New Virginia (zone_TM) — worked example
Where this zone's teleport columns stand (dots, labelled with the destination — dimmed where the column is currently switched off), the landing spots of teleports arriving from other zones (dashed circles), and the exit gates (diamonds) where one exists. Positions are the tile coordinates the server records. The dashed lines connect the pairs of local (in-zone) teleport columns.
A low-tier protected PvE zone — a safe place where new characters gather. Its configuration shows the simplest end of the spectrum: few ore types, large nodes, and the basic plant mix.
| Fact | Value |
|---|---|
| Zone id | 0 |
| Type | PvE (protected) |
| Protection | Alpha — protected, PvP disabled |
| Size | 2048 × 2048 tiles |
| Fertility | 20 |
| Plant rule set | 0 — 15 species (basic "tm pve" mix) |
| Ore types | 3 (titan, crude, liquizit) |
| Total ore nodes | 21 (7 per type) |
Ore configuration
| Material | Nodes | Max tiles/node | Total per node | Min threshold |
|---|---|---|---|---|
| titan | 7 | 1000 | 15,000,000 | 0.5 |
| crude | 7 | 1257 | 30,000,000 | 0.5 |
| liquizit | 7 | 1000 | 15,000,000 | 0.5 |
pie showData
title Steady-state ore stock by type (million units)
"titan" : 105
"crude" : 210
"liquizit" : 105
Notes that stand out:
- Large, sparse nodes — 1,000–1,257 tiles each (walk radius
(int)√(tiles/π)×2= 34–40 tiles), so each node is a big blob, and there are only 7 of each type per zone. Steady-state stock is ~420 million units of material in total (105 M titan + 210 M crude + 105 M liquizit). - No rare types — no epriton, no flux ore, so there are no keep-out zones around bases and no NPC-spawning ore sites.
minthreshold0.5 means a tile is only usable if the node's noise fill there is at least half of its maximum — the edges of each blob are thin.
Per-type yields (what one unit of each ore refines into, and the node-generation formulas behind the numbers above) are in Ores.
Plant mix
Rule set 0 allows 15 species — the basic starter set: grass (a/b), pine, bushes (a/b), rango, copper tree, reed, nanowheat, low-tier rustbush/slimeroot/electroplant, bonsai, and low-tier iron tree. No walls, no devrinol, no high-tier harvestables.
With fertility 20, a 32×32 cube may hold at most ~20% blocking plants; across the full
2048×2048 map that's an upper bound of roughly 838,000 plant tiles (less in practice —
water and islands are not ground). Species selection is weighted by each rule's
fertility, so the basic grasses and bushes dominate while the low-tier harvestables
stay rare.
Full per-species rules (growRate, fruit, health) are in Plants.
What this means for a player
- Safe starter economy: three common ores in big, easy-to-scan blobs.
- Harvestables here are the low-tier variants — high-value plants (high-tier electroplant/iron tree/rustbush/slimeroot) appear in later zones.
- Because the zone is protected, PvP risk is the only thing missing from the gathering loop (see movement for zone entry).