Stable id written into the map's metadata channel. Keep it short — it is stored per cell.
Icon tint. Also the fallback marker color when no icon texture is resolved.
OptionaliconIcon texture id, resolved through the registry passed to ResourceLayer.
Without one (or without a matching entry) the resource draws as a flat
colored disc, which is enough to read a map during development.
OptionalsizeBillboard width in world units. Default 0.55.
OptionalyHeight of the icon above the cell surface. Default 0.8.
OptionalplacementPlacement rules for the generation pass.
OptionalyieldsFree-form per-turn yields ({ food: 2, production: 1 }) or any other
game-specific numbers. The library never reads these — they ride along so
a pack's resources arrive with their rules attached.
A resource type — ore, fish, forest yield. Fully JSON-serializable, so a resource set rides through a
.hexpackmanifest and a map's save file the same way terrain, liquid, and scatter descriptors do, and a pack can carry resources this library has never heard of.