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56 changes: 31 additions & 25 deletions wiki/data/overview.mdx
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@@ -1,6 +1,6 @@
---
title: "Data Manifests Overview"
description: "Manifest-driven content system for NPCs, items, and world areas"

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icon: "database"
---

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│ └── misc.json # Miscellaneous items
├── recipes/ # Crafting recipes by skill
│ ├── cooking.json # Cooking recipes
│ ├── firemaking.json # Firemaking recipes

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│ ├── smelting.json # Ore smelting recipes
│ ├── smithing.json # Smithing recipes

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│ ├── fletching.json # Fletching recipes (NEW)

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│ ├── crafting.json # Crafting recipes (NEW)
│ ├── runecrafting.json # Runecrafting recipes (NEW)

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│ └── tanning.json # Leather tanning recipes
├── gathering/ # Gathering skill data
│ ├── woodcutting.json # Tree data
Expand Down Expand Up @@ -100,7 +100,7 @@
| `category` | `"mob" \| "boss" \| "quest" \| "neutral"` | NPC type |
| `stats` | `NPCStats` | Combat stats (attack, strength, defense, health, ranged, level) |
| `drops` | `DropTable` | Loot table with rarity tiers |
| `spawnBiomes` | `string[]` | Biomes where NPC spawns |

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| `modelPath` | `string` | Path to 3D model |
| `behavior` | `"passive" \| "aggressive"` | Combat behavior |

Expand All @@ -120,7 +120,7 @@
└── dark-wizard.vrm → Dark wizard
```

**NPCs** (`models/npcs/`):

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```
├── banker/banker.vrm → Banker
├── captain-rowan/captain-rowan.vrm → Captain Rowan
Expand Down Expand Up @@ -193,20 +193,31 @@

**Vegetation**:
```
/assets/trees/
├── mushroom.glb → Giant mushroom
├── bamboo_01.glb - bamboo_04.glb (+ LOD variants) → Bamboo trees
├── birch_01.glb - birch_05.glb (+ LOD variants) → Birch trees with white bark
├── cactus01.glb - cactus08.glb (+ LOD variants) → Desert cacti
├── chinaPine_01.glb - chinaPine_04.glb (+ LOD) → China pine trees
├── coconut_01.glb - coconut_05.glb (+ LOD) → Coconut palms
├── dead_01.glb - dead_06.glb (+ LOD variants) → Dead/withered trees
├── fir_01.glb - fir_04.glb (+ LOD variants) → Fir trees
├── knotwood_01.glb - knotwood_04.glb (+ LOD) → Knotwood trees (warm amber leaves #C4832A)
├── maple_01.glb - maple_03.glb (+ LOD variants) → Maple trees (vermillion red-orange leaves #D04838)
├── oak_01.glb - oak_04.glb (+ LOD variants) → Oak trees
├── palm_01.glb - palm_05.glb (+ LOD variants) → Desert palms
└── pine_01.glb - pine_03.glb (+ LOD variants) → Pine trees
/assets/models/trees/
├── bamboo/
│ ├── bamboo_01.glb - bamboo_04.glb (+ LOD variants) → Bamboo trees
├── banana/
│ ├── banana_01.glb - banana_05.glb (+ LOD variants) → Banana trees
├── dead/
│ ├── dead_01.glb - dead_04.glb (+ LOD variants) → Dead/withered trees
├── eucalyptus/
│ ├── eucalyptus_01.glb - eucalyptus_05.glb (+ LOD) → Eucalyptus trees
├── general/
│ ├── general_01.glb - general_06.glb (+ LOD) → General trees
├── magic/
│ ├── magic_01.glb - magic_02.glb (+ LOD variants) → Magic trees
├── mahogany/
│ ├── mahogany_01.glb - mahogany_02.glb (+ LOD) → Mahogany trees
├── maple/
│ ├── maple_01.glb - maple_04.glb (+ LOD variants) → Maple trees
├── oak/
│ ├── oak_01.glb - oak_02.glb (+ LOD variants) → Oak trees
├── palm/
│ ├── palm_01.glb - palm_05.glb (+ LOD variants) → Desert palms
├── pine/
│ ├── pine_01.glb - pine_05.glb (+ LOD variants) → Pine trees
└── pine_dead/
├── pine_dead_01.glb - pine_dead_03.glb (+ LOD) → Dead pine trees
```

**Miscellaneous Items** (`models/misc/`):
Expand Down Expand Up @@ -298,10 +309,10 @@
```

**Supported Tiers:**
- **Melee**: bronze, iron, steel, black, mithril, adamant, rune, dragon

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- **Tools**: Same as melee (with different skill requirements)
- **Ranged**: leather, studded, green_dhide, blue_dhide, red_dhide, black_dhide

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- **Magic**: wizard, mystic, infinity, ahrims

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### Item Helper Functions

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### Bank Notes

The system supports bank notes for stackable versions of items:

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```typescript
// From packages/shared/src/data/items.ts
Expand All @@ -371,7 +382,7 @@

## Drop Tables

NPCs have tiered drop tables:

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```typescript
interface DropTable {
Expand Down Expand Up @@ -435,7 +446,7 @@

## World Areas

World areas define zones, biomes, and spawn points:

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```
packages/shared/src/data/
Expand All @@ -451,7 +462,7 @@
| `name` | Display name |
| `biome` | Biome type (forest, plains, etc.) |
| `difficulty` | 0-3 difficulty level |
| `mobs` | NPCs that spawn here |

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| `resources` | Trees, fishing spots, etc. |
| `isSafe` | Whether it's a safe zone |

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## Stations

Crafting stations are interactive objects that enable processing skills like smithing, smelting, and cooking:

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```typescript
interface StationData {
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Stations are defined in `stations.json`:

- **Anvil** - Used for smithing bars into equipment

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- **Furnace** - Used for smelting ores into bars
- **Range** - Used for cooking food (reduces burn chance compared to fires)
- **Bank Booth** - Used for accessing bank storage
Expand Down Expand Up @@ -635,7 +646,7 @@

| Station | Purpose | Model | Scale | Y Offset |
|---------|---------|-------|-------|----------|
| **Anvil** | Smithing bars into equipment | `models/anvil/anvil.glb` | 0.5 | 0.2 |

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| **Furnace** | Smelting ores into bars | `models/furnace/furnace.glb` | 1.5 | 1.0 |
| **Cooking Range** | Cooking food (reduced burn chance) | `models/cooking-range/cooking-range.glb` | 1.0 | 0.5 |
| **Bank Chest** | Accessing bank storage | `models/bank-chest/bank-chest.glb` | 0.5 | 0.75 |
Expand Down Expand Up @@ -671,7 +682,7 @@
| Dragon | 2 |
| Rune | 3 |
| Adamant | 4 |
| Mithril | 5 |

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| Steel | 6 |
| Iron | 7 |
| Bronze | 8 (worst) |
Expand All @@ -683,14 +694,14 @@
| Dragon | 2 | 3 |
| Rune | 3 | 3 |
| Adamant | 4 | 4 |
| Mithril | 5 | 5 |

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| Steel | 6 | 6 |
| Iron | 7 | 7 |
| Bronze | 8 | 8 |

---

## Vegetation & Biomes

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### Vegetation Assets

Expand All @@ -712,13 +723,13 @@
}
```

**Recent maxSlope Updates** (March 2026):

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- **Tundra**: 0.8 → 1.8 (increased for terraced terrain)
- **Forest**: 0.8 → 1.5 (increased for landscape features)
- **Canyon**: 0.6 → 2.5 (increased for steep canyon walls)

**Vegetation Categories**:
- `tree` - Large trees (oak, willow, maple, yew, magic, fir, knotwood, dead, wind_pine)

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- `bush` - Small bushes and shrubs
- `fern` - Ground ferns
- `flower` - Decorative flowers
Expand All @@ -729,10 +740,10 @@

**Tree Types**:
- **Oak, Willow, Yew, Magic** - Standard woodcutting trees with multiple model variants
- **Maple** - Autumn trees with warm vermillion red-orange leaves (#D04838)

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- **Fir** - Coniferous trees for forest biomes

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- **Knotwood** - Trees with warm amber-colored leaves (#C4832A)

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- **Dead** - Barren trees for tundra/canyon biomes

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- **Wind Pine** - Specialized pine tree for tundra biome (single model variant)
### Model Bounds System

Expand Down Expand Up @@ -766,11 +777,11 @@

The model bounds system is used by the terrain flattening system to calculate station footprints and by the collision system for efficient spatial queries.

### Biomes

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The `biomes.json` manifest defines terrain biomes with vegetation, mobs, and environmental properties:

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**Available Biomes:**

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- **Plains** - Open grasslands with gentle rolling hills (difficulty 0)
- **Forest** - Dense woodland with abundant trees (difficulty 1)
- **Valley** - Low-lying areas between hills (difficulty 0)
Expand All @@ -783,7 +794,7 @@

### Biome Vegetation Layers

Biomes in `biomes.json` define procedural vegetation layers that reference vegetation assets:

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```typescript
interface VegetationLayer {
Expand All @@ -802,22 +813,17 @@
```

**Recent Updates**:
- **165 tree model variants** added across 12 tree types (bamboo, birch, cactus, chinaPine, coconut, dead, fir, knotwood, maple, oak, palm, pine) with 3 LOD levels each
- **Tree model depth normalization**: All fir variants aligned to fir_03's minY (-59.46), all maple variants aligned to maple_01's minY (-114.76) to prevent floating
- **Maple tree recoloring**: Leaves changed to warm vermillion red-orange (#D04838)
- **Knotwood tree recoloring**: Leaves changed from golden-yellow to warm amber (#C4832A)
- **Terrain biome textures** added for TerrainShader rendering (grass, dirt, cliff, desert, snow variants)
- **Woodcutting manifest updated**: Replaced 8 generic trees with 12 new tree types using `modelVariants` arrays
- **Tree model reorganization** (April 2026): All tree models moved from flat `models/trees/*.glb` to per-type subdirectories (`oak/`, `maple/`, `pine/`, etc.) matching `asset://` path convention
- **New tree types added**: eucalyptus, general, magic, mahogany, banana
- **Removed tree types**: birch, cactus, chinaPine, coconut, fir, knotwood, pine_snow, windSwept, yucca

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- **Pine tree model updates** (April 2026): All 5 pine tree variants (pine_01–05) updated with LOD1 and LOD2 levels, model-bounds manifest updated to match new geometry
- **Grass texture update** (April 2026): Hue shifted from 116.5° to 87.5° (yellow-green to olive-green), saturation reduced from 0.686 to 0.538, value darkened from 0.557 to 0.522. New avg sRGB: (0.393, 0.522, 0.241)
- **Woodcutting manifest updated**: Now uses 12 tree types with `modelVariants` arrays pointing to per-type subdirectories
- **Biomes manifest updated**: Removed stale `tree1` vegetation layers (trees now managed via TreeTypes.ts + woodcutting manifest)

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- **Wind Pine tree type** added for tundra biome (split from dead tree variants)
- Mushroom vegetation added to all biomes with varying densities (2-30)

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- Tree density reduced in plains biome (8 → 5)
- Mushroom clustering varies by biome (cluster size 3-8)
- Firemaking fire 3D model added (`models/firemaking-fire/firemaking-fire.glb`)

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- Tree model scales adjusted for better visual proportions (March 2026)
- Fir and maple model root depths normalized to prevent floating (March 2026)
- All fir variants aligned to fir_03's minY (-59.46)
- All maple variants aligned to maple_01's minY (-114.76)

---

Expand All @@ -825,7 +831,7 @@

Recipe manifests define crafting, processing, and production activities for artisan skills. All recipes follow a consistent structure with inputs, outputs, tools, level requirements, and XP rewards.

### Fletching Recipes

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The `recipes/fletching.json` manifest defines bow and arrow crafting:

Expand All @@ -849,10 +855,10 @@
**Recipe Categories**:
- `arrow_shafts` - Knife + logs → arrow shafts (15-90 per log)
- `headless_arrows` - Arrow shafts + feathers → headless arrows
- `shortbows` - Knife + logs → unstrung shortbows

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- `longbows` - Knife + logs → unstrung longbows
- `stringing` - Bowstring + unstrung bow → finished bow
- `arrows` - Arrowtips + headless arrows → finished arrows

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### Crafting Recipes

Expand Down Expand Up @@ -881,11 +887,11 @@
**Recipe Categories**:
- `leather` - Needle + thread + leather → leather armor
- `studded` - Leather armor + steel studs → studded armor
- `dragonhide` - Needle + thread + dragon leather → dragonhide armor

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- `jewelry` - Gold bar + gems + mould → jewelry (at furnace)
- `gem_cutting` - Chisel + uncut gem → cut gem

### Runecrafting Recipes

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The `recipes/runecrafting.json` manifest defines rune crafting at altars:

Expand Down Expand Up @@ -959,14 +965,14 @@
| **Goblin Slayer** | Novice | 1 | Help Captain Rowan deal with the goblin threat |
| **Lumberjack's First Lesson** | Novice | 1 | Help Forester Wilma gather and burn firewood |
| **Fresh Catch** | Novice | 1 | Help Fisherman Pete catch and cook fish |
| **Torvin's Tools** | Novice | 1 | Help Torvin forge a set of bronze tools |

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### Quest Stage Types

- **dialogue** - Talk to an NPC
- **kill** - Defeat a specific number of NPCs

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- **gather** - Collect items through skilling
- **interact** - Use items or stations (cooking, smithing, etc.)

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---

Expand All @@ -977,7 +983,7 @@
- Items: Add to appropriate file in `items/` directory
- Gathering: Add to `gathering/woodcutting.json`, `mining.json`, or `fishing.json`
- Recipes: Add to appropriate file in `recipes/` directory
- NPCs: Add to `npcs.json`

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</Step>
<Step title="Follow existing patterns">
Use the same structure as existing entries. For tiered equipment, specify the `tier` field.
Expand All @@ -1003,12 +1009,12 @@

Three new artisan skills added with complete OSRS-accurate recipe manifests:

- **Fletching**: Arrow shafts, headless arrows, shortbows, longbows, bow stringing, arrow tipping (40+ recipes)

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- **Crafting**: Leather armor, studded armor, dragonhide armor, jewelry, gem cutting (25+ recipes)

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- **Runecrafting**: Air, mind, water, earth, fire, chaos runes with multi-rune level thresholds

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**New Assets**:
- Firemaking fire 3D model (`models/firemaking-fire/firemaking-fire.glb`)

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- Comprehensive armor manifest with 80+ armor pieces across all combat styles

### Manifest Refactor (PR #3)
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- **Items split by type**: Weapons, tools, resources, food, ammunition, runes, armor, and misc are now in separate files
- **Gathering resources**: Woodcutting, mining, and fishing data moved to dedicated files
- **Recipe system**: New recipes directory for smelting, smithing, cooking, firemaking, fletching, crafting, and runecrafting

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- **Centralized requirements**: `tier-requirements.json` provides OSRS-accurate level requirements
- **Skill unlocks**: `skill-unlocks.json` documents progression milestones

### New Vegetation (PR #4)

Mushroom vegetation added to biomes with configurable density, clustering, and spawn parameters.

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