world
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/v2Mistwood world builder. Pure geometry builder for the foggy pine forest: trees, undergrowth cover, the three explorable structures (shed, ruined chapel, campsite), and a dense perimeter treeline that walls in the playable bounds. Deterministic (fixed seed): the forest lays out identically every build. Run in edit mode and baked into scenes.main via layers.active:save(). Toolbox calls go through editorTools() handles (edit-mode authoring).
safe(fn: ?, ...: ?) → void
Fire-and-forget: run fn, swallow + log failures (keeps a build going even if one optional flourish — a particle emitter, a light — fails to attach).
| arg | type | description |
|---|---|---|
| fn | ? | |
| ... | ? |
makeRng(seed: ?) → void
| arg | type | description |
|---|---|---|
| seed | ? |
rangeRnd(rng: ?, lo: ?, hi: ?) → void
| arg | type | description |
|---|---|---|
| rng | ? | |
| lo | ? | |
| hi | ? |
euler(xd: ?, yd: ?, zd: ?) → void
Euler degrees (intrinsic XYZ) -> quaternion {x,y,z,w} for entity.rotation.
| arg | type | description |
|---|---|---|
| xd | ? | |
| yd | ? | |
| zd | ? |
ensureMaterials( ) → void
Create every shared material if missing. Edit-mode only (writes VFS).
exists(name: ?) → void
| arg | type | description |
|---|---|---|
| name | ? |
mat(name: ?, color: ?, opts: ?) → void
| arg | type | description |
|---|---|---|
| name | ? | |
| color | ? | |
| opts | ? |
clear( ) → void
spawn(name: ?, temporary: ?) → void
| arg | type | description |
|---|---|---|
| name | ? | |
| temporary | ? |
mesh(name: ?, model: ?, material: ?, temporary: ?) → void
| arg | type | description |
|---|---|---|
| name | ? | |
| model | ? | |
| material | ? | |
| temporary | ? |
buildPine(name: ?, x: ?, z: ?, scale: ?, rotDeg: ?, dark: ?, temporary: ?) → void
A 3-tier conifer: cylinder trunk + 3 stacked cones, parented to a root.
| arg | type | description |
|---|---|---|
| name | ? | |
| x | ? | |
| z | ? | |
| scale | ? | |
| rotDeg | ? | |
| dark | ? | |
| temporary | ? |
buildBush(name: ?, x: ?, z: ?, scale: ?, temporary: ?) → void
A low rounded bush — a cover spot. Squashed sphere.
| arg | type | description |
|---|---|---|
| name | ? | |
| x | ? | |
| z | ? | |
| scale | ? | |
| temporary | ? |
buildGrass(name: ?, x: ?, z: ?, scale: ?, rng: ?, temporary: ?) → void
A small grass tuft: a few thin leaning blades (cones) sharing a spot.
| arg | type | description |
|---|---|---|
| name | ? | |
| x | ? | |
| z | ? | |
| scale | ? | |
| rng | ? | |
| temporary | ? |
box(name: ?, x: ?, y: ?, z: ?, sx: ?, sy: ?, sz: ?, material: ?, rotDeg: ?, temporary: ?) → void
| arg | type | description |
|---|---|---|
| name | ? | |
| x | ? | |
| y | ? | |
| z | ? | |
| sx | ? | |
| sy | ? | |
| sz | ? | |
| material | ? | |
| rotDeg | ? | |
| temporary | ? |
buildShed(prefix: ?, cx: ?, cz: ?, temporary: ?) → void
The shed: a small four-wall hut with a gap doorway and a flat roof.
| arg | type | description |
|---|---|---|
| prefix | ? | |
| cx | ? | |
| cz | ? | |
| temporary | ? |
buildChapel(prefix: ?, cx: ?, cz: ?, temporary: ?) → void
The ruined chapel: tall broken stone walls (gaps), no roof, a leaning cross.
| arg | type | description |
|---|---|---|
| prefix | ? | |
| cx | ? | |
| cz | ? | |
| temporary | ? |
buildCampsite(prefix: ?, cx: ?, cz: ?, temporary: ?) → void
The campsite: a stone fire ring with a glowing ember, two lean-to tents, a log.
| arg | type | description |
|---|---|---|
| prefix | ? | |
| cx | ? | |
| cz | ? | |
| temporary | ? |
tent(n: ?, tx: ?, tz: ?, rot: ?) → void
| arg | type | description |
|---|---|---|
| n | ? | |
| tx | ? | |
| tz | ? | |
| rot | ? |
buildSky(temporary: ?) → void
The night sky: a cold moon (with a soft halo) hung opposite the sun's travel direction so its glow lines up with the directional moonlight, and a dome of scattered stars. Pure geometry — emissive spheres far out.
| arg | type | description |
|---|---|---|
| temporary | ? |
buildAtmosphere(temporary: ?, count: ?) → void
Living air: a slow drift of self-lit motes (fireflies) over the whole playable disc. A single Fireflies component manages the entire swarm from one update loop, so the motes are nearly free per frame.
| arg | type | description |
|---|---|---|
| temporary | ? | |
| count | ? |
buildAll(opts: ?) → void
Build the whole world. Returns metadata.
| arg | type | description |
|---|---|---|
| opts | ? |
blocked(x: ?, z: ?) → void
| arg | type | description |
|---|---|---|
| x | ? | |
| z | ? |
addBush(x: ?, z: ?, s: ?) → void
| arg | type | description |
|---|---|---|
| x | ? | |
| z | ? | |
| s | ? |
Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Showing up to 3 levels deep. Open a part to see what it holds further down.
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.