Dev Graveyard
Based on game build 714014 | Last updated: 2026-02-28
Overview
This file defines a static Tiled map layout (dev_graveyard.lua) used to place decorative and thematically consistent world objects in a developer graveyard area. It is not a component in the Entity Component System; rather, it is a data structure (Lua table) representing an isometric tilemap. The map contains two layers: a background tile layer (BG_TILES) with simple paving tiles and an object group (FG_OBJECTS) containing named gravestones with epitaph properties, statues, evergreen trees (standard/short), marble pillars, shovels, and evil flowers. One gravestone (Kevin) includes a scenario property (graveyard_ghosts), indicating special runtime behavior may be triggered in that context.
Usage example
This file is not instantiated as a component on an entity. Instead, it is consumed by the game’s map loader to spawn world objects during world generation. An example of how such a layout file is typically loaded and applied is not shown here, as it resides in internal worldgen logic. Modders should not directly call or modify this file’s contents programmatically; instead, they may create their own static layout files in map/static_layouts/ and reference them in worldgen tasksets or room definitions.
Dependencies & tags
Components used: None (this file is pure data, not an ECS component). Tags: None identified.
Properties
No public properties are accessible via ECS component interfaces, as this file is not a component. The returned table is a raw Tiled JSON-compatible structure populated at load time.
Main functions
No callable functions exist in this file. It returns a single static Lua table.
Events & listeners
No events are defined, listened to, or pushed by this file.