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Maxwellhome

Based on game build 714014 | Last updated: 2026-03-03

Overview​

The Maxwellhome module is a pure data structure representing a static map layout for the Maxwell home scenario. It does not implement any logic, components, or events; it exclusively contains pre-defined entity definitions—including grass, berrybush, and treasurechest—with hardcoded coordinates, rotation, and properties. This structure is used to instantiate the physical layout of the map during world generation.

Usage example​

The module is typically imported and used as a raw data table during world setup, for example:

local maxwellhome = require("scripts/maps/maxwellhome")
-- Use `maxwellhome` as a lookup to instantiate entities:
for name, data in pairs(maxwellhome) do
local inst = Spawn Prefab(name)
inst.Transform:SetPosition(data.x, data.y, data.z)
inst.Transform:SetRotation(data.rot)
-- Additional initialization per entity type...
end

Dependencies & tags​

Components used: None
Tags: None

Properties​

The table contains named entries, each representing an entity with the following inherent structure (based on chunk data):

PropertyTypeDefault ValueDescription
xnumber(varies)X-axis world coordinate
ynumber(varies)Y-axis world coordinate (height)
znumber(varies)Z-axis world coordinate
rotnumber(varies)Rotation angle in degrees
prefabstring(varies)Prefab name used to spawn the entity

Note: This is a data table, not an instance-based object. Values are static and defined inline per entity entry.

Main functions​

No functions are defined in this module.

Events & listeners​

No events are defined or referenced in this module.