blockforge
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/v2blockforge.module — shared singleton game state + logic for Blockforge. Both BlockforgePlayer and BlockforgeUI components (and the scene entrypoint) `require` this module. Luau caches module results, so every requirer shares ONE table instance: the live game state lives here and is read/written from every environment. Pure logic + data — no per-frame ticking, no UI, no input polling (those live in the components).
paletteTable( ) → void
Palette map (name -> {r,g,b}) in the shape createWorld expects.
activeBlock( ) → void
setSlot(i: ?) → void
| arg | type | description |
|---|---|---|
| i | ? |
cycleSlot(delta: ?) → void
| arg | type | description |
|---|---|---|
| delta | ? |
assignSlot(slot: ?, blockName: ?) → void
| arg | type | description |
|---|---|---|
| slot | ? | |
| blockName | ? |
notify(text: ?, seconds: ?) → void
Subtitle / notification (respecting the subtitles setting is the caller's job; we always record it so the HUD can show a brief toast regardless).
| arg | type | description |
|---|---|---|
| text | ? | |
| seconds | ? |
hash2(ix: ?, iz: ?, seed: ?) → void
Deterministic value-noise terrain
| arg | type | description |
|---|---|---|
| ix | ? | |
| iz | ? | |
| seed | ? |
smooth(t: ?) → void
| arg | type | description |
|---|---|---|
| t | ? |
valueNoise(x: ?, z: ?, seed: ?, freq: ?) → void
Bilinear value noise sampled at grid frequency `freq`.
| arg | type | description |
|---|---|---|
| x | ? | |
| z | ? | |
| seed | ? | |
| freq | ? |
heightAt(x: ?, z: ?, seed: ?, mode: ?) → void
Integer surface height at (x,z) for the current seed + terrain mode.
| arg | type | description |
|---|---|---|
| x | ? | |
| z | ? | |
| seed | ? | |
| mode | ? |
kindFor(y: ?, topH: ?, mode: ?) → void
| arg | type | description |
|---|---|---|
| y | ? | |
| topH | ? | |
| mode | ? |
plantTree(w: ?, x: ?, baseY: ?, z: ?, size: ?) → void
Plant a simple oak tree (log trunk + leaf canopy) at column (x,z), base y.
| arg | type | description |
|---|---|---|
| w | ? | |
| x | ? | |
| baseY | ? | |
| z | ? | |
| size | ? |
generateTerrain(w: ?, seed: ?, mode: ?) → void
Fill the whole terrain into the world handle. Yields periodically so a big world never trips the frame watchdog. Runs inside a task.spawn.
| arg | type | description |
|---|---|---|
| w | ? | |
| seed | ? | |
| mode | ? |
spawnPos(w: ?, seed: ?, mode: ?) → void
A safe spawn position (world units) at the surface center of the map.
| arg | type | description |
|---|---|---|
| w | ? | |
| seed | ? | |
| mode | ? |
refreshSounds( ) → void
Scan service outputs (+ any library audio) and map them to logical names by keyword. Safe to call repeatedly; late-arriving generations auto-wire.
scan(list: ?) → void
| arg | type | description |
|---|---|---|
| list | ? |
soundVolume(name: ?) → void
| arg | type | description |
|---|---|---|
| name | ? |
playSound(name: ?, x: ?, y: ?, z: ?) → void
| arg | type | description |
|---|---|---|
| name | ? | |
| x | ? | |
| y | ? | |
| z | ? |
Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ 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".
Scoped to this part · feeds back into the world's score.