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Game API notes

Working notes on WorldBox internals discovered while building the mod. These are not authoritative documentation — they reflect what we observed in Assembly-CSharp.dll at a specific SHA256.

Field Value
WorldBox version observed 0.51.2
Unity version 2022.3.60f1, Mono scripting backend
Assembly-CSharp.dll SHA256 51d275f0168be2f6ca26341ab292406714e694e0270eafcb25b999d5df6dd69f
Decompiler ilspycmd 8.2.0.7535
Last verified 2026-05-16 against worldbox-mcp v0.1.1

World singleton

public class MapBox : MonoBehaviour
{
    public static MapBox instance;       // ← THE singleton
    public static int width;             // map width in tiles
    public static int height;            // map height in tiles
    public static int current_world_seed_id;
    internal WorldTile[,] tiles_map;     // 2D grid
    internal WorldTile[] tiles_list;     // flat list
    internal MapStats map_stats;
    internal WorldLaws world_laws;
    // ...
}

// Convenience alias — `World.world` returns `MapBox.instance`.
public static class World
{
    public static MapBox world => MapBox.instance;
    public static WorldAgeAsset world_era => MapBox.instance.era_manager.getCurrentAge();
}

Reflection path: Type.GetType("MapBox, Assembly-CSharp").GetField("instance").GetValue(null).


AssetManager — central registry

AssetManager is a static class with ~150 public static fields, each pointing to a typed library. All libraries inherit from AssetLibrary<T> and follow the same iteration contract (see below).

The fields we actually use in commands:

AssetManager field Type Used by
tiles TileLibrary list_tiles, paint_tile
top_tiles TopTileLibrary list_tiles (overlays / decorations)
actor_library ActorAssetLibrary list_actors, spawn
powers PowerLibrary list_powers, invoke_power
spells SpellLibrary possible future: cast_spell
disasters DisasterLibrary included in list_powers (disasters are a power category)
kingdoms KingdomLibrary kingdom templates (not live kingdoms — those live on MapBox.instance.kingdoms, see below)
biome_library BiomeLibrary informational
terraform TerraformLibrary terrain reshaping commands
buildings BuildingLibrary future: spawn buildings
projectiles ProjectileLibrary future
items ItemLibrary future
effects_library EffectsLibrary future
time_scales WorldTimeScaleLibrary set_speed (ids: slow_mo, x1, x2, x3, x5, x10, x15, x20)

A full dump of AssetManager's static fields is preserved in scratch/AssetManager.cs.


Universal library contract

Every library inherits from a generic base that exposes a uniform read API:

public abstract class AssetLibrary<T> : BaseAssetLibrary where T : Asset
{
    public List<T> list;                          // every registered asset
    [NonSerialized] public Dictionary<string, T> dict;   // id → asset
    public virtual T get(string pID);             // returns null on miss
    public virtual bool has(string pID);
    public override int total_items => list.Count;
}

This means one piece of reflection code lists or resolves any asset id in the game. No need to specialise per library beyond a string field name on AssetManager.

// Pseudocode shape used in mod/src/WorldBoxBridge/Reflection/AssetCatalog.cs
var amType   = Type.GetType("AssetManager, Assembly-CSharp");
var libField = amType.GetField("tiles" /* or "actor_library", "powers", ... */);
var library  = libField.GetValue(null);                 // static field
var list     = library.GetType().GetField("list").GetValue(library) as IEnumerable;
foreach (var item in list)
{
    var id = (string)item.GetType().GetField("id").GetValue(item);
    // ...
}

Asset base class

public abstract class Asset : IEquatable<Asset>
{
    [JsonProperty(Order = -1)]
    public string id = "ASSET_ID";
    // ...
}

Every asset has .id. Template/internal assets (prefixed with $ or _) are filtered out via isTemplateAsset().

BaseLibraryWithUnlockables<T>

ActorAssetLibrary is BaseLibraryWithUnlockables<ActorAsset> rather than the plain AssetLibrary<T>. The unlockables flavour adds elements_list (an IEnumerable<BaseUnlockableAsset> view) but inherits the same list/dict/get contract.


Tile-specific

public class TileLibrary : TileLibraryMain<TileType>
{
    public static TileType summit, mountains, hills;
    public static TileType deep_ocean, close_ocean, shallow_waters;
    public static TileType sand, soil_low, soil_high;
    public static TileType lava0, lava1, lava2, lava3;
    public static TileType pit_deep_ocean, pit_close_ocean, pit_shallow_waters;
    public static TileType grey_goo;
    public static List<TileType> lava_types;
    public static TileTypeBase[] array_tiles;  // fixed 256-slot table
    // ...
}

[Serializable] public class TileType : TileTypeBase { /* empty body */ }

public class TileTypeBase : Asset
{
    public WorldAction unit_death_action;
    public TileStepAction step_action;
    public float step_action_chance;
    public bool force_edge_variation;
    // ... biome tags, colors, height bands, etc.
}


Live entity iteration — CoreSystemManager<T>

This is separate from the asset library system above. Actor/Kingdom/City instances that currently exist in the world live in manager objects on MapBox.instance:

Field Type Iterated by
MapBox.instance.units ActorManager : SimSystemManager<Actor, ActorData> query_actors, get_world_state
MapBox.instance.kingdoms KingdomManager : MetaSystemManager<Kingdom, KingdomData> list_kingdoms, get_world_state
MapBox.instance.cities CityManager : MetaSystemManager<City, CityData> list_cities, get_world_state
MapBox.instance.map_stats MapStats get_world_state (lifetime counters: population, kingdomsCreated, citiesCreated, …)

Both SimSystemManager<T, TData> and MetaSystemManager<T, TData> derive from a common base:

public abstract class CoreSystemManager<TObject, TData>
    : SystemManager<TObject, TData>, IEnumerable<TObject>, IEnumerable
    where TObject : CoreSystemObject<TData>, new()
    where TData   : BaseSystemData, new()
{
    public IEnumerator<TObject> GetEnumerator() => _hashset.GetEnumerator();
    public override int Count => _hashset.Count;
}

Both manager families implement IEnumerable<T> with the storage being a private HashSet<TObject>. The naive approach of looking for a getSimpleList() method only worked for the SimSystemManager half — MetaSystemManager doesn't define it. The correct, universal approach is to cast the manager to IEnumerable and use foreach (or read the Count property for size).

WorldAccess.GetSimpleList and WorldAccess.GetManagerCount both use this pattern as of v0.1.1.


Action recipes — confirmed in production

Action Entry point
Paint a tile WorldTile.setTileType(string id) — string overload that does the asset lookup internally. Optional WorldTile.setTopTileType(TopTileType asset, bool updateStats=true) for decoration overlay. The game handles dirty-flagging + stats updates.
Spawn an actor MapBox.instance.units.spawnNewUnit(string id, WorldTile tile, bool spawnSound=false, bool miracle=false, float spawnHeight=6f, Subspecies sub=null, bool giveOwnerlessItems=false, bool adult=false). Returns the new Actor (null on unknown id). Auto-assigns wild kingdom via ActorAsset.kingdom_id_wild.
Invoke a power Each GodPower carries a PowerActionWithID click_action delegate: delegate bool (WorldTile tile, string powerId). Resolve AssetManager.powers.get(id), fetch click_action via reflection, invoke with (tile, id). Returns bool = accepted. Some powers (plague, volcano) have click_action == null because they're UI-only (open submenus).
Pause Config.paused static bool property. Setter toggles.
Set speed Config.setWorldSpeed(string speed_id, bool updateDebug=true) — resolves via AssetManager.time_scales.get(id) internally.
Generate world MapBox.instance.setMapSize(int zone_x, int zone_y) then MapBox.instance.generateNewMap(). Map size = zone × 64. Generation runs asynchronously over many frames via SmoothLoader.
Save world SaveManager.saveWorldToDirectory(string folder, bool compress=true, bool checkFolder=true) — static, writes a folder of files.
Load world SaveManager.loadMapFromBytes(byte[] zippedBytes) — static, async via SmoothLoader.
Screenshot ScreenCapture.CaptureScreenshotAsTexture() then texture.EncodeToPNG(). Main-thread only — runs in our PlayerLoop Update phase. Destroy the texture immediately after to avoid VRAM/GC pressure.

Speed catalog

AssetManager.time_scales lists WorldTimeScaleAsset entries with multiplier / ticks / conway_ticks. On stock WorldBox 0.51.2:

id multiplier notes
slow_mo 0.5× half-speed for fine observation
x1 default
x2 UI button
x3 UI button
x5 UI button (5+ requires premium in vanilla, but no enforcement at the API layer)
x10 10× hidden via UI but accepted by API
x15 15× hidden via UI but accepted by API
x20 20× hidden via UI but accepted by API

set_speed("x99") returns UNKNOWN_ASSET with did_you_mean: ["x1", "x10", "x15", "x2", "x20"] — that's how this list was discovered.