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Modding since 2024

API ReferenceGE Extensionseditor

Building Editor

Experimental procedural building/city generation editor. Uses a modular architecture with separate world, UI, decal, region, and utility sub-modules. Supports hot-reload during development.

Experimental procedural building/city generation editor. Uses a modular architecture with separate world, UI, decal, region, and utility sub-modules. Supports hot-reload during development.


Key Features

  • Modular Architecture - Separate modules for world (W), UI, decals (D), regions (R), and utilities (UU)
  • Hot Reload - Full module reload via M.reload(mode, soft) without restarting editor
  • Experimental Tools - X-Ray mesh explorer, Solid-Flex, Skeleton viewer
  • Configuration Mode - Special 'conf' mode for layout configuration
  • City Edit Mode - Registered as editor.editModes.cityEditMode

Sub-Modules

ModulePathPurpose
Worldeditor/gen/worldWorld object creation and management
UIeditor/gen/uiImGui interface rendering
Decaleditor/gen/decalDecal placement and management
Regioneditor/gen/regionRegion/zone definition
Utilseditor/gen/utilsShared utility functions

Experimental Features

FeatureStatusDescription
X-RayWIPMesh explorer visualization
Solid-FlexWIPStructural flexibility tool
SkeletonWIOWire-frame skeleton viewer

Usage Notes

  • This is a work-in-progress experimental tool
  • Uses require("socket") for development features
  • The _PRD flag in utils controls production vs development mode
  • Window registered as 'BAT' (Building/Architecture Tool)

Functions

M.reload(mode, soft)

Hot-reloads all sub-modules. If soft is false, clears world objects first.

  • mode (any) - Reload mode (e.g. 'conf' for configuration mode)
  • soft (boolean) - If true, skips clearing world objects

M.onEditorInitialized()

Registers the city edit mode, windows, and road templates.

M.onEditorGui()

Main per-frame UI rendering (delegated to UI sub-module).

M.onSerialize()

Serialization callback - saves editor state.

Returns: table

M.onDeserialize(data)

Deserialization callback - restores editor state.

  • data (table)

M.onInput(type, value)

Callback for input events.

  • type (any)
  • value (any)

M.onUp()

Initializes the building editor in configuration mode - clears selection, enters city edit mode, reloads modules, and shows layout/test windows.

M.onEditorObjectSelectionChanged()

Callback for editor object selection changed event.


See Also

  • biomeTool - Procedural vegetation placement

Biome Tool

Advanced editor tool for procedural biome generation on terrain. Manages biome layers with terrain material or lasso-area zones, forest brush placement, exclusion zones, and mask-based vegetation dist

Bulk Rename

Editor tool for batch-renaming scene objects. Supports pattern-based renaming with counters and old-name substitution, collision detection, and preview before applying.

On this page

Key FeaturesSub-ModulesExperimental FeaturesUsage NotesFunctionsM.reload(mode, soft)M.onEditorInitialized()M.onEditorGui()M.onSerialize()M.onDeserialize(data)M.onInput(type, value)M.onUp()M.onEditorObjectSelectionChanged()See Also