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
| Property | Type | Default Value | Description |
|---|---|---|---|
version | string | "1.1" | Tiled map format version. |
luaversion | string | "5.1" | Target Lua version for embedded scripts. |
orientation | string | "orthogonal" | Map orientation type. |
width | number | 32 | Map width in tiles. |
height | number | 32 | Map height in tiles. |
tilewidth | number | 16 | Width of each tile in pixels. |
tileheight | number | 16 | Height of each tile in pixels. |
tilesets[1].name | string | "tiles" | Name of the tileset image. |
tilesets[1].image | string | Path to tile image asset | Relative path to the tileset texture. |
layers[1].name | string | "BG_TILES" | Layer containing background tile data. |
layers[2].name | string | "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
dataarray inBG_TILESlayer 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_OBJECTSlayer defines entity placements usingtypefields 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.