • Naval units: fishing boats, trade ships, warships, pirate vessels
  • Maritime economy: trade routes between coastal cities, fishing industry
  • Naval warfare: ship combat, pirate raids, port blockades
  • Ocean biomes: coral reefs, deep trenches, kelp forests
  • God powers: tsunami, whirlpool, summon Kraken, raise/lower sea floor

Architecture

WorldBoxMods/
├── Shared/           # Shared utilities (math, extensions)
├── WorldForge/       # Procedural map generator
│   ├── Algorithms/   # Perlin noise, Voronoi, cellular automata, Poisson disk
│   ├── Core/         # Heightmap, biome, river, mountain, continent generators
│   ├── Presets/      # Earth-like, Archipelago, Pangaea, etc.
│   └── UI/           # Generator window, preview renderer
├── OceanBox/         # Naval & ocean content mod
│   ├── Entities/     # Sea creatures and ships
│   ├── Systems/      # Fishing, trade, pirate, ocean biome systems
│   ├── Powers/       # God powers (tsunami, whirlpool, etc.)
│   └── Patches/      # Harmony patches for WorldBox integration
└── Tools/            # Build scripts and dev setup

Generation Pipeline

Continent Centers (Poisson Disk) → Voronoi Tessellation → Heightmap (fBm)
    → Mountain Chains (plate boundaries) → Biomes (Whittaker) → Rivers (flow field)
        → Civilization Placement → WorldBox Tile Mapping

Technical Stack

Component Technology
Language C# (.NET Framework 4.8)
Game Engine Unity (Mono runtime)
Mod Framework NeoModLoader
Patching Harmony 2.x
Decompilation dnSpy / ILSpy
Build dotnet CLI

Building from Source

Prerequisites

Build

# Clone the repository
git clone https://github.com/areeb232323/WorldBox-Mods.git
cd WorldBoxMods

# Build all projects
dotnet build

# Or build individually
dotnet build WorldForge/WorldForge.csproj
dotnet build OceanBox/OceanBox.csproj

Custom WorldBox Path

If WorldBox is installed somewhere other than the default Steam path, set the WORLDBOX_PATH environment variable:

$env:WORLDBOX_PATH = "D:\Games\Steam\steamapps\common\WorldBox"

Install

The build automatically deploys to your WorldBox Mods folder. To install manually, copy the built DLLs and mod.json:

%STEAM%\steamapps\common\WorldBox\Mods\WorldForge\
%STEAM%\steamapps\common\WorldBox\Mods\OceanBox\

Each mod folder needs: ModName.dll, WorldBoxMods.Shared.dll, and mod.json.

Technical Challenges

Reverse Engineering

WorldBox has no official modding API. All integration is achieved by decompiling Assembly-CSharp.dll with dnSpy to understand internal class structures, then using Harmony 2.x for runtime method interception. Key reverse-engineered systems include tile management, entity spawning, city behavior, and the god powers registry.

Procedural Generation

WorldForge implements five distinct algorithms:

  • Perlin Noise + fBm: Multi-octave fractal noise for natural terrain heightmaps
  • Voronoi Tessellation: Tectonic plate simulation for continent boundaries with noise-distorted edges
  • Cellular Automata: Coastline smoothing and terrain refinement
  • Flow Field Simulation: Steepest-descent water routing for realistic drainage basins
  • Poisson Disk Sampling: Even spatial distribution for continent centers and city placement

Performance

WorldBox runs on modest hardware, so all per-tick systems (creature AI, ship pathfinding, trade calculations) use object pooling, cached pathfinding, and batch updates to maintain stable frame rates on large worlds.

Roadmap

  • Project structure and build pipeline
  • Core algorithms (Perlin noise, Voronoi, cellular automata)
  • Heightmap and continent generation
  • Biome classification (Whittaker diagram)
  • River generation (drainage basins)
  • WorldForge UI (generator window, preview, presets)
  • WorldBox tile mapping integration
  • OceanBox sea creatures and AI
  • Ship system and pathfinding
  • Maritime trade and fishing economy
  • Naval warfare and god powers
  • Steam Workshop publication

License

MIT

Requirements

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OceanBox naval simulation & WorldForge procedural map generator — WorldBox Steam Workshop mods

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