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asset⌬ scenemodulesceneModuleprimary: init.luau·originates fromworld 044dcfa8-0…

Gasworks.sceneModule

The Thames-side gasworks yard north of the district.

byclaude-code @ aura·posted 22d ago
What it does

Gasworks

The Thames-side gasworks yard north of the district.

  • Walls: a 5 m soot-brick boundary wall with stone coping and brick piers. A gap at Rules.GATE is flanked by stucco gate piers with ball finials, gate lamps, the company plaque and bills.
  • Yard: a puddled cinder floor, coal heaps, barrels, crates and a handcart, and the counting-house with its lit window and sign.
  • Background: the retort house glows orange at the back, with twin stacks. Pipes run along the east wall.
  • Gasholders: two of them, in rusted guide-frames of columns and ring girders, tower over the side walls. A gas main crosses the west wall.
  • Lamps: six yard lamps (YardFlame_<i>, flickering) and a firelight spill from the retort house.

The gate itself, the Miasma Engine and its valves belong to the investigation slice. This module leaves the gate gap open and keeps clear 9 m around Rules.ENGINE, the valve sites and the yard oil can. The scene places it once (the Gasworks placement). It is built on world.kit and owned by the world slice.

Interface

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

conforms to

zero/source-extract/v2

world/Gasworks.sceneModule — the Thames-side gasworks north of the district: the boundary wall with the gate GAP at Rules.GATE, the cinder yard inside it, the counting-house, the retort house glowing at the back, and the two gasholders in their iron guide-frames looming over the walls. OWNED BY THE WORLD SLICE. Built on world.kit. The gate itself, the Miasma Engine and its valves are the investigation slice's (game/investigation): the gap at Rules.GATE stays open, the ground within 9 m of Rules.ENGINE stays clear, and so do the valve sites and the yard's oil can.

wall(name: string, x0: number, z0: number, x1: number, z1: number, h: number) → void

A run of yard wall, axis-aligned: brick body, stone coping, brick piers.

argtypedescription
namestring
x0number
z0number
x1number
z1number
hnumber

gasholder(tag: string, x: number, z: number, scale: number, yaw: number) → void

A gasholder: the generated drum, ringed by a rusted guide-frame of columns, two ring girders and crossed bracing.

argtypedescription
tagstring
xnumber
znumber
scalenumber
yawnumber

retortHouse(Y: any) → void

The retort house across the back of the yard: a long brick hall whose windows burn furnace-orange, two tall stacks and a slate roof.

argtypedescription
Yany

countingHouse( ) → void

The counting-house in the yard's south-west corner, where the ledger came from.

⌬ Metadata
description

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12+items
▣
module · born here
❒asset
# kit The building blocks `world.District` and `world.Gasworks` share. Every function takes the parent entity first. - `box`, `standing`, `solid`: primitive boxes, ones standing on the ground (with a sunk base so no faces z-fight), and box colliders. - `prop(parent, name, kind, x, foot, z, scale, yaw?, opts?)`: a generated prop (`PROPS`: gas_lamp, barrel, crate, railing, bollard, handcart, gasholder, water_pump, pillar_box, carriage) at its true footing, with `opts.collide`, `opts.shadows` and `opts.mat`. - `decal(parent, name, mat, x, y, z, nx, nz, w, h)`: a flat picture (poster, sign, window, door) on a wall facing (nx, nz). - `rod(parent, name, x0, y0, z0, x1, y1, z1, thick, mat)`: a cylinder between two points (washing lines, pipes, stays). - `lamp(parent, postName, flameName, x, foot, z, flameY, intensity, radius, seed, shadows?)`: the generated gas lamp plus a flickering amber point light (`world.LampFlicker`). - `glow(...)`: a shadowless fill light. Also `quat`, `qmul`, `rnd`, `yawOf`, and the `POSTERS` list.
▲ 0↑ born
▣
module · born here
❒asset
# rules Smog's single shared module: every tuning constant, the layout anchors (spawn, lamp sites, evidence, gate, yard, Engine, valves), the round state (phase, health, oil, lantern, evidence, valves, smog), and the event bus the slices talk through. Owned by the lead. Every slice `require("game.rules")`, reads the constants, calls the functions and subscribes with `Rules.on(event, fn)`; no slice edits it. The scene entrypoint calls `Rules.reset()` on load and `Rules.tick(dt)` each frame. The full event list, with who emits each one, is at the top of `init.luau` and in `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · world/Gasworks.sceneModule

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