The document

How a world is put together, and how to read the tables on the pages that follow.

A world is one JSON file with seven top level keys. Five carry the game. Every table on these pages is generated from the same definition the studio checks your work against.

Reading a table

FieldThe property name, exactly as it is written in JSON.
TypeWhat may go there. A blue name is a reference to another collection and links to it.
ReqMarked when the field must be present. Everything else may be left out.
DefaultWhat you get when it is left out.
What it doesOne line. Where a field has a trap, this is the trap rather than the obvious meaning.

1037 fields across 140 sections. Use the filter box on each page to narrow by name or description.

Ids

Everything is addressed by id. An id is lowercase letters, digits, and underscores, starting with a letter, up to 64 characters, and unique inside its collection.

iron_sword    crypt_03    the_mill_door

Every reference is proven to resolve before a world will load. In the studio a reference field is a dropdown of ids that exist. A few fields hold a bare id that is not checked; each says so in its description.

Unknown properties are refused
Every object rejects a property it does not recognise, and names it. Adding data of your own goes through one of six mechanisms.

The addressable collections

Every one of these is a list whose entries are identified by an id.

Your world is a file