docs(research): TpF3 mod tooling and structure, offline wiki/script-doc copies
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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<!-- Source: https://wiki.transportfever3.com/doku.php?id=modding:tools:terraingeneratoreditor (fetched 2026-10-04) -->
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### Table of Contents
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* [Controls](#controls)
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* [Nodes](#nodes)
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* [Node Categories](#node_categories)
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# Terrain Generator Editor
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The Terrain Generator Editor is a node based tool specifically made to edit terrain generators and material distributions. It is embedded in the Map Editor in the game itself after enabling it in the `settings.lua`by setting the `experimentalTerrainGeneratorEditor` property to `true`.
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The user interface of the Terrain Generator Editor consists of three sections, a headbar, the main blueprint board and a catalogue with node types 9 at the bottom.
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The headbar provides the following options:
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1 a toggle to switch between terrain generator and material distribution mode.
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2 open dialog to load an existing node tree
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3 save dialog to save the node tree
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4 close button to reset the terrain generator editor in the empty state
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5 undo and redo buttons to revert or redo the last step
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6 a cancel button to abort the current operation
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7 validation button that triggers a validation based on the selected mode from 1
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8 settings dialog to set a custom seed, preview map resolution and a parallelization factor for the preview computation.
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## Controls
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To control the node graph blueprint board, you can use mouse and keyboard:
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* Hold the right mouse button or use W, A, S and D to move the board.
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* Use the mouse scroll wheel to zoom in or out.
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* Use CTRL+C and CTRL+V to copy and paste nodes.
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* Use R to jump back to the initial view.
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* Use SHIFT and left mouse to selecte multiple nodes.
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## Nodes
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A node can be added by clicking on one of the buttons in the node catalog 9 at the bottom. The node consists of the following parts:
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1 Input connectors that receive various kinds of data from other nodes. The symbols and colors code the different data formats:
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* blue is a single number
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* red is a pair of numbers, called point
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* green is a list of pairs, called point cloud
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* yellow is a full map
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2 Output connectors provide data which can be forwarded to other nodes. Both input and output connectors have an unlink button to drop all existing connections.
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3 Additional Parameters of the node are accessible by clicking the dropdown. For some nodes, as with `From` and `To` in the example on the right, it is possible to define a local parameter instead of connecting something to an input connector.
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4 To try the generator up to the point of a certain node, use the Generate Preview button.
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5 After calculation, the eye button provides a preview of the test run result.
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6 This preview can be exported to .tga files with the export button.
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7 Each node can be renamed and recolored.
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## Node Categories
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The bottom menu provides all defined node types categorized in tabs:
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* Special contains the nodes that are usually used at the begin and end of the node trees to manage inputs, parameters and outputs.
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* Numbers contains nodes to generate and operate on single decimal number values.
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* Points contains nodes to generate and operate on pairs of decimal number values.
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* Point Clouds contains nodes to generate and operate on lists of pairs of decimal number values.
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* Map Generators contains nodes to generate simple maps from raw data and textures.
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* Noise Maps contains nodes to generate various noise patterns as maps.
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* Map Operations 1 contains nodes to operate on existing maps.
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* Map Operations 2 contains advanced nodes to operate on existing maps.
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* Combine Maps contains nodes to combine multiple maps with and without masks.
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* Ridges & Rivers contains nodes specifically made for the generation of ridges and rivers.
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When hovering over a node type, a brief summary is displayed. When hovering over inputs and outputs, small hints are displayed as well.
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