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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.