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Sculptures 2

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

Overview

This file is not a component, but a static map layout definition written in Tiled JSON format (exported as Lua table). It describes the placement of decorative and interactive elements—including statues, flowers, and named sculpture prefabs (statue_marble_muse, flower, sculpture_random, sculpture_bishop, sculpture_knight)—within a 16x16 tile grid in the game world. It belongs to the map/static_layouts directory and is used during world generation to populate areas with pre-configured visual and thematic content.

Usage example

This file is consumed by the game's map loading system and is not instantiated directly by modders. It is referenced by higher-level world generation scripts (e.g., in map/tasksets/ or map/levels/) via static_layouts.sculptures_2.

Dependencies & tags

Components used: None identified
Tags: None identified

Properties

PropertyTypeDefault ValueDescription
versionstring"1.1"Tiled map format version
luaversionstring"5.1"Lua version used for embedded data
orientationstring"orthogonal"Map rendering orientation
widthnumber16Map width in tiles
heightnumber16Map height in tiles
tilewidthnumber16Width of each tile in pixels (collision grid)
tileheightnumber16Height of each tile in pixels (collision grid)
tilesetsarraySee sourceTileset metadata (image, dimensions, firstgid)
layersarraySee sourceLayer definitions (e.g., "BG_TILES", "FG_OBJECTS")

Main functions

Not applicable — this file exports static data, not executable logic.

Events & listeners

Not applicable — this file contains no event logic.

Notes for Modders

  • The objects array in the "FG_OBJECTS" layer specifies entity placements via x, y (in pixels, grid-aligned) and type fields corresponding to prefab names (e.g., "sculpture_bishop").
  • Tile layers (e.g., "BG_TILES") use zero-based padding; non-zero values map to tilesets[1] (e.g., data[1] = 0 → empty, data[4] = 10 → specific tile from tiles.png).
  • This file must be manually loaded and spawned in world generation code using StaticLayout.Load(...) or similar engine APIs; it is not auto-applied.
  • Modders may modify or extend this layout by creating new .lua files in map/static_layouts/ and referencing them in worldgen overrides.