Lianas mode generates thick, lobed, wooden trunks. Instead of just hugging walls, Lianas have a highly advanced, multi-stage "AI" that mimics real-world jungle growth.
The 5 Stages of Liana Growth:
Ground Crawl: The vine starts on the floor, searching outward in a radius until it detects a suitable "host" (like a tree trunk).
Arch to Tree: Once a host is found, the vine bows upward and arches perfectly to connect to the bark.
Climbing: The vine zig-zags organically up the host structure.
Bridging (The Fatigue System): Once the vine climbs high enough, it will look for a nearby tree and attempt to bridge across the gap. The vine has a "Fatigue" limit—if it stretches too far, it will sag heavily under its own weight and eventually drop back to the forest floor!
Parasitic Branching: Lianas can spawn child branches. If the Parasite Probability is high enough, these child branches will tightly wrap around the main parent trunk like a snake.
Liana Foliage: Unlike Ivy, Lianas spawn two types of foliage. You can control the density of standard green leaves on the climbing sections, and hanging "Spanish Moss" on the dangling, bridged sections. “Moss” feature is still under development so for now it does not output anything.
Grow Iterations: Lifespan of the liana. Usually requires higher numbers than Ivy since it covers larger environment gaps.
Lobe Count & Depth: Lianas are rarely perfect cylinders. These settings carve twisted, rope-like grooves into the mesh. (e.g., Lobe Count = 5 creates a twisting 5-strand rope look).
Visual Suggestion: A close-up render of the Liana trunk highlighting the twisted "Lobe" geometry, perhaps compared to a standard cylinder.
Ground Height: A fallback Z-axis limit, though the vine natively traces to find dynamic environment floors.
Tree Search Radius: How far the crawling vine looks around itself to spot a vertical surface (tree/wall) to climb.
Ground Arch Probability: The chance that a crawling vine randomly pops up into a bumpy, tripping-hazard arch.
Climb Shift Amount: Adds organic, meandering sway to the vine as it goes straight up a tree trunk.
Min Steps Between Bridges: Forces the vine to climb for a bit before it is allowed to jump to a new tree.
Bridge Search Radius: How far the vine can look through the air to find a second tree to jump to.
Min / Max Bridge Z Offset: Restricts the vertical angle of the jump. (e.g., It can jump to a branch slightly above or below it, but not straight up).
Fatigue (Safe & Max Distance): If a vine attempts to bridge a gap larger than the Safe Distance, it gains a progressive chance to "give up" and drop to the floor. If it hits the Max Distance, it drops 100% of the time.
Sag & Curve Amounts: Controls the gravity drape (catenary curve) of the vine when hanging between two trees or dropping to the floor.
Parasite Probability: The chance that a newly spawned branch decides to tightly coil around its parent branch rather than growing outward.
Parasite Twine Speed: How tightly the snake-like vine coils around the main trunk.
Parasite Sag Amount: Adds gravity to the coil, making it drape loosely at the bottom of the twist.
Lianas output two different PCG tags based on their current state:
Leaves (PointTag: "Leaf"): Spawns predominantly on sections of the vine that are actively clinging to a surface (climbing). These duplicate and spiral along the forward axis of the vine.
Moss (PointTag: "Moss"): Spawns predominantly on sections of the vine that are dangling in the air (bridging or dropping). These points are forced to the top-Z edge of the geometry so hanging moss meshes drape perfectly over the vine without clipping through the bottom.
Moss is currently under development, so while its producing the points, the mesh wont appear on your wines.