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  3. Introduction to Using the Built-in Map Editor [Creation Manual]

Introduction to Using the Built-in Map Editor [Creation Manual]

Creation Manual
[hr][/hr][h3]》》》》》1.1 World Introduction[/h3][hr][/hr][p]1.1.1 Click the “Create” button to create a world[/p][p][/p]
  1. [p]Basic world information[/p]
  2. [p]Configure universal tips for the world; they will rotate in the tip area while playing. One line at a time.[/p]
  3. [p]Game cover[/p]
[p][/p][hr][/hr][h3]》》》》》1.2 Configure World[/h3][hr][/hr][p]1.2.1 Basic Interface Introduction[/p][p]In \[Creation], click a world to enter the world-editing interface[/p]
  1. [p]\[Create Button]: Click the \[+] to add a \[Button] — an interactable entity in the world.[/p]
    1. [p]E.g. upgradeable buildings: lumber camp, etc.[/p]
    2. [p]Or assignable jobs, equipment, special NPCs that can be interacted with, etc.[/p]
    3. [p]You can set its detailed functions in \[8] Details.[/p]
  2. [p]\[Create Variable]: Click the \[+] to add a \[Variable] — key resources in the world.[/p]
    1. [p]They have no clickable button, but serve as ongoing consumption or upgrade conditions for \[Buttons].[/p]
    2. [p]You can configure a view function; e.g. if \[Variable] = number of beauties, you can link a beauty gallery in Details.[/p]
  3. [p]\[Add Category]: Categorize \[Buttons];[/p]
    1. [p]Click \[Create Button] under a category to place the new button directly into that category![/p]
  4. [p]\[Save World]: Save the current world.[/p]
  5. [p]\[Test World]: Instantly test-run the world for quick debugging.[/p]
  6. [p]\[Toggle Relation Graph]: View other \[Buttons] and \[Variables] connected to the selected \[Button] or \[Variable].[/p]
  7. [p]\[Exit]: Exit editing.[/p]
  8. [p]\[Details]: When a button is selected, shows all editable content and details. When a variable is selected, shows its editable content and details.[/p]
[hr][/hr][p]1.2.2 Basic Operations[/p]
  1. [p]Universal add / delete button logic:[/p][p][/p]
    1. [p]Click \[+] to add a corresponding item.[/p]
    2. [p]When an item is already selected, \[+] automatically becomes delete.[/p]
    3. [p]Clicking an empty area restores the default state![/p]
  2. [p]In most sub-windows, clicking an empty area closes the window.[/p][p][/p]
  3. [p]Most areas support scrolling.[/p][p][/p]
[hr][/hr][p]1.2.3 Details (Basics)[/p]
  1. [p]Most content can be edited directly; just input or select the desired value.[/p][p][/p]
  2. [p]Every N levels vs. Level N[/p][p][/p]
  • [p]Every N levels: e.g. enter 5 → triggers the effect every 5 levels.[/p]
  • [p]Level N: custom level at which the effect triggers.[/p]
[p] 3. Button Unlock Conditions[/p]
  1. [p]If unlock conditions are set, the button stays hidden until unlocked.[/p]
  2. [p]Parts joined by OR are in an OR relationship — satisfying any one unlocks.[/p]
  3. [p]All conditions on the same side must be met.[/p]
  4. [p]In the example: 100 copper coins AND 1 decree unlocks; OR 1 fame also unlocks.[/p][p][/p]
[hr][/hr][p]1.2.4 Per-Level Per-Second Effects & One-Shot Operation Effects[/p][p]This is the most important and most frequently used feature![/p]
  1. [p]One-shot Operation[/p]
    1. [p]Operation Concept[/p]
      1. [p]The idea of an operation — e.g. \[Upgrade], \[Merge], \[Awaken], \[Learn], anything works.[/p]
    2. [p]Operation Tip — Upgrade Tip[/p]
      1. [p]The tip shown when performing the operation. Contains some generic tokens. Default: \[@] has reached level #[/p]
        1. [p]@ = current button’s name[/p]
        2. [p]# = current button’s level[/p]
    3. [p]Operation Effect — One-shot Effect[/p]
      1. [p]The changes caused by this single operation; button level +1.[/p]
      2. [p]This is NOT ongoing; only the result of this \[click].[/p]
      3. [p]E.g. current lumber camp:[/p]
        1. [p]Click concept is upgrade; upgrade costs 100 stone + 100 copper coins. One upgrade → level +1.[/p]
    1. [p]Per-Level Per-Second Effect[/p]
      1. [p]Under the current \[button] level, the change applied every second.[/p]
      2. [p]E.g. current lumber camp:[/p]
        1. [p]Produces 1 wood every second.[/p]
    [p][/p]
    1. [p]Effect Configuration[/p]
    [p][/p]
    1. [p]Constant Change. E.g. here: produce 1 wood per second.[/p]
    2. [p]Percentage Modifier.[/p]
      1. [p]Need to choose target button. Applies a percentage modifier to the target variable of the target button.[/p]
      2. [p]E.g. an “Interior Affairs” building boosts lumber-camp efficiency by 50 %.[/p]
        1. [p]Click \[+] to add lumber camp, set parameter 50.[/p]
      3. [p]The label below the percentage (\[Interior] or \[Tech]) is the multiplier zone.[/p]
        1. [p]Same zone: add then multiply. Different zones: multiply independently.[/p]
        2. [p]Original wood output = base × (1 + 50 % \[Interior]).[/p]
          1. [p]Another Interior 50 % → base × (1 + 50 % + 50 %) = base × 2.[/p]
          2. [p]A new Tech 50 % → base × (1 + 50 %) × (1 + 50 %) = base × 2.25.[/p]
        3. [p]Zone = the category the current building sits in.[/p]
[p][/p]
  1. [p]Constant Modifier.[/p]
    1. [p]Choose target button. Applies a flat modifier to the target variable of the target button.[/p]
    2. [p]E.g. an environmental building reduces lumber-camp wood output by 0.5 per second.[/p]
      1. [p]Click \[+] to add lumber camp, enter parameter \[-0.5].[/p]
[p][/p]
  1. [p]Formula Editor[/p]
[p][/p][p][/p]
  1. [p]Simple example[/p]
    1. [p]Button cost can use a highly customised formula.[/p]
    2. [p]You can design any calculation you want.[/p]
    3. [p]Currently supports: output + cost in one-shot effects.[/p]
  2. [p]Special Variables[/p]
    1. [p]Reset Variable and Reset All can restart the world, achieving a “death & retry” effect.[/p]
  3. [p]Core logic of output[/p]
    1. [p]Every upgrade stacks one copy of the configured content, both output and cost.[/p]
    2. [p]E.g. lumber camp: each level outputs 1 wood, costs 1 stamina.[/p]
      1. [p]At level 2 the final effect is doubled → 2 wood, 2 stamina.[/p]
      2. [p]Equivalent to current effect + one copy of the formula.[/p]
      3. [p]Level 10 → 11 change:[/p]
        1. [p]10 wood → 11 wood; 10 stamina → 11 stamina.[/p]
    3. [p]If you want output / cost NOT to scale with level, or to scale stage-wise:[/p]
      1. [p]E.g. levels 1-10: +1 wood each level, but cost stays 1 stamina.[/p]
      2. [p]Configure:[/p]
        1. [p]Level range 1-1: 1 wood, cost 1 stamina.[/p]
        2. [p]Level range 2-10 formula: 1 wood.[/p]
        3. [p]Achieves the desired behaviour.[/p]
    [hr][/hr][p]1.2.5 Special Functions[/p]
    1. [p]Exclusive Variable[/p]
    • [p]Used to configure exclusive variables for an interactable (button).[/p]
    • [p]E.g. design a button as a creature — famous general or monster, etc.[/p]
    • [p]They need their own ATK & DEF; this is how you do it.[/p]
    [p][/p]
    1. [p]Conditional Unlock[/p]
    • [p]Controls when a button unlocks instead of being unlocked by default.[/p]
    • [p]Supports >,
    [p][/p][p][/p]
    1. [p]Temporary Button[/p]
    • [p]Works with Conditional Unlock. After unlock, is it permanent or only temporary?[/p]
    • [p]If temporary: when conditions are met it unlocks; when they fail it locks again![/p]
    • [p]Otherwise, once unlocked it stays unlocked forever.[/p]
    [p][/p]
    1. [p]Initial Level[/p]
    • [p]The starting level of a button. You can set an initial level so its effects run immediately.[/p]
    • [p]No need to unlock then manually upgrade.[/p]
    • [p]Combined with unlock conditions and temporary button, you can create temporary buffs.[/p]
    [p][/p]
    1. [p]Special Variables[/p]
    • [p]Currently mainly “Reset Variable”, “Reset All”, etc.[/p]
    • [p]Can be used to design character death / game restart mechanics.[/p]
    • [p]E.g. survival games where hunger < X triggers restart.[/p]
    • [p]Reference case — \[Don’t Starve Legend].[/p]
    [p][/p][p][/p][hr][/hr][h3]》》》》》1.3 Publish & Re-edit World[/h3][hr][/hr]
    • [p]Click \[Publish] to publish the world; it will then appear in the \[Worlds] tab for everyone to play.[/p]
    • [p]To re-edit:[/p]
      • [p]In \[Worlds], click \[Details] on the corresponding world, then delete it.[/p]
      • [p]You can then edit it again in \[Creation].[/p]
    [p][/p]