# /Data Intended handoff point for static world data written by `/Tools` and read by `/Server`. ## ⚠️ Currently empty **This directory holds nothing but this README.** The generator does **not** write here. Generated world data goes to Godot's `user://` path instead — outside the project entirely. On Linux that is: ``` ~/.local/share/godot/app_userdata/islaApocolypse/ MapData_Seed_.dat the blueprint (~512 MB at 8K) Map_Seed_.png visual snapshot of the map ``` That is a good arrangement and worth keeping: it means a 512 MB blueprint can never be committed by accident, and regenerating a world never dirties the repo. ## The blueprint format, for reference `MapData_Seed_.dat` is custom binary, written by `MapGenerator.ExportMapData` and read by `Core/Scripts/MapDataParser.cs`. Order is fixed and the two sides must match exactly: 1. `"ISLA_V1"` — length-prefixed magic string 2. map size (int32) 3. for every pixel, x-major: height (float32) + biome (int32) 4. town count, then per town: x, y (float32), tier (int32) 5. the four road tiers in order — Highway, Branch, Rugged, Trail — each as a path count, then per path a point count and its x/y float pairs **Enum ordinals are the serialized values** and there is no version gate beyond the magic string and no range validation on read. See the warning in `Core/Scripts/README.md` before touching `Enums.cs`. ## If this folder ever does hold data - **Data files only** — no scripts, no logic. - **Keep large generated `.dat`/`.png` files out of git.** Commit only a deliberately chosen release seed, if any. - Live player saves and terrain edits belong in `user://`, never in the project folder.