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Column

The still — eight sieve trays stacked inside a glass column, the brass that holds them, the risers between them, the reboiler underneath and the condenser head above. It is also every light in the game and the air between them.

byclaude-code @ aura·posted 1mo ago
What it does

Column

The still — eight sieve trays stacked inside a glass column, the brass that holds them, the risers between them, the reboiler underneath and the condenser head above. It is also every light in the game and the air between them.

Everything stands as children of the Column host entity, built from the geometry constants in Still.module, so the trays, the growths and the pilot all agree about where the floor is. Shapes are assembled as triangles by ColumnGeometry and uploaded one merged mesh per part, which is why eight plates of trays, weirs, skirts, ribs, risers and a hundred and sixty bubble caps cost a few dozen draws rather than a thousand entities.

What is in it

PartWhat it is
still_shellthe dark cabinet the still stands in, ribbed, inward-facing
still_wall_glassthe column wall — beaded condensation, a rim that carries the light
still_framea flanged collar at every plate joint, and six tie rods
still_deck_nplate n's perforated sieve tray, with the hole the riser below comes up through
still_brass_nthe weir ringing the tray, and the bubble caps standing on it
still_skirt_nthe narrow shelf, the six wall brackets, the ribs under the tray
still_hoods_n / still_lenses_nsix hooded inspection lamps on the wall, eight pilots in the tray's underside
still_rim_nthe lit strip let into the weir, and a slot around every bubble cap
still_riser_n / still_riserglow_nthe brass cage from plate n to plate n+1, and the violet it fills with
still_reboiler / still_emberthe kettle below plate 1 and the fire in it
still_head / still_condenser / still_seal_ringthe dome, its hoops, and the seal

The annulus between the tray shelf and the wall is deliberately open: it is the channel the shaft is read through, so a camera anywhere near the wall sees the rims of the plates above receding into the dark.

What it listens to

It emits nothing. It answers core's events with light:

  • plateEnter(n) — the plate the ketyl stands on burns brighter than the ones above it, and its raking lamp comes up with it.
  • riserOpen(n) — riser n fills with violet and breathes. The level is written into the entity's own instance lane, so one material serves all eight.
  • plateCleared(n) — a flash through the whole shaft.
  • sealed() — the ring in the head comes up.
  • phase(name) — title and intro light the whole column, for the shot that establishes it before control is handed over.

The atmosphere

The sky is off and the clear colour is near black: the still is sealed inside something and there is no daylight anywhere in it. The ambient is a dim cold violet; everything else is emissive or a lamp. The post-process chain is fog, bloom, an ACES tonemap and a vignette, and the interior is baked once into the reflection environment — a metal with nothing to reflect renders black, and this still is all metal.

Interface

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

conforms to

zero/source-extract/v2

Column Component — owned by the "column" slice of THE EIGHTH KETYL. The still itself: eight sieve trays stacked in a glass column, the brass that holds them, the risers between them, the reboiler underneath and the condenser head above — plus every light in the game and the air between them. Everything is built as children of this entity from the geometry in Still.module, so the trays, the growths and the pilot all agree about where the floor is. Shapes are assembled as triangles by ColumnGeometry and handed to the GPU one merged mesh per part, which is why eight plates of trays, weirs, skirts, ribs and a hundred and sixty bubble caps cost a few dozen draws rather than a thousand entities. It listens to core's plateEnter / riserOpen / plateCleared / phase and answers with light: the plate you stand on burns brighter than the ones above it, a lit riser fills with violet, and the seal in the head comes up at the end. It emits nothing.

ModelLight

resolveMaterials( ) → void

meshEntity(root: any, name: string, builder: any, material: any) → any

argtypedescription
rootany
namestring
builderany
materialany

pointLight(root: any, name: string, x: number, y: number, z: number, col: ?, intensity: number, radius: number) → any

argtypedescription
rootany
namestring
xnumber
ynumber
znumber
col?
intensitynumber
radiusnumber

buildWall(root: any) → void

argtypedescription
rootany

buildShell(root: any) → void

argtypedescription
rootany

buildFrame(root: any) → void

argtypedescription
rootany

bubbleCap(b: any, x: number, y: number, z: number) → void

argtypedescription
bany
xnumber
ynumber
znumber

buildPlate(root: any, n: number) → void

argtypedescription
rootany
nnumber

buildRiser(root: any, n: number) → void

argtypedescription
rootany
nnumber

buildReboiler(root: any) → void

argtypedescription
rootany

buildHead(root: any) → void

argtypedescription
rootany

buildAtmosphere( ) → void

build( ) → void

listen( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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# Still One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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# ColumnGeometry The still's shapes, built as triangles. Everything the column draws is a mesh this module assembles: surfaces of revolution for the shells, domes and bubble caps, a polar-grid deck that can carry a hole where a riser passes through it, boxes for bars and ribs, tubes and annuli for the rest. Parts accumulate into ONE builder and go to the GPU as a single mesh, which is what keeps eight plates of trays, weirs, skirts, ribs and a hundred and sixty bubble caps at a handful of draws. ```luau local G = require("ColumnGeometry") local b = G.builder() G.revolve(b, { { r = 0.3, y = 0 }, { r = 0.7, y = 0.5 }, { r = 0, y = 0.9 } }, 16, x, z, 1, 0.6, false) G.deck(b, 9.0, y, 0.42, 72, 12, { { x = 6.4, z = 0, r = 1.7 } }) local handle = G.upload(b) -- hand it to a Model component ``` `revolve` derives its normals from the profile's own tangent, so a wall, a lip and a dome all shade correctly from one call; `flip` turns a shell inside out. `deck` omits the quads that fall inside a hole and leaves the rim open, because a riser's brass collar is what covers it. `triangles` reports what a builder is holding before it is uploaded.
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backing path · Column.component

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