Skip to main content

Brinepool1

Based on game build 714014 | Last updated: 2026-02-28

Overview

brinepool1.lua is a static layout definition file used by the game's world generation system. It defines a fixed 14x14 tile grid layout for a specific Brinepool environment section, including background tile layers and foreground object groups. It specifies where features like saltstack areas (ground zones where saltstacks may generate) and cookiecutter spawners (points that trigger procedural object placement) are located. This file is not a component in the ECS sense but rather a data structure returned as a Lua table describing a static world region for use in map generation tasks and room placement.

Usage example

This file is loaded by the game's worldgen system during map assembly, not directly instantiated by modders. However, a typical usage within the engine would resemble:

local layout = require("map/static_layouts/brinepool1")
-- layout contains tile data and object definitions used by task/room systems
-- Example: a room placement system reads layout.layers[2].objects to locate spawners

Dependencies & tags

Components used: None — this is a data-only layout file with no runtime component logic. Tags: None identified.

Properties

The table returned by this file contains layout metadata defined at load time. The following are its top-level and nested fields:

PropertyTypeDefault ValueDescription
versionstring"1.1"Tiled map format version used.
luaversionstring"5.1"Lua version compatibility.
orientationstring"orthogonal"Map orientation type.
widthnumber14Width of the map in tiles.
heightnumber14Height of the map in tiles.
tilewidthnumber64Width of a single tile in pixels.
tileheightnumber64Height of a single tile in pixels.
propertiestable{}Global map properties (empty here).
tilesetstableArray of tileset definitions; includes ground tileset.
layerstableArray of layers: BG_TILES (tile layer), FG_OBJECTS (object group).

layers structure

Layer propertyTypeDescription
typestringLayer type ("tilelayer" or "objectgroup").
namestringHuman-readable layer name (e.g., "BG_TILES").
datatable (tilelayer only)Row-major tile ID array (length = width * height). 0 means empty.
objectstable (objectgroup only)List of objects with type, shape, x, y, width, height.

objects fields

FieldTypeDescription
namestringObject instance name (empty here).
typestringSemantically meaningful category ("saltstack_area" or "cookiecutter_spawner").
shapestringGeometry type ("rectangle").
x, ynumberTop-left position in pixels (relative to map origin).
width, heightnumberDimensions in pixels.
propertiestableOptional metadata (empty here).

Main functions

No functional methods are defined — this file exports only data. No runtime logic or functions are present.

Events & listeners

None — this file is data-only and has no event interaction.

Notes

  • Tile IDs (e.g., 20 in data) refer to indices in the associated tileset (ground.tsx).
  • saltstack_area rectangles define spawn regions for saltstacks; spawners likely activate procedurally placed objects within those bounds.
  • cookiecutter_spawner objects (with zero size) denote spawn points for procedural objects — likely used by the cookiecutter system to instantiate features (e.g., small rocks or flora).
  • Layouts like this are typically composed into larger maps via map/tasksets/, map/levels/, or map/rooms/ systems.