Terrarum Game Map Format * Endianness: LITTLE Ord Hex Description 00 54 T 01 45 E 02 4D M 03 7A z # 'z' because it's compressed 04 03 Version revision number of this format (unreleased numbers also count) 05 03 Number of layers, NOT the number of payload 06 05 Number of payloads 07 01 Compression algorithm, 0 for none, 1 for DEFLATE, 2 for LZMA, otherwise undefined (maybe LZMA2 for the future?) Value of 01 (DEFLATE) is recommended for its faster compression 08 World generator version. If the generator adds new feature (e.g. new ores, new buildings) 09 this number must be incremented by one. 0A World width 0B World width 0C World width 0D World width 0E World height 0F World height 10 World height 11 World height 12 Default spawn coord in Absolute Tile Number 13 Default spawn coord in Absolute Tile Number 14 Default spawn coord in Absolute Tile Number 15 Default spawn coord in Absolute Tile Number 16 Default spawn coord in Absolute Tile Number 17 Default spawn coord in Absolute Tile Number # Payload # # Each layer and other information are stored as a "payload" # A payload is consisted as follows: # # Literal Description # "\0pLd" Payload header [00, 70, 4C, 64] # [4] Identifier. 4 lettres ASCII string # [6] Uncompressed size of DEFLATEd binary (max size 256 TB) # [..] DEFLATEd binary (begins with one of these: 0x789C, 0x78DA, 0x7801) # "EndPYLd\xFF" Payload footer [45, 6E, 64, 50, 59, 4C, 64, FF] Payload "TERR" -- world terrain data in Uint16 Uncompressed size will be 2x of (width * height) Payload "WALL" -- world walls data in Unit16 Uncompressed size will be 2x of (width * height) Payload "TdMG" -- world terrain damage data, array of: (Int48 tileAddress, Float32 damage) Uncompressed size will be arbitrary (multiple of tens) Payload "WdMG" -- world walls damage data, array of: (Int48 tileAddress, Float32 damage) Uncompressed size will be arbitrary (multiple of tens) Payload "FlTP" -- world fluid types, array of: (Int48 tileAddress, Signed Int16 type) Uncompressed size will be arbitrary (multiple of eights) Payload "FlFL" -- world fluid fills, array of: (Int48 tileAddress, Float32 amount) Uncompressed size will be arbitrary (multiple of tens) If the 'amount' < 0.0001f (WorldSimulator.FLUID_MIN_MASS), the entry must be discarded Payload "WiNt" -- wiring nodes, in JSON format Payload "CtYP" -- conduit types, array of: (Int48 tileAddress, Uint32 bitarray) can hold 32 different wires simultaneously Payload "CfL0" -- conduit fills, aka size of liquid/gas packet, array of: (Int48 tileAddress, Float32 fill) CfL0..CfL9, CfLa..CfLf are available to store values for 16 different things. EOF 45 E EOF 6E n EOF 64 d EOF 54 T EOF 45 E EOF 4D M EOF FF Byte order mark EOF FE Byte order mark * To read layers: you'll need to search for specific strings, namely ["TERR", "WALL", "WIRE"] * It is possible that compressed data happen to replicate any of the internal identifiers (e.g. "\0pLdTERR", "EndTEM\xFF\xFE", "EndPYLd\xFF"), but such probability is very low (0.000000000000000005421 %)