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Oceanmonument

Based on game build 714014 | Last updated: 2026-03-02

Overview

Oceanmonument is a static map room layout definition for the Ocean Monument area in DST. It specifies the tile layer (BG_TILES) and object placements (FG_OBJECTS) using Tiled JSON format. This file describes the visual and spatial configuration of the ocean monument room, including ground tiles and interactive objects like sunken chests and sea stack resources. It is used during world generation to instantiate the room in the ocean biome.

Usage example

-- Typically loaded automatically by the world generation system:
-- No direct usage in mod code is intended or required.
-- This file is consumed by the map room loading system via static_layouts.lua.

Dependencies & tags

Components used: None identified
Tags: None identified

Properties

PropertyTypeDefault ValueDescription
versionstring"1.1"Tiled format version.
luaversionstring"5.1"Lua version compatibility flag.
orientationstring"orthogonal"Map orientation type.
widthnumber8Room width in tiles.
heightnumber8Room height in tiles.
tilewidthnumber64Width of each tile in pixels.
tileheightnumber64Height of each tile in pixels.
tilesets[1].namestring"ground"Name of the tileset used.
tilesets[1].imagestring".../tiles.png"Path to the tileset image.
layers[1].namestring"BG_TILES"Background tile layer name.
layers[1].datatable8x8 tile ID arrayTile IDs for background layer (row-major order).
layers[2].namestring"FG_OBJECTS"Foreground object group name.
layers[2].objectstable见 sourceList of placed objects with position, type, and metadata.

Main functions

None identified — this file returns static data only.

Events & listeners

None identified — no runtime logic or event handling is present.

Notes

  • The layout contains 8×8 tiles with a 64×64 tile size, resulting in a 512×512 pixel room.
  • The FG_OBJECTS layer contains 10 objects:
    • 1 sunkenchest object with scenario tag "sunkenchest_oceanmonument".
    • 9 seastack objects with "data.stackid" values of "1" or "4" (indicating resource variety).
  • This file is part of the static_layouts subsystem, which provides deterministic room templates for world generation.
  • The map is not a component or entity in the ECS; it is pure data, interpreted at runtime by room loading systems.