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
| Property | Type | Default Value | Description |
|---|---|---|---|
version | string | "1.1" | Tiled map format version |
luaversion | string | "5.1" | Lua version used for embedded data |
orientation | string | "orthogonal" | Map rendering orientation |
width | number | 16 | Map width in tiles |
height | number | 16 | Map height in tiles |
tilewidth | number | 16 | Width of each tile in pixels (collision grid) |
tileheight | number | 16 | Height of each tile in pixels (collision grid) |
tilesets | array | See source | Tileset metadata (image, dimensions, firstgid) |
layers | array | See source | Layer 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
objectsarray in the"FG_OBJECTS"layer specifies entity placements viax,y(in pixels, grid-aligned) andtypefields corresponding to prefab names (e.g.,"sculpture_bishop"). - Tile layers (e.g.,
"BG_TILES") use zero-based padding; non-zero values map totilesets[1](e.g.,data[1] = 0→ empty,data[4] = 10→ specific tile fromtiles.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
.luafiles inmap/static_layouts/and referencing them in worldgen overrides.