Maps
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
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
- 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
- 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?
- Go to Explorer
- Open the C: drive
- Click View on the menu bar
- Click the Options icon. (If you click the small arrow below it instead, choose Change Folder and Search options)
- Select the View tab
- Under Files and Folders > Hidden files and folders, select the option to Show hidden files, folders and drives
- Click OK
MacOS Installation
- Press Command+Shift+G then paste this in
/Users/NAME/Library/Application Support/mkarpenko/WorldBox/saves
- Change "NAME" to your Mac username
- This may only pop up if you've saved maps prior
- 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:
- Download a third-party application like "File Manager" or "Zarchiver" from google play
- 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
- You will be showed the "app info" screen after clicked the "Files" application, find the three dots button
- 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)
- Now open the third-party application (File Manager) and allow it to manage files
- Find the "Android" folder and open it, then open the data folder
- 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
- If you have succeeded, the app will now have access to android file and can enter the saves folder in "com.mkarpenko.worldbox" folder
- 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
- 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):
- Locate WorldBox Folder in /var/mobile/Containers/Data/Application/ (Folder name is WorldBox)
- Once inside WorldBox Folder, navigate to “Documents”, and then to “saves” folder
- 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
- 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
- File:IconAntBlack scaled 10x.pngTiny: 128x128 tiles (2x2)
- File:IconGrasshopper scaled 10x.pngSmall: 192x192 tiles (3x3)
- File:IconCustomWorld10x.pngStandard: 256x256 tiles (4x4)
- File:IconTileSand10x.pngLarge: 320x320 tiles (5x5)
- File:IconTileSoil10x.pngHuge: 384x384 tiles (6x6)
- File:IconTileHighSoil10x.pngGigantic: 448x448 tiles (7x7)
- File:IconTitanic10x.pngTitanic: 512x512 tiles (8x8)
- File:IconIceberg10x.pngIceberg: 576x576 tiles (9x9) [PC version only]
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:
- Steam Workshop
- Worldbox Discord Server - Find one in #map-downloads and #cool-maps
- Worldbox Discord Server - Make your own in #map-conversion
- Map Sizes Mod - Uses BepInEx not NML (see Modding for more info)
- Image-to-Map Mod - Also uses BepInEx (might not work on MacOS or Linux)
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.
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
- File:Icon randomShapes10x.pngRandom Shapes 0-40
- File:Icon noiseMain10x.pngNoise: Main Level 0-30
- File:Icon noiseDetail10x.pngNoise: Details 0-30
- File:Icon noiseBonus10x.pngNoise: Bonus 0-30
- File:IconResStone scaled 10x .pngCubicle Size 2-15
True/False World Gen Settings
- File:Icon randomBiomes10x.pngRandom Biomes
- File:Icon mountainEdges-export.pngMountain Edges
- File:Icon spawnVegetation10x.pngSpawn Vegetation
- File:Icon spawnResources10x.pngSpawn Resources
- File:Icon centerLake10x.pngCenter Lake
- File:Icon centerLand 10x.pngCenter Land
- File:Icon roundEdges10x.pngRound Edges
- File:Icon squareEdges10x.pngSquare Edges
- File:Icon ringEffect10x.pngTree Ring
- File:Icon lowGround10x.pngLow Ground
- File:Icon highGround10x.pngHigh Ground
- File:Icon removeMountains10x.pngRemove Mountains
Special Map Types
- File:Dragonmap10x.png Ghost Earth [Dragon Map]: Appears when you first launch the game, gigantic size
- File:Modernmap10x.png World of Greatness [Modern]: Appears when launching the game on April 1st, standard size
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
- Libresprite: https://libresprite.github.io (much eariler version of aseprite, this is what I would recommend)
- Lospec: https://lospec.com/pixel-editor/ (web editor)
- Pixilart: https://www.pixilart.com/draw?ref=home-page (web editor)
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>