Cloister
Raises the Verdigris Cloister. Put it on an entity under the scene's `Greenhouse` anchor and every load of the scene rebuilds the room under that entity — floor, walls, piers, the brass vault and its cracked glass, the irrigation, the hanging censers, the shafts of sun, the vapou…
Cloister
Raises the Verdigris Cloister. Put it on an entity under the scene's
Greenhouse anchor and every load of the scene rebuilds the room under that
entity — floor, walls, piers, the brass vault and its cracked glass, the
irrigation, the hanging censers, the shafts of sun, the vapour and the spores —
along with the scene's sun and ambient, the sky, and the game's post-process
chain.
entity.spawn("Cloister", { parent = entity.find("Greenhouse") })
.component.add("Cloister", {})
Fields: ownsLighting, ownsPost, ownsSky — whether this component also sets
the sun and ambient, the post chain and the sky. All on by default; turn one off
if something else takes that job over.
It despawns the skeleton's sk_* placeholders on the anchor, since this slice is
what replaces them. There is no update(): the room does not tick, and the
motion in the spores, the shafts and the vapour is evaluated in the shaders from
time.
Scoped to this part · feeds back into the world's score.