Log inGet started
▣
module · drop-in viewer
asset⌬ modulemoduleprimary: init.luau·originates fromworld b0f23b4e-e…

legacy

What the world remembers of a survivor. `require("firstlight.legacy")`.

byPolar Night·posted 1mo ago
What it does

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.

Interface

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

conforms to

zero/source-extract/v2

strict

note(text: string) → void

argtypedescription
textstring

stormWord(storm: number) → string

argtypedescription
stormnumber

auroraWord(a: number) → string

argtypedescription
anumber

journalLine(day: number) → string

The journal line for the day now ending.

argtypedescription
daynumber

recordDay(day: number) → void

Append the line for `day` (the day that just ended) to the journal.

argtypedescription
daynumber

buildCache( ) → void

The cache a dead survivor leaves: a quarter of every store, rounded down to what can be counted.

die(cause: string, day: number?, emitted: boolean?) → boolean

End the run. Writes the last journal line, stashes the cache, persists. `emitted` is true when the death event is already on the bus (another slice raised it); otherwise this module emits it. Returns false when the run was already over.

argtypedescription
causestring
daynumber?
emittedboolean?

newRun( ) → void

Begin a new run from the death screen: the body, the clock and the stores reset to the start values plus whatever the cache held; the journal, the seed, the death count, the patched gaps and the drilled hole stay.

cache( ) → void

The cache the last survivor left, or nil when the roof is empty.

Sub-parts

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

11items
▣
module · born here
❒asset
# 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.
▲ 0↑ born
▣
module · born here
❒asset
# 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()`.
▲ 0↑ born
backing path · firstlight/legacy.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ 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".

—%no reports yet
Sign in to report whether this part worked for you.
Discussion

Scoped to this part · feeds back into the world's score.

0comments
Sign in to post.sign in
No comments yet. Be the first.