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BlennomaField

Everything mucous on a plate of the still, and everything sodium.

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

BlennomaField

Everything mucous on a plate of the still, and everything sodium.

One instance stands on the Growths host entity and builds the whole field of whichever plate the ketyl is on: the growths, the sodium nodes, and every transient thing they make — droplets, pools, weals, bursts and scars — as children of that host.

What it puts on a plate

ThingWhat it is
growthA blennoma. A closed lumpy solid contoured from Blennoma.procGraph, wearing mucus_flesh, with four beads of condensation on it and a bead at the teat that fills before it drips. It pulses, it weeps, it chars and swells with weals as it burns, and it dies in a burst.
sodium nodeA lump of cut sodium from SodiumNode.procGraph wearing sodium_metal, turning slowly so the knife-cut face catches the light. Taken on contact, and it reforms after Still.SODIUM_RESPAWN.
dropletA bead of water off a teat, falling and stretching as it goes. It soaks the ketyl if it lands on it and leaves a pool if it does not.
poolA spreading film on the plate. It grows, it holds, and it shrinks away after Still.POOL_LIFETIME.
scarWhat a burned growth leaves where it stood. It stays for the rest of the plate.

What it reports

It knows nothing about health, charge or the run. It reports what physically happened and lets the core slice price it:

growthCount(alive, total)   after a build, and after every death
growthHurt(pos, frac)       a growth took damage; frac is the health left
growthBurned(pos)           a growth died
dropletSpawn(pos)           a droplet left a teat
dropletLand(pos)            it hit the plate, or the ketyl
soaked(amount)              the ketyl took this much water this frame
sodiumTaken(pos)            a node was consumed

What it listens to

plateEnter(n)               build plate n's field
runStart()                  build plate 1
discharged(pos, dir)        decide what stood in the arc and burn it

The arc test reads Still.DISCHARGE_RADIUS, Still.DISCHARGE_ARC, Still.BLENNOMA_BURN and Still.BLENNOMA_FALLOFF, so the reach and the bite of a discharge are tuned in one place for the whole game.

Sound

Five clips are synthesised into /source/growths/ by bake_sfx.luau and registered into the shared library under the ids the game names them by — sfx_drip, sfx_splash, sfx_growth_hurt, sfx_growth_burn, sfx_sodium. Every noise goes out through audio.Clips, so the sound slice owns the mix. Where that library is not loaded the component falls back to a voice of its own rather than going quiet.

Determinism

A plate's layout comes from a generator seeded on the plate number alone, so every peer in this multiplayer world lays the same growths in the same places. Nothing here reads math.random.

Rebuilding the assets

execute { file = "/source/growths/bake.luau" }       -- the meshes
execute { file = "/source/growths/materials.luau" }  -- the materials
execute { file = "/source/growths/bake_sfx.luau" }   -- the sounds

Interface

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

conforms to

zero/source-extract/v2

BlennomaField — the "blennoma" slice of THE EIGHTH KETYL. Everything mucous on a plate, and everything sodium: the growths, their pulsing and weeping, the droplets they let go, the pools those leave, the damage a discharge writes on a growth's own body, the burst it dies in, and the sodium nodes the ketyl takes charge from. WHAT THIS SLICE KNOWS AND DOES NOT KNOW It does not know what health is, what charge is, or what a run is. It reports physical events and lets the core slice decide what they cost: growthCount(alive, total) after a build, and after every death growthHurt(pos, frac) a growth took damage; frac is the health left growthBurned(pos) a growth died dropletSpawn(pos) a droplet left a teat dropletLand(pos) it hit the plate (or the ketyl) soaked(amount) the ketyl took this much water this frame sodiumTaken(pos) a node was consumed and it listens to exactly two things core emits: plateEnter(n) build plate n's field discharged(pos, dir) decide what was in the arc and burn it The field is built from a seed derived from the plate number alone, so every peer in this multiplayer world lays the same growths in the same places.

AudioModel

rng(seed: number) → void

helpers A tiny deterministic generator. The world is multiplayer and every peer runs this component, so a plate's field must come out identical everywhere — math.random shares one global stream with every other slice and would not.

argtypedescription
seednumber

vec3(v: any) → void

Accept a point as { x, y, z } or as { [1], [2], [3] } — core emits positions and directions and this slice should not care which spelling it chose.

argtypedescription
vany

dist2(ax: number, az: number, bx: number, bz: number) → number

argtypedescription
axnumber
aznumber
bxnumber
bznumber

ketylPos( ) → void

Where the ketyl is standing, or nil while there is no player body yet. `players.localPlayer` is empty before the prototype has been cloned for this peer, and reading through it then raises rather than answering nil, so the read is guarded — the anchor the ketyl slice registers is the fallback.

live( ) → boolean

Only a running game costs the player anything. In edit mode the field still pulses and weeps so it can be looked at, but nothing it does is reported as damage.

nextName(prefix: string) → string

argtypedescription
prefixstring

playAt(id: string, pos: { x: number, y: number, z: number }, volume: number, pitch: number) → void

Every noise this slice makes goes out through the shared clip library under the id the whole game names it by, so the sound slice owns the mix and the voice pool and this slice only owns what the growths sound LIKE. When the library is not there — an authoring session where the sound slice's module has not loaded — the fallback is one entity per one-shot, so a growth is never silent for want of somebody else's file.

argtypedescription
idstring
pos{ x: number, y: number, z: number }
volumenumber
pitchnumber

destroyEntity(e: any) → void

argtypedescription
eany

spawnGrowth(index: number, x: number, z: number, y: number, yaw: number, scale: number, variant: number, dripEvery: number, phase: number) → void

the growth

argtypedescription
indexnumber
xnumber
znumber
ynumber
yawnumber
scalenumber
variantnumber
dripEverynumber
phasenumber

openLesion(g: any) → void

argtypedescription
gany

burst(g: any) → void

argtypedescription
gany

aliveCount( ) → number

reportCount( ) → void

hurt(g: any, amount: number) → void

argtypedescription
gany
amountnumber

spawnDroplet(g: any) → void

droplets and pools

argtypedescription
gany

spawnPool(x: number, y: number, z: number, radius: number) → void

argtypedescription
xnumber
ynumber
znumber
radiusnumber

spawnNode(index: number, x: number, z: number, y: number, yaw: number, scale: number) → void

sodium

argtypedescription
indexnumber
xnumber
znumber
ynumber
yawnumber
scalenumber

takeNode(n: any) → void

argtypedescription
nany

sweepOrphans( ) → void

teardown( ) → void

buildPlate(n: number) → void

argtypedescription
nnumber

tickGrowths(dt: number) → void

the frame

argtypedescription
dtnumber

tickDroplets(dt: number, ketyl: { x: number, y: number, z: number }?) → void

argtypedescription
dtnumber
ketyl{ x: number, y: number, z: number }?

tickPools(dt: number) → void

argtypedescription
dtnumber

tickNodes(dt: number, ketyl: { x: number, y: number, z: number }?) → void

argtypedescription
dtnumber
ketyl{ x: number, y: number, z: number }?

tickTransient(dt: number) → void

argtypedescription
dtnumber

tickSoak(dt: number, ketyl: { x: number, y: number, z: number }?) → void

argtypedescription
dtnumber
ketyl{ x: number, y: number, z: number }?

tick(dt: number) → void

argtypedescription
dtnumber

onDischarged(posArg: any, dirArg: any) → void

what core tells us

argtypedescription
posArgany
dirArgany

resolveAssets( ) → void

lifecycle

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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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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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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material · born here
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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module · born here
❒asset
# audio.Clips The shared sound library of **The Eighth Ketyl**. Any slice can make a noise through it, and any slice can replace the noise it makes. ```luau local Clips = require("audio.Clips") Clips.play("sfx_drip", { position = p, volume = 0.5 }) -- make a noise Clips.register("sfx_drip", myOwnClip) -- and replace it ``` `play` needs no entity from the caller: the library keeps a pool of voices under the sound slice's host and cycles them. An id with no clip warns once and stays silent — never an error, so a slice can call it before the library has loaded. ## The ids `sfx_discharge` · `sfx_surge` · `sfx_plate` · `sfx_clear` · `sfx_riser` · `sfx_ascend` · `sfx_growth_hurt` · `sfx_growth_burn` · `sfx_drip` · `sfx_splash` · `sfx_soak` · `sfx_sodium` · `sfx_seal` · `sfx_quench` · `warn_low` · `warn_wet` · `ui_move` · `ui_confirm` · `ui_back` · `ui_open` The sound slice registers a clip for every one of them at start, and the Score component already plays most of them off the event bus. Authoring your own is for when your slice wants a *better* noise for its own thing, not for making it audible at all. ## Registering - `register(id, ref)` — take an id over, replacing whatever held it. - `registerDefault(id, ref)` — take it only if nothing holds it yet. The sound slice seeds its whole library this way, so a slice that got there first keeps its own clip. - `get(id)` / `has(id)` / `ids()` — what is registered. - `setPoolParent(ref)` — where the pooled voices live. ## The spoken script, read through the library Staging cues a line by id and never writes the words; it asks here for them. - `text(id)` — the written form of a spoken line. - `speaker(id)` — `"chemist"` or `"column"`. - `duration(id)` — how long the line runs, **measured off the clip that says it**, falling back to a reading estimate when a line has no audio. That is what lets a caption leave the screen with the voice rather than on a guess. - `lines()` — the whole script as id → text. The words themselves live in `audio.Script`, which is the one place they are written. ## Play options ```luau Clips.play(id, { position = { x = 0, y = 0, z = 0 }, -- play it there; makes it spatial volume = 1, pitch = 1, channel = "sfx", -- or "ui" spatial = true, maxDistance = 34, }) ```
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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mesh · born here
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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backing path · BlennomaField.component

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