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asset⌬ modulemoduleprimary: init.luau·originates fromworld 044dcfa8-0…

kit

The building blocks `world.District` and `world.Gasworks` share. Every function takes the parent entity first.

byclaude-code @ aura·posted 22d ago
What it does

kit

The building blocks world.District and world.Gasworks share. Every function takes the parent entity first.

  • box, standing, solid: primitive boxes, ones standing on the ground (with a sunk base so no faces z-fight), and box colliders.
  • prop(parent, name, kind, x, foot, z, scale, yaw?, opts?): a generated prop (PROPS: gas_lamp, barrel, crate, railing, bollard, handcart, gasholder, water_pump, pillar_box, carriage) at its true footing, with opts.collide, opts.shadows and opts.mat.
  • decal(parent, name, mat, x, y, z, nx, nz, w, h): a flat picture (poster, sign, window, door) on a wall facing (nx, nz).
  • rod(parent, name, x0, y0, z0, x1, y1, z1, thick, mat): a cylinder between two points (washing lines, pipes, stays).
  • lamp(parent, postName, flameName, x, foot, z, flameY, intensity, radius, seed, shadows?): the generated gas lamp plus a flickering amber point light (world.LampFlicker).
  • glow(...): a shadowless fill light. Also quat, qmul, rnd, yawOf, and the POSTERS list.

Interface

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

conforms to

zero/source-extract/v2

world/kit.module — the building blocks world/District and world/Gasworks share: boxes on primitives, the generated props at true size, flat decals on walls. OWNED BY THE WORLD SLICE. Every function takes the parent entity first, so each scene module keeps its own root. Sizes are metres; ground is y = 0, +Z is north.

ModelBoxColliderLightLampFlicker

quat(ax: number, ay: number, az: number, degrees: number) → void

argtypedescription
axnumber
aynumber
aznumber
degreesnumber

qmul(a: ?, b: ?) → void

argtypedescription
a?
b?

rnd(seed: number) → number

argtypedescription
seednumber

box(parent: any, name: string, px: number, py: number, pz: number, sx: number, sy: number, sz: number, material: string, mesh: string?) → void

argtypedescription
parentany
namestring
pxnumber
pynumber
pznumber
sxnumber
synumber
sznumber
materialstring
meshstring?

solid(e: any) → void

argtypedescription
eany

standing(parent: any, name: string, px: number, top: number, pz: number, sx: number, sz: number, material: string, mesh: string?, footing: number?) → void

A box whose top is at `top` and whose base is sunk 0.3 below its footing, so no two horizontal faces ever share a height and shimmer at grazing angles.

argtypedescription
parentany
namestring
pxnumber
topnumber
pznumber
sxnumber
sznumber
materialstring
meshstring?
footingnumber?

prop(parent: any, name: string, kind: string, x: number, foot: number, z: number, scale: number, yaw: number?, opts: any?) → void

A generated prop standing on `foot`, turned `yaw` degrees about +Y.

argtypedescription
parentany
namestring
kindstring
xnumber
footnumber
znumber
scalenumber
yawnumber?
optsany?

yawOf(nx: number, nz: number) → number

The yaw that turns +Z to face the horizontal direction (nx, nz).

argtypedescription
nxnumber
nznumber

decal(parent: any, name: string, material: string, x: number, y: number, z: number, nx: number, nz: number, w: number, h: number) → void

A flat picture (poster, sign, window, door) w wide and h tall, its face toward (nx, nz), reading the right way round from in front.

argtypedescription
parentany
namestring
materialstring
xnumber
ynumber
znumber
nxnumber
nznumber
wnumber
hnumber

glow(parent: any, name: string, x: number, y: number, z: number, r: number, g: number, b: number, intensity: number, radius: number) → void

A warm light with no shadow: shop windows, gate lanterns, furnace glow.

argtypedescription
parentany
namestring
xnumber
ynumber
znumber
rnumber
gnumber
bnumber
intensitynumber
radiusnumber

rod(parent: any, name: string, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number, thick: number, material: string) → void

A cylinder rod from one point to another: washing lines, pipes, stays.

argtypedescription
parentany
namestring
x0number
y0number
z0number
x1number
y1number
z1number
thicknumber
materialstring

lamp(parent: any, postName: string, flameName: string, x: number, foot: number, z: number, flameY: number, intensity: number, radius: number, seed: number, shadows: boolean?) → void

A generated gas lamp standing on `foot`, its flame a flickering point light (LampFlicker) at `flameY`. The post casts no shadow so the light inside its glass is never blocked by its own panes.

argtypedescription
parentany
postNamestring
flameNamestring
xnumber
footnumber
znumber
flameYnumber
intensitynumber
radiusnumber
seednumber
shadowsboolean?

Sub-parts

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

7items
◇
component · born here
❒asset
# LampFlicker Wavers a gas lamp's point Light intensity around `base` by up to `depth`, on a per-lamp `seed` phase, so Smog's street lamps gutter like real gas flames. Put it on the entity carrying the Light (world/District does, on every `LampFlame_<i>`).
▲ 0↑ born
backing path · world/kit.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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