Maps

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For Quick Copy/Paste: %AppData%\..\LocalLow\mkarpenko\WorldBox\saves

Downloading Maps on PC, Android or IOS

After downloading the map.wbox or map.json from a source such as the Worldbox Discord you can view the respective platform related information below to download and use maps.

It is important that all files must be named exactly as specified (for example, map.wbox, map.json or preview.png) otherwise the game will not recognize them and the map will not load.

File Info

Below will provide a short documentation of the various files you may see when downloading maps, and so you have a basic understanding of what they are before going through install instructions.

  • map.wbox- New map format released in update 0.7.0, used for manual saves. Generates a map.meta file. When uncompressed the map.wbox is just a json file
  • map.wbax - Map format used by autosaves. This format is not compressed, and you can edit it with any regular text editor.
  • map.meta- Meta information that helps preview maps in-game. This file is generated with map.wbox files and is not necessary to share to other users for your map to work.
  • map.json- Old map format prior to update 0.7.0. This format still loads and run within worldbox, but will not have a map.meta file.
  • preview.png - Image that shows in the save manager that gives a preview of what the map looks like. This file is optional, but without it the files will have a blank ocean background and may appear "empty" when they are not.
  • preview_small.png - Image that shows in the save manager that gives a small preview of what the map looks like. This file is optional, it is only used when browsing worlds from the steam workshop.

Files can only be grouped like such with (o) denoting optional files:

  • map.json and (o)preview.png
    or
  • map.wbox, (o)map.meta, and (o)preview.png.

Map Installation

File:WikiMapGuide.png

The paths given below direct you to the folder for manual saves. To access the autosave folder, simply replace "saves" in the path with "autosaves".

Windows Installation

  1. Locate Save files in %AppData%\..\LocalLow\mkarpenko\WorldBox\saves (copy and paste this into your file explorer address field and press enter)
    If the “saves” folder does not exist, create it, and inside of "saves" create a folder named "save1". This will be the first save in your game when you launch.
    This will be the first save in your game when you launch. To find the Worldbox folder manually, navigate to: This PC > OS (C:) > Users > username > AppData > LocalLow > mkarpenko > Worldbox
  2. Select a pre-existing save folder or the folder you just created. (save1, save3, save5, etc) and Place your downloaded map.wbox or map.json file here. Optional files such as map.meta or preview.png are also placed here.

Do not have the "AppData" folder on your Windows 10?

  1. Go to Explorer
  2. Open the C: drive
  3. Click View on the menu bar
  4. Click the Options icon. (If you click the small arrow below it instead, choose Change Folder and Search options)
  5. Select the View tab
  6. Under Files and Folders > Hidden files and folders, select the option to Show hidden files, folders and drives
  7. Click OK

MacOS Installation

  1. Press Command+Shift+G then paste this in /Users/NAME/Library/Application Support/mkarpenko/WorldBox/saves
  2. Change "NAME" to your Mac username
  3. This may only pop up if you've saved maps prior
  4. Select a pre-existing save folder or the folder you just created. (save1, save3, save5, etc) and Place your downloaded map.wbox or map.json file here. Optional files such as map.meta or preview.png are also placed here.

Linux Installation

According to "_zdzisio_" on Discord, the save files on Linux systems can be found at /home/user/.config/unity3d/mkarpenko/WorldBox/saves. Then, place the map.wbox or map.json file into the save file you created or an existing save file, as described above.

Android Installation

How to access worldbox data folder on android 11 to 13:

  1. Download a third-party application like "File Manager" or "Zarchiver" from google play
  2. Now go to your phone’s "settings" application, after that find/search an factory system application called "Files" (has a darker blue background with a big white folder in the center of the icon), then click it
  3. You will be showed the "app info" screen after clicked the "Files" application, find the three dots button
  4. After you see the three dots button, click the three dots button and then if it has an "uninstall updates" option there, make sure to choose the option (wait until the uninstalling process is done and completed to avoid a mistake)
  5. Now open the third-party application (File Manager) and allow it to manage files
  6. Find the "Android" folder and open it, then open the data folder
  7. You'll see some popup, touch "ok"/"yes" and also touch the "use this folder" button at bottom without opening any files that are showing
  8. If you have succeeded, the app will now have access to android file and can enter the saves folder in "com.mkarpenko.worldbox" folder
  9. If the “saves” folder does not exist, create it, and inside of "saves" create a folder named "save1". This will be the first save in your game when you launch. The 1 can be replaced with any number up to 30
  10. Select a pre-existing save folder or the folder you just created (save1, save3, save5, etc) and place your downloaded map.wbox file here

if the following guide above doesn't work for you, try the alternative methods below.

Splitscreen Files app method:

https://youtu.be/kXl1dcITjbk?si=oQt1C5zI6OmyYH-s

https://youtube.com/shorts/P2hG7IEkqME?si=-DoB5u8Z_2F7079k (35s short but not voiced over / edited)

(May have to look up how to do split screen for specific device)

Shizuku + ZArchiver method:

Need these apps:

https://play.google.com/store/apps/details?id=moe.shizuku.privileged.api

https://play.google.com/store/apps/details?id=ru.zdevs.zarchiver

How to use Shizuku:

https://youtu.be/2Z24VKZJD14?si=GmBafUhaLDbaIXY6

Proceed to follow steps 7-11 after setting Shizuku up


Join the Discord server and use the #help-channel if need additional help

IOS Installation

In 03 March 2024 One of our iOS + PC worldbox player called "hydoraproxima/Dybbi" just found out a way on how to cleverly bypassing iOS restriction without jailbreaking the phone itself through imazing (keep in mind that in order to try this you need to have a PC). You can go to the original thread/message using the link provided here (you have to join the Official Discord Server first): imazing | clever way to bypass iOS without jailbreaking
If you had any questions, please ask about it in the thread directly or our help-chat (help-forum) Discord channel.

If the iOS device is already jailbroken, you can follow these old instructions (Instructions assume you are using Filza File Manager):

  1. Locate WorldBox Folder in /var/mobile/Containers/Data/Application/ (Folder name is WorldBox)
  2. Once inside WorldBox Folder, navigate to “Documents”, and then to “saves” folder
  3. If the “saves” folder does not exist, create it, and inside of "saves" create a folder named "save1". This will be the first save in your game when you launch. The 1 can be replaced with any number up to 30
  4. Select a pre-existing save folder or the folder you just created (save1, save3, save5, etc) and place your downloaded map.wbox file here. Optional files such as map.meta or preview.png are also placed here

Note that this has not been tested thoroughly. Files such as map.json have failed, but it is unknown if they truly are not compatible. For now, only use map.wbox, map.meta, and preview.png files.

Any problems that occur will be at your own risk!

Autosaves

Autosaves are saves which are created automatically by the game at certain time points, without requiring input from the player. They are an important backup in the event a world is accidentally deleted, lost, or overwritten by a new world.

Generally, autosaves are created in the following situations:

  • Autosaves are created every 5 minutes while you are playing a world.
  • An autosave is created for the previous world when you load a new world.

The number of autosaves possible is limited:

  • There are a total of 30 autosave slots. If the save slots are full, when a new autosave is created, the earliest autosave will be deleted.
  • Each world can have a maximum of 5 autosaves. If a world's autosaves exceeds 5, the world's earliest autosave will be deleted.

Autosaves may also be disabled if your device is running low on memory.

While these are general rules on how autosaves work, it may not always work as intended, and an autosave may fail to trigger. In order to be safe, always make sure to save your worlds manually.

Map Creation

There are many ways maps are created, used, and shared. Below lists the various types of creation methods and generic info about what they are.

Default Maps

The first and normal way is using maps generated naturally through the game's generator tool with sizes from 2x2 to 9x9. You can open the game's map generator with the File:IconCustomWorld10x.png button in the main tab. The generator can make 16 different types of worlds with most having different attribute selections such as noise, shapes, tree ring and more! For more info on world types and attributes scroll down to the Map Generation section on this page.

Default Maps Sizes

Modded Sizes

With the use of third party sources (or the steam workshop) you can obtain map sizes larger or smaller than the default sizes the game allows. You can also make rectangular maps. You do not need any mods to run these special map sizes your only barrier well probably be hardware. You can use palette page for determining what colors you may need for image to map conversion.

Ways to obtain modded map sizes:

Hardware limitations:

  • Generally, 30x30 is the maximum size of a playable map for most advanced computers, requiring a computer with at least 16 GB of RAM to run.
  • There are bigger map sizes, such as 40x40 and 50x50, but they can take 3-5 minutes just to load (always assuming 16 GB of RAM), and they are enormously game-crashing, making it impossible to play on them.
  • Below that is 20x20 which is where most advanced phone's limit may hold.
  • Average newer phones should get 15x10 without awful lag.
  • For less powerful machines the game's limits are as far as they can work with.

Map Generation

Worldbox offers various ways of making maps using its built in generator. Most of these map types can be adjusted using map settings presented in the world creation menu.

World Types
Image Name Description File:Icon randomShapes10x.png File:Icon noiseMain10x.png File:Icon noiseDetail10x.png File:Icon noiseBonus10x.png File:Icon randomBiomes10x.png File:Icon mountainEdges-export.png File:Icon spawnVegetation10x.png File:Icon spawnResources10x.png File:Icon centerLake10x.png File:Icon centerLand 10x.png File:Icon roundEdges10x.png File:Icon squareEdges10x.png File:Icon ringEffect10x.png File:Icon lowGround10x.png File:Icon highGround10x.png File:Icon removeMountains10x.png
File:Template continent10x.png Continent One big landmass 5 5 5 5 Yes No Yes Yes No Yes Yes No Yes No No No
File:Template box world10x.png Box World World in da Box 5 5 5 5 Yes Yes Yes Yes No Yes No No Yes No No No
File:Template islands10x.png Islands A few smaller islands 5 5 5 5 Yes No Yes Yes No No Yes No Yes No No No
File:Template boring plains10x.png Boring Plains They are very flat 0 5 5 5 Yes Yes Yes Yes No Yes No No No - - Yes
File:Template donut10x.png Donut World with a lake in the center 0 5 5 5 Yes No Yes Yes Yes Yes Yes No No No No No
File:Template toast10x.png Toast Square flat world 5 5 5 5 Yes No Yes Yes No Yes No Yes No No No Yes
File:Template pancake10x.png Pancake Round flat world 0 5 5 5 Yes No Yes Yes No Yes Yes No No No No Yes
File:Template dormant volcano10x.png Dormant Volcano Huge island created from a volcano ages ago
[the game's actual volcanoes cannot do this]
0 5 5 5 No No Yes Yes No Yes Yes No No No No No
File:Template cheese10x.png Cheese Big landmass with many lakes 0 5 5 5 Yes No Yes Yes No Yes No Yes No No No Yes
File:Template bad apple10x.png Bad Apple Civilizations can live in it 0 5 5 5 Yes No Yes Yes No Yes Yes No No No No No
File:Template chaos pearl10x.png Chaos Pearl Formed after 99 worlds collided together! 0 5 5 5 Yes No Yes Yes No Yes Yes No No Yes No No
File:Template lasagna10x.png Chaos Lasagna Formed after 100 worlds collided together! 5 5 5 5 Yes No Yes Yes No Yes No Yes No Yes No No
File:Template anthill10x.png Anthill Ants of the Ancients - - - - Yes - Yes Yes - - - - - - - -
File:Template checkerboard10x.png Checkerboard Time to play a game! - - - - Yes - Yes Yes - - - - - - - -
File:Template cubicles10x.png Cubicles Built for an evil overlord File:IconResStone scaled 10x .pngCubicle Size 2 Yes - Yes Yes - - - - - - - -
File:Template empty10x.png Empty Absolute void. A perfect start! - - - - - - - - - - - - - - - -

Quantitative World Gen Settings

True/False World Gen Settings

Special Map Types

Map Making With a Pixel Editor

You can use a pixel editor with certain colors (palette page) and then use an image-to-map conversion tool to create new maps. This can be a much easier way of creating maps as you have access to undo, redo, copy, paste and other tools. Or you can try out the Map Makers mod.

Map Making Template

This is what some use to make maps in a pixel editor. It's useful for easily eye dropping whatever colors you want for certain terrain types and biomes. After finishing a map you can go to #🔁map-conversion on the worldbox discord and attach just the map and do "~c 9x9" (iceberg size). Or you can use a mod like Image-to-Map. This template was recently updated with colors for unreleased biomes, these colors may be slightly incorrect.

File:Mapmakingtemplate iceberg.png

It is recommended that you use the "Aseprite" software (~$20 on steam) or one of these free options:
You can probably find other alternatives online easily

Map json

The data of a map.wbox file is stored as a zlib compressed json string, while the map.wbax (autosave) file is stored uncompressed. With the proper knowledge you can edit this to have normally inaccessible tiles such as border_water and border_pit, stack traits, non square map sizes etc. Look to the right to expand an example of what a map.json file looks like.

<syntaxhighlight lang="javascript"> saveVersion: int width: int height: int mapStats: {

       name: str
       description: str
       worldTime: float 
       era_id: int
       era_next_id: str
       era_month_next: float
       era_month_start: float
       deaths: int
       deaths_age: int
       deaths_hunger: int
       deaths_eaten: int
       deaths_other: int
       housesDestroyed: int
       population: int
       id_unit: int
       id_building: int
       id_kingdom: int
       id_city: int
       id_culture: int
       id_clan: int
       id_alliance: int
       id_war: int
       id_plot: int

} worldLaws: {

       list[{
               name: str
               booVal: bool
       }]

} tileMap: [int] tileArray: int tileAmounts: int fire: [int] conwayEater: [int] conwayCreator: [int] frozen_tiles: [int] tiles: [int] cities[{

       pop_points: [?]
       storage: {
               savedResources: {[
                       id: str
                       amount: int
               ]}
               items_weapons: [{
                       year: int
                       by: str
                       from: str
                       name: str
                       id: str
                       material: str
                       modifiers: [str]
               }]
               items_helmets: [{same as items_weapons}] 
               items_armor: [{same as items_weapons}] 
               items_rings: [{same as items_weapons}] 
               items_amulets: [{same as items_weapons}] 
       }
       kingdomID: str e.g. k_0
       leaderID: str e.g. u_0
       zones: [{
               x: int
               y: int
       }]

culture: str e.g c_0

       race: str e.g. orc
       deaths: int
       born: int
       timer_supply: float
       timestamp_kingdom: float
       id: str e.g c_0
       name: str
       created_time: float

}] actors_data: [{

       items: [{same as items_weapons}]
       cityID: int e.g. c_0
       x: int
       y: int
       favoriteFood: str
       mood: str
       gender: int
       skin: int
       skin_set: int
       culture: str e.g. c_0
       clan: str e.g. f_0
       asset_id: str e.g. orc
       profession: int
       kills: int
       age_overgrowth: int
       had_child_timeout: float
       children: int
       hunger: int
       level: int 
       experience: int
       diplomacy: int
       intelligence: int
       stewardship: int
       warfare: int
       traits: [str]
       health: int
       id: str e.g. u_0
       name: str
       created_time: float
       custom_data_int: {influence: int}

}] buildings: [{

       state: int
       mainX: int
       mainY: int
       asset_id: str
       cityID: str e.g. c_0
       frameID: int
       health: int
       id: str
       created_time: float
       custom_data_flags: ['under_construction']

}] kingdoms: [{

       cultureID: str e.g. c_0
       timestamp_alliance: float
       timestamp_last_war: float
       timestamp_new_conquest: float
       timestamp_king_rule: float
       royal_clan_id: str
       motto: str
       timer_settle_target: float
       timer_new_king: float
       deaths: int
       born: int
       kingID: str e.g. u_0
       capitalID: str e.g. c_0
       raceID: str e.g orc
       colorID: int
       banner_background_id: int
       banner_icon_id: int
       id: str e.g. k_0
       name: str
       created_time: float

}] clans: [{

       motto: str
       race_id: str e.g. orc
       dead: int
       chief_id: str e.g. u_0
       members: [str] e.g. ['u_0', 'u_1']
       color_id: int
       banner_background_id: int
       banner_icon_id: int 
       level: int
       experience: int 
       founder_name: str
       founder_kingdom: str
       founder_home: str
       id: str e.g. f_0
       name: str
       created_time: float

]} alliances: [{

       color_id: int
       banner_background_id: int 
       banner_icon_id: int
       kingdoms: [str] e.g. ['k_0', 'k_1']
       founder_name_1: str
       founder_kingdom_1: str
       level: int
       experience: int
       timestamp_member_joined: float 
       id: str e.g. c_0
       name: str
       created_time: float 

}] wars:[(

       main_attacker: str e.g..k_0
       main_defender: str e.g. k_1
       list_attackers: [str] e.g. ['k_0', 'k_3']
       list_defenders: [str] e.g. ['k_1', 'k_2']
       started_by_king: str
       started_by_kingdom: str
       war_type: str
       id: str e.g. c_0
       name: str
       created_time: float

}] plots: [{

       plot_type_id: str
       founder_name: str
       supporters_ids: [str] e.g. ['u_0', 'u_1']
       id_initiator_actor: str e.g. u_0
       id_initiator_city: str e.g. c_0
       id_initiator_kingdom: str e.g. k_0
       id: str e.g. p_0
       name: str
       created_time: float

]} relations: {[

       kingdom1_id: str e.g. c_0
       kingdom2_id: str e.g. c_1
       timestamp_last_war_ended: float
       id: str e.g. c_0_c_1
       created_time: float

]} cultures: [{

       color_id: int
       banner_decor_id: int
       banner_element_id: int
       village_origin: str
       village_origin_color: str
       race: str e.g. orc
       skin_citizen_male: str e.g. unit_male_1
       skin_citizen_female: str e.g. unit_female_1
       skin_warrior: str e.g. unit_warrior_1
       list_zone_ids: [int]
       list_tech_ids: [str]
       researching_tech: str
       id: str
       name: str
       created_time: float

}]

</syntaxhighlight>

es:Mapas