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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d2cf424-f…

cf_refs

A module script.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

cf_refs

A module script.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Every COINFALL asset, addressed by static identity literal. Gameplay code never resolves an asset from a computed name. A computed `asset.resolve` cannot be statically pinned, so the world's dependency graph cannot record the edge -- and content that cannot be pinned cannot be published or installed into another world. Minting happens in the `coinfall` toolbox; looking up happens here, through literals.

materialFor(atlas: string, glow: boolean?) → void

The material a mesh should wear, by atlas name and whether it is the self-illuminated companion.

argtypedescription
atlasstring
glowboolean?

machineBundle(variant: string) → string

The bundle identity for a machine variant. An unknown key falls back to the first machine rather than to nothing, so a bad mark spawns a working cabinet instead of leaving a hole in the hall.

argtypedescription
variantstring

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing the 199 items nearest this part. It holds more than this page lists.

199+items
# one_hard_mechanical_dot_matrix_print_tic Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# a_heavy_steel_roller_shutter_slamming_do Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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material · born here
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material · born here
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
# a_very_low_sub_bass_drone_under_a_faint Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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material · born here
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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material · born here
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
# a_slow_wet_inhale_drawn_through_a_metal Managed audio asset. Edit the `.metadata` `settings` block to change compression.
▲ 0↑ born
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
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material · born here
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# a_fluorescent_tube_striking_and_failing Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
◐
material · born here
❒asset
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
△
mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
backing path · cf_refs.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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Discussion

Scoped to this part · feeds back into the world's score.

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