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):
| Property | Type | Default Value | Description |
|---|---|---|---|
x | number | (varies) | X-axis world coordinate |
y | number | (varies) | Y-axis world coordinate (height) |
z | number | (varies) | Z-axis world coordinate |
rot | number | (varies) | Rotation angle in degrees |
prefab | string | (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.