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Wasphive Grass Easy

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

Overview

This file defines a static map layout (Tiled map format) used for generating the "Easy" difficulty variant of the wasphive biome in DST. It specifies background tile placements (BG_TILES) and foreground object placements (FG_OBJECTS) including grass and wasphive prefabs. The layout is used by the world generation system to place structures and decor in the wasphive environment during level setup.

Usage example

This file is not meant to be used as a component directly. It is a static map definition imported by the world generation system. Typical usage involves referencing it via the map system, for example:

local map = require("map/static_layouts/wasphive_grass_easy")
-- The map table is used internally by the level/room loader
-- to spawn prefabs (e.g., "grass", "wasphive") at specified positions.

Dependencies & tags

Components used: None identified
Tags: None identified

Properties

PropertyTypeDefault ValueDescription
versionstring"1.1"Tiled map format version.
luaversionstring"5.1"Lua version target.
orientationstring"orthogonal"Map projection type.
widthnumber12Map width in tiles.
heightnumber12Map height in tiles.
tilewidthnumber16Width of each tile in pixels.
tileheightnumber16Height of each tile in pixels.
tilesetstable(see source)List of tileset definitions.
layerstable(see source)Array of map layers (tile and object layers).

Main functions

Not applicable — this file returns a static data structure, not a functional component.

Events & listeners

Not applicable — this file contains no runtime logic, event listeners, or event pushes.

Layers

BG_TILES

  • Type: tilelayer
  • Size: 12×12 tiles
  • Content: Background tiles only (data populated with tile IDs; value 6 appears at select positions).
  • Purpose: Provides static environmental background visuals.

FG_OBJECTS

  • Type: objectgroup
  • Content: Placement of grass and wasphive prefabs as Tiled objects with x/y coordinates in pixels.
  • Purpose: Defines where decorative grass and structural wasphives are instantiated in the game world. Each object’s type field maps to a prefab name used by the game.