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#Adding Content

Most content is data in GameConfig plus a model in ReplicatedStorage.

#Add an animal

  1. Put the pet model in a zone folder under ReplicatedStorage.GameAssets.Pets (for example 07_Prehistoric). Add an ObjectValue named after the species key to GameAssets.PetIndex and point its Value at the model.
  2. Put the egg model under GameAssets.Eggs and add an ObjectValue named <Species>Egg to GameAssets.EggIndex.
  3. Add an entry to Config.Species:
["Penguin"] = {
    ["Name"] = "Penguin",
    ["Rarity"] = "Rare",
    ["Income"] = 420,
},
  1. Add the key to a zone's Species list and a matching value to its Weights.

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).