Prefabs



 are pre-built world objects such as buildings, doors and signs that are scattered around the map. They allow developers and users to make maps more easily because they can be copied, pasted and reused any number of times.

The in Navezgane are reflected in the file. This file contains a list of every prefab in Navezgane including their coordinates and rotation.

For information on how are placed outside of Navezgane see Random World Generation.

The path to all of the default prefab files is.

See List of Prefabs for a list of every prefab and its properties.

Technical
Each Prefab has between four and six files associated with it.

Block Names
Files ending in  associate block ids with their in-game names. These ids are referenced in the TTS file. By changing a block name in this file all blocks referenced by that id in the TTS file will be changed. This feature was introduced in Alpha 17.

INS
The purpose of files ending in  is to store the `PrefabInsideDataFile`. Not every prefab has an INS file. They were introduced in Alpha 17.

Thumbnail
Prefabs optionally have  thumbnail images used to preview the prefab in the in-game editor. This was introduced in Alpha 17.

Mesh
Mesh files were introduced in Alpha 16. They end in  and are not present for every prefab. They store the prefab imposters.

TTS
Files ending in  contain the voxel block data for each prefab. They are binary files, and the format is explained below for the currently used versions. All numbers are in little endian.

XML
Every prefab has an XML file ending in  that stores attributes about the model such as what Biome, Zone and Township they can spawn in.

Versions
As the game has been updated, the prefab format has changed slightly. These changes are reflected in the version number found in the header of each prefab file.

Alpha 17 (b240)

Video Tutorial
Guide how to import a prefab into a new/existing game world.