OceanBox + WorldForge — Two interconnected mods for WorldBox - God Simulator.
Transform empty oceans into living ecosystems, and generate entire worlds with a single click.
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
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
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
Continent Centers (Poisson Disk) → Voronoi Tessellation → Heightmap (fBm)
→ Mountain Chains (plate boundaries) → Biomes (Whittaker) → Rivers (flow field)
→ Civilization Placement → WorldBox Tile Mapping
| 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 |
- .NET Framework 4.8 Developer Pack
- WorldBox installed via Steam
- NeoModLoader subscribed on Steam Workshop
# 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.csprojIf 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"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.
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.
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
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.
- 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