Banana 2077
- ..
- .build.assets4.3 KB
- .metadata231 B
- README.md1.7 KB
- init.luau50.2 KB
- pm_awning.mesh
- pm_cabinet.mesh
- pm_cable.mesh
- pm_chrome.mesh
- pm_concrete.mesh
- pm_cone_orange.mesh
- pm_cont_b.mesh
- pm_cont_g.mesh
- pm_cont_r.mesh
- pm_cont_y.mesh
- pm_crate_r.mesh
- pm_crate_y.mesh
- pm_deck.mesh
- pm_gold.mesh
- pm_graffiti.mesh
- pm_grid_floor.mesh
- pm_holo_dance.mesh
- pm_holo_koi.mesh
- pm_hull.mesh
- pm_lantern.mesh
- pm_lawn.mesh
- pm_marble.mesh
- pm_metal.mesh
- pm_metal_lt.mesh
- pm_neon_cyan.mesh
- pm_neon_green.mesh
- pm_neon_magenta.mesh
- pm_neon_orange.mesh
- pm_neon_pink.mesh
- pm_neon_red.mesh
- pm_neon_violet.mesh
- pm_neon_white.mesh
- pm_neon_yellow.mesh
- pm_paint_w.mesh
- pm_paint_y.mesh
- pm_path.mesh
- pm_pond.mesh
- pm_puddle.mesh
- pm_reflect_w.mesh
- pm_rust.mesh
- pm_screen_dark.mesh
- pm_shutter.mesh
- pm_sign_big_nana.mesh
- pm_sign_future_banana.mesh
- pm_sign_gold_row.mesh
- pm_sign_kanji_misc.mesh
- pm_sign_peel_park.mesh
- pm_sign_pixel_peel.mesh
- pm_sign_smoothie_docks.mesh
- pm_sign_undercroft.mesh
- pm_sign_yoichi_banana.mesh
- pm_stone.mesh
- pm_torii.mesh
- pm_vend_body.mesh
- pm_vend_front.mesh
- pm_vent_glow.mesh
- pm_wood.mesh
- pmat_awning.material
- pmat_cabinet.material
- pmat_cable.material
- pmat_chrome.material
- pmat_concrete.material
- pmat_cone_orange.material
- pmat_cont_b.material
- pmat_cont_g.material
- pmat_cont_r.material
- pmat_cont_y.material
- pmat_crate_r.material
- pmat_crate_y.material
- pmat_deck.material
- pmat_gold.material
- pmat_graffiti.material
- pmat_grid_floor.material
- pmat_holo_dance.material
- pmat_holo_koi.material
- pmat_hull.material
- pmat_lantern.material
- pmat_lawn.material
- pmat_marble.material
- pmat_metal.material
- pmat_metal_lt.material
- pmat_neon_cyan.material
- pmat_neon_green.material
- pmat_neon_magenta.material
- pmat_neon_orange.material
- pmat_neon_pink.material
- pmat_neon_red.material
- pmat_neon_violet.material
- pmat_neon_white.material
- pmat_neon_yellow.material
- pmat_paint_w.material
- pmat_paint_y.material
- pmat_path.material
- pmat_pond.material
- pmat_puddle.material
- pmat_reflect_w.material
- pmat_rust.material
- pmat_screen_dark.material
- pmat_shutter.material
- pmat_sign_big_nana.material
- pmat_sign_future_banana.material
- pmat_sign_gold_row.material
- pmat_sign_kanji_misc.material
- pmat_sign_peel_park.material
- pmat_sign_pixel_peel.material
- pmat_sign_smoothie_docks.material
- pmat_sign_undercroft.material
- pmat_sign_yoichi_banana.material
- pmat_stone.material
- pmat_torii.material
- pmat_vend_body.material
- pmat_vend_front.material
- pmat_vent_glow.material
- pmat_wood.material
- pmc_1.mesh
- preview.png5.2 KB
README.md
places
Builds the seven places a player can discover beyond the Peel Kabuki night market, each standing on the ground and roads game.city.metro lays out from game.city.map:
- Smoothie Docks: the quay with a chain railing and bollards, container stacks in rows, two gantry cranes, sodium masts, the smoothie shed and two moored boats.
- Peel Park: a lawn ringed in stone behind a red torii, a koi pond with hologram koi, an arched bridge, a shrine, stone lanterns, benches and cherry trees.
- Gold Row: a marble fountain under a gold banana on the roundabout island.
- Rust Alley: graffiti, rust pipes, AC units, lantern cables and the door of a bar with no name.
- Pixel Peel: an open-fronted arcade with rows of cabinets, a dance stage and a rooftop sign.
- The Undercroft: a skate lot under the highway with quarter pipes, a funbox, kickers, a grind rail, a half court and fire barrels.
- The Promenade: benches, coin binoculars, food kiosks and vending machines along the cliff.
What it adds
A places entity holding:
places_geometry: static meshes, batched per material per tile.places_colliders: static triangle-mesh colliders.places_lights: about 45 point lights.places_props: the crane and cherry-tree bundles.
What it needs
- It requires
game.city.map,game.city.look,game.city.kitandgame.shared.geo. - It uses the
game.city.propsbundles for the dockside crane and the cherry tree. - Place it under
mount_cityaftergame.city.metro. It takes no params. - The district's
LightBudgetmust listplacesamong its roots, so these lights share the renderer's light cap with the rest of the city.