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asset⌬ componentcomponentprimary: init.luau·originates fromworld b0f23b4e-e…

hut

The living hut as a place to stay alive in. Attached to `living_hut` by the scene build. At awake it spawns the interior as temporary children under `fl_hut_interior`: the bunk along the west wall, the table and stool against the east wall with the barometer and thermometer above…

byPolar Night·posted 1mo ago
What it does

firstlight.hut

The living hut as a place to stay alive in. Attached to living_hut by the scene build. At awake it spawns the interior as temporary children under fl_hut_interior: the bunk along the west wall, the table and stool against the east wall with the barometer and thermometer above them, two rafters under the roof, the lamp bracket and lamp on the north wall — and, once a survivor has died here, the roof cache (fl_roof_cache), a canvas bundle roped to the east rafter holding a quarter of their stores.

What it runs

Rules.state.hut.insideC settles toward

airC + (shelterC + stoveHeat * stoveC) / (1 + gaps * (0.35 + 0.02 * windMs))

capped at maxInsideC, with the lag of a timber room. Unpatched wind gaps (Rules.state.hut.gaps, starting at Rules.HUT_GAPS_START) are what let the stove's warmth out; a patched gap outlasts the run.

Methods (call with a colon on entity.find("living_hut").component.get("hut"))

MethodDoesReturns
hut:sleep()Sleep in the bunk until 07:00 tomorrow (Rules.sleepToMorning()). Refused while the hut is below -25 C with the stove cold. The night burns fuel and warms or chills the body by the hut's warmth.HUD line (string)
hut:patchGap()Patches one wind gap; persists across runs.gaps still open (number)
hut:state(){ insideC, gaps, targetC, cache }table
hut:bunkPosition()Hut-local position of the bunk, for the prompt.{ x, y, z }

Fields

  • shelterC (12) — degrees the hut rises above the air on shelter alone.
  • stoveC (75) — degrees a high burn adds in a tight hut before gap losses.
  • maxInsideC (26) — the warmest the hut gets.

Interface

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

conforms to

zero/source-extract/v2

firstlight.hut — the living hut as a place to stay alive in. Attached to `living_hut` by the scene build. Spawns the bunk, the table, the rafters, the lamp bracket and — after a death — the previous survivor's cache, as temporary children of the hut, and runs the hut's warmth: stove output minus what the unpatched wind gaps let out. Blackboard: writes `Rules.state.hut.insideC` and `.gaps`.

Model

loadMaterials( ) → void

box(parent: ?, name: string, material: ?, pos: { number }, size: { number }) → void

argtypedescription
parent?
namestring
material?
pos{ number }
size{ number }

cyl(parent: ?, name: string, material: ?, pos: { number }, diameter: number, height: number, axis: string?) → void

argtypedescription
parent?
namestring
material?
pos{ number }
diameternumber
heightnumber
axisstring?

buildCache(root: ?) → void

The cache hangs from the east rafter: a canvas bundle roped to the beam.

argtypedescription
root?

buildInterior( ) → void

subscribe( ) → void

targetInsideC( ) → number

Where the hut's warmth settles for the weather and the fire as they stand.

ensureInterior( ) → void

The interior is temporary: a scene rebuild takes it while this component lives on, so a missing root is built again the frame it is found gone.

awake( ) → void

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

sleep( ) → string

Sleep in the bunk until 07:00 tomorrow. The night burns fuel and warms or chills the body by the hut's warmth. Returns a line for the HUD.

patchGap( ) → number

Patch one wind gap in the hut's walls. The patch outlasts the run. Returns the number of gaps still open.

state( ) → void

The hut as the survivor reads it.

bunkPosition( ) → void

Hut-local position of the bunk, for the interaction prompt.

Sub-parts

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

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# firstlight.legacy What the world remembers of a survivor. `require("firstlight.legacy")`. - `Legacy.note(text)` — add a line to the current day's journal entry (deduplicated). Any slice may call it for a notable event. - `Legacy.journalLine(day)` — the line for `day`: clock, weather words, stove, stores, frostbite, the bear, the notes. - `Legacy.recordDay(day)` — append that line to `Rules.state.journal`. - `Legacy.die(cause, day?, emitted?)` — end the run: `run.alive = false`, `run.deaths += 1`, the last journal line, the cache (a quarter of every store, on `Rules.state.run.cache`), the save. Emits `death { cause, day }` unless `emitted` says the event is already on the bus. Returns false when the run was already over. - `Legacy.newRun()` — the next run from the death screen. Resets body, clock and stores to the start values plus the cache; keeps journal, seed, deaths, `hut.gaps` and `stores.holeDrilled`. Emits `newRun { deaths, cache }`. - `Legacy.cache()` — the cache the last survivor left, or nil.
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# firstlight.rules The one module every part of First Light requires: `require("firstlight.rules")`. It holds the game's numbers (day length, temperatures, calorie burn, stove fuel rates, bear ranges, starting stores), the layout of the station and the sites around it, the shared blackboard `M.state`, the event bus `M.events`, and the clock. ## The clock `M.tick(dt)` is called once per play frame by the scene entrypoint. It advances `M.state.run.elapsed`, derives `M.state.clock` (day, fraction of day, hour, sun elevation, twilight openness) and emits `day`, `noon` and `firstLight`. `M.sleepToMorning()` jumps to 07:00 next day; `M.restore(elapsed)` rebuilds the clock from a persisted run. Pure helpers: `sunElevation(day, t)`, `twilightSeconds(day)`, `airC(day, t)`, `windChill(airC, windMs)`, `progress(day)`, `rng(seed, salt)`, `dist2d`. ## The blackboard `M.state` has one section per slice. A slice writes its own section and reads the others: `run`, `clock`, `weather`, `body`, `hut`, `stores`, `bear`, `journal`. ## Events `M.events.on(name, fn)` returns an unsubscribe function; `M.events.emit(name, payload)` calls every listener. The names and payloads are listed at the top of `init.luau`. `M.say(text, seconds)` emits `say` for the HUD.
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# firstlight.persist The run's durable memory, in the world's runtime data under `firstlight/`. `require("firstlight.persist")`. Persisted sections of `Rules.state`: `run`, `body`, `hut`, `stores`, `journal` — one leaf each (`firstlight/run`, `firstlight/body`, ...). - `Persist.load()` — read the saved sections over the blackboard and restore the clock from `run.elapsed`. Returns whether a save existed. - `Persist.save(reason?)` — write every section now. - `Persist.markDirty()` — ask for a save at the next throttle window. - `Persist.tick(dt)` — per frame; flushes a marked or detected change every few seconds (a store or structural value written straight onto the blackboard is detected by fingerprint). - `Persist.ensureSeed()` — choose `run.seed` once per world and save it. - `Persist.hasSave()`, `Persist.wipe()`.
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backing path · firstlight/hut.component

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