#Adding Content
Most content is data in GameConfig plus a model in ReplicatedStorage.
#Add an animal
- Put the pet model in a zone folder under
ReplicatedStorage.GameAssets.Pets(for example07_Prehistoric). Add anObjectValuenamed after the species key toGameAssets.PetIndexand point itsValueat the model. - Put the egg model under
GameAssets.Eggsand add anObjectValuenamed<Species>EggtoGameAssets.EggIndex. - Add an entry to
Config.Species:
["Penguin"] = {
["Name"] = "Penguin",
["Rarity"] = "Rare",
["Income"] = 420,
},
- Add the key to a zone's
Specieslist and a matching value to itsWeights.
World models are scaled automatically: pets to WorldPetMaxSize, eggs to WorldEggMaxSize. A model without texture permission shows a tinted fallback if it is listed in WorldVisualFallbacks.
#Change zone odds
Edit Config.Biomes[i].Weights. Each number is a relative weight for the species at the same position.
#Add a nest
Duplicate an EggAnchor inside Workspace.MapV2.EggSpawns.<zone> and move it. The server finds anchors on start, so no code change is needed. Give the part a unique EggSpawnId attribute.
#Add a trail
Add an entry to Config.Trails (Id, Name, Cost, Multiplier, Order, ProductId). Trail colours are set in WorldService (refreshTrail); add a colour for the new ID there. For a Robux price, create a developer product and put its ID in ProductId and Products.Trail_<id>.
#Rebalance
Change the costs and growth rates in Configuration. Test a full run with the admin commands (/cash, /speed, /rebirths) before publishing.
#Change effects
Effect colours, counts and sizes are in ReplicatedStorage.GameRuntime.WorldFX. The moments that trigger them are in GameClient (worldEffect).