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Two

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

Overview

This file defines a static room layout (two.lua) used in the Archive Hallway biome. It specifies a 32×32 tile grid (16×16 px per tile) with background tile layer data and an object layer (FG_OBJECTS) containing prefabs like statues, security desks, creature areas, and structural elements (e.g., wall_stone_2, wall_ruins_2). It does not implement any game logic — it is purely descriptive metadata for world generation.

Usage example

This file is not instantiated as a component. Instead, it is consumed by the world generation system (e.g., map/tasks/caves.lua, map/rooms/archive_hallway.lua) to place the layout at runtime. Modders rarely interact with it directly; room layouts are referenced via room templates and tasksets.

Dependencies & tags

Components used: None identified
Tags: None identified

Properties

PropertyTypeDefault ValueDescription
versionstring"1.1"Tiled map format version.
luaversionstring"5.1"Target Lua version for embedded scripts.
orientationstring"orthogonal"Map orientation type.
widthnumber32Map width in tiles.
heightnumber32Map height in tiles.
tilewidthnumber16Width of each tile in pixels.
tileheightnumber16Height of each tile in pixels.
tilesets[1].namestring"tiles"Name of the tileset image.
tilesets[1].imagestringPath to tile image assetRelative path to the tileset texture.
layers[1].namestring"BG_TILES"Layer containing background tile data.
layers[2].namestring"FG_OBJECTS"Layer containing object placements (prefabs).

Main functions

Not applicable — this file returns a plain Lua table with map metadata and does not define any functions.

Events & listeners

Not applicable — this file contains no event-driven logic or runtime behavior.

Notes

  • The data array in BG_TILES layer uses 1D row-major indexing: rows of 32 values each, where non-zero values indicate tile IDs (e.g., 1, 42) to render.
  • The FG_OBJECTS layer defines entity placements using type fields corresponding to prefab names (e.g., archive_chandelier, creature_area). Coordinates are in pixels relative to the room origin.
  • Some wall objects include custom properties (e.g., "data.health.percent" = "1", "data.gridnudge" = "true"), which are consumed by the game’s wall and placement systems.
  • This file is auto-generated from a Tiled map editor and not intended for manual modification in most cases.