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asset⌬ componentcomponentprimary: init.luau·originates fromworld b0f23b4e-e…

stove

The cast-iron box stove in the living hut. Attached to `living_hut` by the scene build. At awake it spawns the stove (hearth, legs, firebox, door with mica window and draught vent, top plate and rings, flue through the roof, poker, the wood stack) as temporary children under `fl_…

byPolar Night·posted 1mo ago
What it does

firstlight.stove

The cast-iron box stove in the living hut. Attached to living_hut by the scene build. At awake it spawns the stove (hearth, legs, firebox, door with mica window and draught vent, top plate and rings, flue through the roof, poker, the wood stack) as temporary children under fl_stove, with a flickering amber point light and the crackle loop (firstlight.body.stove_crackle).

What it runs

  • Three levels: 0 out, 1 low (Rules.STOVE_FUEL_PER_HOUR_LOW kg/h), 2 high (Rules.STOVE_FUEL_PER_HOUR_HIGH kg/h). Fuel burns from the firebox (Rules.state.hut.fuelKg, up to fireboxKg), which is loaded from Rules.state.stores.fuel.
  • Embers: a fire damped down or burned out keeps embers for Rules.STOVE_EMBER_HOURS; lighting from embers costs no match, otherwise a match comes off Rules.state.stores.matches.
  • Rules.state.hut.stoveHeat (0..1) follows the burn with the lag of iron; the light, the window glow, the crackle volume and the hut's warmth (firstlight.hut) all read it.
  • The night: on sleep the stove burns the hours slept.
  • Emits stove { level, heat } on every change of level or on/off.

Methods (call with a colon on entity.find("living_hut").component.get("stove"))

MethodDoesReturns
stove:light()Lights the fire at low. Free from embers, otherwise strikes a match. Loads 1.5 kg from the store if the firebox is empty.HUD line (string)
stove:setLevel(n)0 damps down to embers, 1 low burn, 2 high burn. Lights the stove first if it is out.HUD line (string)
stove:addFuel(kg?)Moves wood (default 1.5 kg) from stores.fuel into the firebox.kg moved (number)
stove:state(){ on, level, heat, embers, fuelKg, matches }table
stove:firePosition()Hut-local position of the firebox, for a prompt or a bear.{ x, y, z }

Every method also speaks its line through Rules.say.

Fields

  • fireboxKg (5) — the most wood the firebox holds.
  • lightIntensity (9), lightRadius (8) — the fire light at a high burn.

Interface

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

conforms to

zero/source-extract/v2

firstlight.stove — the cast-iron box stove in the living hut: the one warm thing for a thousand kilometres. Attached to `living_hut` by the scene build. Spawns the stove, its flue, the wood stack, the fire light and the crackle as temporary children of the hut, and runs the fire: three levels, fuel burn, embers, matches. Blackboard: writes `Rules.state.hut.stoveOn / stoveLevel / stoveHeat / embers / fuelKg`; consumes `Rules.state.stores.fuel` and `.matches`. Emits "stove" { level, heat } on every change of state.

ModelLightAudio

loadMaterials( ) → void

mat(name: string) → void

argtypedescription
namestring

box(parent: ?, name: string, material: ?, pos: { number }, size: { number }) → void

argtypedescription
parent?
namestring
material?
pos{ number }
size{ number }

cyl(parent: ?, name: string, material: ?, pos: { number }, diameter: number, height: number, axis: string?) → void

argtypedescription
parent?
namestring
material?
pos{ number }
diameternumber
heightnumber
axisstring?

buildStove( ) → void

report( ) → void

fuelRateKgPerHour(level: number) → number

argtypedescription
levelnumber

loadFuel(kg: number) → number

Take up to `kg` from the hut's store into the firebox.

argtypedescription
kgnumber

goOut(reason: string?) → void

The fire dies: whatever was burning becomes embers for a while.

argtypedescription
reasonstring?

burn(hours: number) → void

Advance the burn by `hours` of in-game time.

argtypedescription
hoursnumber

updateVisuals(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

light( ) → string

Light the stove. Relights from embers for free, otherwise strikes a match. Returns a line for the HUD.

setLevel(level: number) → string

Set the burn: 0 damps the fire down to embers, 1 is a low burn, 2 a high one.

argtypedescription
levelnumber

addFuel(kg: number?) → number

Move wood from the hut's store into the firebox (default 1.5 kg). Returns the kilograms moved.

argtypedescription
kgnumber?

state( ) → void

The fire as the survivor reads it.

firePosition( ) → void

Hut-local position of the firebox, for anything that needs to stand near it.

Sub-parts

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

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# 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.
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# seamless_loop_of_a_small_wood_fire_crack Managed audio asset. Edit the `.metadata` `settings` block to change compression.
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# 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.
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# 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()`.
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backing path · firstlight/stove.component

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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