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        <dc:date>2025-05-28T16:34:57+00:00</dc:date>
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        <title>appearance</title>
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        <description>~~DISCUSSION:off~~


Changing the appearance of your world

Overview

All the models and textures used on your world are configurable on the world server. Models and textures are set in the F10 -&gt; Graphics Menu, and there are various other settings that control things like the UI screens, time of day, weather effects etc.</description>
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        <title>building_types_reference</title>
        <link>http://theuniversal.net/worldmanual/doku.php?id=world_setup:building_types_reference&amp;rev=1748458686&amp;do=diff</link>
        <description>Building Types Reference

As covered in the Buildings &amp; Interactions overview, most building types share common behaviours (standard UI for purchasing &amp; selling items, regular production cycles on items defined in the building editor, etc). In most cases, the only effect of different types is to group buildings so they can be limited differently. (e.g. There's no intrinsic difference between a 'Retail' and a 'Store' building type, but you could have a setup that only allows 'Retail' buildings in…</description>
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        <title>buildings_interactions</title>
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        <description>Buildings &amp; Interactions

Many game features are implemented through interactions with static objects added to the world map. The game code refers to these as 'Buildings' (because initially, most of the time, that's what they were) but they can be any interactable thing. (e.g. You could have a 'building' set to use a tree model, and when the user interacts with the tree 'building' they're given some coconuts).</description>
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        <title>challenges</title>
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        <description>Challenges Overview

The 'Challenges' system provides a relatively simple way to put together some goals for players on your world to complete. Basic Challenges can be created using the in-game UI on the World Editor, more complex challenges can be scripted. Rewards can be set for each individual challenge and for completing all the challenges in a set.</description>
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        <title>economy</title>
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        <description>Economy

 Temporary notes

The world server contains a complex economy-game engine, designed to run for long periods with systems to update production cycles at regular intervals, manage a global economic balance, and constraints on the gain of wealth to facilitate interesting economic gampelay.</description>
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        <title>game_features</title>
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        <description>Game Features Reference

This section covers other game features &amp; modes not covered in other sections

Economy &amp; gameplay systems

	*  Task System
	*  Flags
	*  Families
	*  Interiors
	*  Building Capture
	*  Export Pricing System
	*  Tribes and Followers
	*  Spawn Locations
	*  Player List Scores
	*  Map Vehicles
	*  Build Zones &amp; Town Layouts

Graphical systems

	*  Notifications
	*  Static Effects
	*  Particle Effects

Minigames

	*  RC Drones / Robocrows
	*  Pub
	*  Racing
	*</description>
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        <title>game_reference</title>
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        <description>Game Features Reference

This section provides reference information on a variety of topics that can be used to make games on your world.

Types References

	*  Building Types
	*  Map Types
	*  Weapon Setup
	*  Item Use Types

Economy &amp; gameplay systems

	*  Task System
	*  Flags
	*  Families
	*  Interiors
	*  Building Capture
	*  Export Pricing System
	*  Tribes and Followers
	*  Spawn Locations
	*</description>
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        <dc:date>2025-05-28T16:34:57+00:00</dc:date>
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        <title>index</title>
        <link>http://theuniversal.net/worldmanual/doku.php?id=world_setup:index&amp;rev=1748450097&amp;do=diff</link>
        <description>World Setup Overview

This section attempts to introduce you to the main concepts of world creation in The Universal.. and give you some guidance on how to go about building your world.


World Setup Introduction

The In-Game World Editor

When you're on a world you've got powers on,</description>
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        <description>Map Types

The data file &amp; format that records 'permanent'/static things added to your world is the .map file (usually stored in a server file 'Maps\x128y128.map'. One day I should write up the format here and people could make interesting map generation tools or something.</description>
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        <description>Minigames &amp; Weapons Overview

Introduction to Weapons

Weapons on your world are created using a combination of settings, the weapons definition file and (optionally) 3d models. 

1. Whether your world allows weapons, or not.
To enable weapons on your world you need to set a global World Setting called Fighting.</description>
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        <title>samples</title>
        <link>http://theuniversal.net/worldmanual/doku.php?id=world_setup:samples&amp;rev=1748450097&amp;do=diff</link>
        <description>World Setup Samples

Here you will find full world setups that can be used 'as is', or as a template for your own customised world.

- Genesis

- Ancient History

- Standard Econ

- battleland setup

- Iridis Alpha

- Netrek Server</description>
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        <title>settings</title>
        <link>http://theuniversal.net/worldmanual/doku.php?id=world_setup:settings&amp;rev=1748450097&amp;do=diff</link>
        <description>World Editor : Settings Menu

Overview

The world server has hundreds of settings values that determine various aspects of how your world works, from how long the night lasts, to the global tax rate applied to sales from buildings. The Settings menu in the world editor provides different mechanisms for editing the configuration values - higher level interfaces like the</description>
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        <dc:date>2025-05-28T16:34:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>vehicles_controls</title>
        <link>http://theuniversal.net/worldmanual/doku.php?id=world_setup:vehicles_controls&amp;rev=1748450097&amp;do=diff</link>
        <description>Vehicles &amp; Controls Overview

There are 24 different vehicles available on your world. As the World Owner you can access any at any time by using the command *setvehicle [name] [Vehicle Number].

A vehicle settings interface will be developed in the future, meantime you change the behaviour of any of the vehicles using the Vehicles section of the Raw Settings :</description>
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        <dc:date>2025-05-28T18:58:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>weapons_reference</title>
        <link>http://theuniversal.net/worldmanual/doku.php?id=world_setup:weapons_reference&amp;rev=1748458687&amp;do=diff</link>
        <description>Weapons.txt Field Reference

Your server's Data\Weapons.txt sets up the behaviours for each weapon type on your world. The following parameters are supported ; some are only applicable to particular configurations.

Required Weapon Fields

These fields are required on each weapon for it to function:</description>
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