Rabbittown
Based on game build 714014 | Last updated: 2026-03-02
Overview
rabbittown.lua defines a static map layout used for Rabbit Town, a pre-designed room placed in the game world. It is not a component in the Entity Component System but a Lua table data structure conforming to the Tiled Map Editor JSON-compatible format (with orientation = "orthogonal" and embedded tile layer data). This file specifies background tiles (BG_TILES) and foreground object placements (FG_OBJECTS), including structures like rabbit houses, plants, and lighting.
Usage example
This file is loaded by the world generation system when building Rabbit Town rooms. Modders typically do not instantiate it directly; instead, it is referenced in static layout task sets:
-- Example usage in a taskset (not from this file, but indicative)
tasksets.caves:Insert("rabbittown", {
x = 0,
y = 0,
width = 32,
height = 32,
})
Dependencies & tags
Components used: None identified
Tags: None identified
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
version | string | "1.1" | Tiled map format version. |
luaversion | string | "5.1" | Lua version used for embedded scripts (none used here). |
orientation | string | "orthogonal" | Map projection style. |
width | number | 32 | Room width in tiles. |
height | number | 32 | Room height in tiles. |
tilewidth | number | 16 | Width of each tile in pixels. |
tileheight | number | 16 | Height of each tile in pixels. |
tilesets | table | see source | Contains tileset metadata and reference image. |
layers | table | see source | Array of layers (BG_TILES and FG_OBJECTS). |
Main functions
None identified. This is a data-only definition file.
Events & listeners
None identified.