@idle-screens/saver-metaquarium 0.19.0 → 0.19.1

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@@ -2926,17 +2926,17 @@ var PARAM_DOCS = {
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  cameraAzimuth: "Orbit bearing in degrees. 0 looks at the village from the front.",
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  cameraElevation: "Degrees above the floor. 8\u201315 is eye level with the fish; 40+ looks down on a castle.",
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  cameraDistance: "Distance from the tank centre. 80 is a close-up, 170\u2013220 a village, 300+ a landmark.",
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- shot: "A named framing to cut to: `orbit` (default), `hero` (three-quarter establishing), `front` (level, long lens), `low` (among the plants looking up), `top` (steep, the floor as a map), `surface` (looking up at the water's underside), `macro` (close on the landmark nearest the front). Azimuth and autoRotate turn it; distance scales it.",
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+ shot: "A named framing: `orbit` (default), `hero` (three-quarter), `front` (level, long lens), `low` (among the plants, looking up), `top` (the floor as a map), `surface` (the water's underside), `macro` (close on the nearest landmark). Azimuth and autoRotate turn it; distance scales it.",
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  cameraFollow: "Ride with one fish (cast slot, 0 = first); -1 is the orbit camera. Orbit params are ignored while following. Pair with `followSpot` on the same slot for a spotlit chase.",
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  followAngle: "Where round the followed fish the chase camera stands, degrees: 0 behind (default), 90 beside, 180 in front looking back at its face.",
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- followDistance: "How far behind the followed fish the camera rides, along its own path (40\u201370 a chase). Under ~18 it is the fish's eye and the fish is hidden; a floor walker (Dot, crab, octopus, snail, starfish) sees from its own head height, pitched with the ground ahead.",
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+ followDistance: "How far behind the followed fish the camera rides (40\u201370 is a chase). Under ~18 it is the fish's eye and the fish is hidden; a floor walker (Dot, crab, octopus, snail, starfish) sees from its own head height.",
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  autoRotate: "Turntable speed, degrees/second. 0 holds the shot (stages, vignettes); 1\u20132 is a slow reveal. frame.state.camera.bearing: where it stands now.",
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- followAvoid: "Keep the followed fish in view, 0\u20131 (default 0): with something in the way (a home, a wall, a lamp, a kelp stand) the chase camera rises a little over low clutter and otherwise pulls in toward the fish \u2014 eased, like a game camera's spring arm. Use it for long walking takes through a village. No effect in the fish's own eye (followDistance under about 16).",
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+ followAvoid: "Keep the followed fish in view, 0\u20131 (default 0): when something is in the way the chase camera rises over low clutter or pulls in, eased. For long walking takes through a village. No effect in the fish's own eye (followDistance under about 16).",
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  // cast
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  fishCount: "How many fish when `fishMix` is empty (all are `fishUrl`).",
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  finish: "A final full-screen pass: gentle grade, soft vignette, dither against banding, and restrained bloom on high-end devices (0 = none; never on the low tier).",
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  fishUrl: "The single model used when `fishMix` is empty. ipfs:// or https.",
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- fishMix: "The cast: `id[:count][@style]`, comma-separated. `100:2@drift, 257:1, seahorse:3, shark:1@patrol`. Minted breeds plus bundled creatures (shark crab dori glowfish babyfish hackerfish blowfish starfish octopus snail dot dolphin). A hackerfish's face is a screen (faces, code rain, crash and reboot); a glowfish fishes with its lure. A crab walks the seabed on its own legs at its own pace (swimSpeed does not hurry it), climbs the rocks, and stops to forage, pinch, wave and cheer. A starfish crawls the floor too, walks some of the way upright on its front arms, and stops to curl up, wave, or stand facing you; with `starfishDance` it dances. A snail glides the floor very slowly and stops to look about, look at you, graze, stretch up tall, or pull into its shell and peek back out. `dot` is a character (experimental): Dot, the town courier, a box on two legs whose face is a screen; it walks, runs and sneaks the floor, stops to wave, cheer, think, tip its cap, deliver a letter, dance, laugh and more, and as a vignette actor plays the gestures with its own body. `dolphin` (experimental) is Dot's friend: a bottlenose with flat flukes that strokes up and down, coasts, and every so often chatters (its laugh), nods, waves a flipper, blows a bubble, spins or flips \u2014 turning an eye to you for the friendly ones; in a vignette it chatters for talk, flips for hop, waves for wiggle and blows a bubble for peek. Overrides fishCount/fishUrl.",
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+ fishMix: "The cast: `id[:count][@style]`, comma-separated: `100:2@drift, 257:1, seahorse:3, shark:1@patrol`. Minted breeds plus bundled creatures: shark crab dori glowfish babyfish hackerfish blowfish starfish octopus snail dot dolphin. Floor walkers keep their own pace (swimSpeed does not hurry them): crab (climbs rocks, forages, pinches, waves), starfish (walks upright too; dances with `starfishDance`), snail (very slow; hides in its shell). `dot` (experimental) is Dot the courier, a box on two legs with a screen face; `dolphin` (experimental) chatters, flips and blows bubbles. Both act out vignette gestures. Overrides fishCount/fishUrl.",
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  dracoPath: "Where the Draco decoder lives; leave empty on a channel.",
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  swimSpeed: "Global swim speed multiplier. 0.4 is contemplative, 1 lively.",
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  swimStyle: "How the cast swims unless a fishMix entry says otherwise (`@style`). `auto` picks by breed.",
@@ -2956,15 +2956,15 @@ var PARAM_DOCS = {
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  shoalSpeed: "How fast the school travels (0.3\u20132, default 0.8), independent of `swimSpeed`. It swims above the plants, across the front of the shot unless the camera orbits.",
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  // look
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  fishLighting: "`lit` (default) lights fish with a studio rig and their own glow parts; `flat` is the unlit original.",
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- fishAmbient: "The water's light on the fish in lit mode: the sunlit water on their backs, the water around on their flanks, the floor under their bellies, mirrored in metal plates. Fixes fish reading dark; 0.6\u20131 in bright tanks. Dims with a follow-spot's house lights.",
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+ fishAmbient: "The water's light on the fish in lit mode (backs, flanks, bellies, metal plates). Fixes fish reading dark; 0.6\u20131 in bright tanks. Dims with a follow-spot's house lights.",
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  fishGlow: "How strongly GLOW- parts of a fish bloom and light their neighbours and the floor.",
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  fishMetal: "`on` (default) gives METAL- parts a polished, reflective finish.",
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- snailShell: "What the snails' shells are made of: `banded` (the coat with a spiral, as drawn), `pearl` (iridescent nacre: a rainbow sheen that slides as it turns), `gold` (polished metal), `glow` (a dark shell whose spiral breathes light \u2014 best at night). `mix` (default): each snail its own. Lit fish only: flat lighting and the neon look keep the banded coat. Glow keeps each coat's hue; frame.state.fish[i].shell says which.",
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- starfishDance: "Starfish dance: `aerobics` stands every starfish up in a class facing the camera (an instructor in front) dancing a routine in unison \u2014 march, jacks, reaches, kicks, twists, arm circles, disco, a spin; `freestyle`, each its own move every eight counts; `duet`, the partner dance (Dirty Dancing): couples face to face \u2014 the basic, a sway, a twirl, the dip, and the lift \u2014 best with `spotRig: 0/#ffd27a*26, 1/#ff8ad0*26`. Cast a few: `fishMix: starfish:7`. Best with `shot: front`, `autoRotate: 0`, a bright room. `off` (default): they crawl, walk upright and wave on their own. The class re-faces the live camera every frame: under autoRotate it stays put on screen while the room turns behind it (a follow camera uses cameraAzimuth).",
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+ snailShell: "The snails' shells: `banded` (as drawn), `pearl` (iridescent nacre), `gold`, `glow` (a spiral that breathes light; best at night); `mix` (default), each its own. Lit fish only: flat lighting and the neon look keep the banded coat. frame.state.fish[i].shell says which.",
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+ starfishDance: "Starfish dance: `aerobics`, a class facing the camera with an instructor, in unison; `freestyle`, each its own move every eight counts; `duet`, couples face to face (basic, sway, twirl, dip, lift), best with `spotRig: 0/#ffd27a*26, 1/#ff8ad0*26`. `off` (default): they crawl and wave on their own. Cast a few (`fishMix: starfish:7`); best with `shot: front`, `autoRotate: 0`, a bright room. The class faces the live camera every frame (a follow camera uses cameraAzimuth).",
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  danceTempo: "Beats per minute for the starfish dance (60\u2013180, default 128). Glides on the beat.",
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  fishLook: "`neon` dresses the bundled creatures (crab, glowfish, shark\u2026) for blacklight: near-black coats, eyes and a crab's mouth glowing a neon of their own. Best in a dark room (abyss, void) with `finish`. `natural` is the default.",
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  swimWave: "Fish bend as they swim: a wave runs nose to tail and the body curls into turns (0 = rigid wiggle). Skips the turtle, crab and fish that already have a skeleton; the seahorse gets its own motion instead \u2014 fin, tail and nod.",
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- fishAvoid: "Fish make way for each other instead of swimming through one another: a pair about to meet parts a second ahead, the smaller fish giving more, over or under before round. 1 (default) is on, 0 is the old pass-through. `inspect().crowding` counts the pairs still touching.",
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+ fishAvoid: "Fish make way for each other: a pair about to meet parts a second ahead, the smaller giving more, over or under before round. 1 (default) on, 0 pass-through. `inspect().crowding` counts pairs still touching.",
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  eyeLife: "Eyes blink, look, and emote (0 = painted on). Redraws each token's own pixel-grid eye; black and white only.",
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  // water and room
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  fogColor: "The water colour; also the background. Dark blues and purples make light sources read.",
@@ -2978,9 +2978,9 @@ var PARAM_DOCS = {
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  moteDensity: "Suspended motes.",
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  moteColor: "Their colour.",
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  environment: "A room preset (floor, ceiling, light shafts). `void` for the mineral-world scenes.",
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- floorKind: "Floor shape: `auto` follows the environment, `flat` is level, or terrain: `dunes`, `ridges`, `basin`; `shelf` (the town raised on a plateau with a terraced lip), `trench` (a meandering channel across the front, deep enough to hide in), `terraces` (tiers stepping up behind the town).",
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+ floorKind: "Floor shape: `auto` follows the environment, `flat`, or terrain `dunes`, `ridges`, `basin`, `shelf` (the town on a terraced plateau), `trench` (a deep channel across the front), `terraces` (tiers behind the town).",
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  waterY: "Height of the water ceiling; -1 = the environment's own.",
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- rayStrength: "Light shafts from the surface. They cost device budget: 5 shafts on the high tier, 2 on standard, and none on the lowest tier in a room with a water surface (reef, kelp, ice or lagoon), where the surface takes that budget \u2014 abyss, vent and universe keep 2. Where they were dropped, perceiveChannel reads room.rayStrength 0.",
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+ rayStrength: "Light shafts from the surface, within device budget: 5 on the high tier, 2 on standard, none on the lowest tier in a room with a water surface (reef, kelp, ice, lagoon; abyss, vent and universe keep 2). Where dropped, perceiveChannel reads room.rayStrength 0.",
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  caustics: "The dancing net of light from the surface on the floor, rocks, plants and fish (0 = none). Sharp near the top, soft and dim deep down.",
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  causticScale: "Size of the caustic cells: below 1 a fine shimmer, above 1 broad slow bands.",
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  surfaceMirror: "The surface from below: a window up to the light and a rippling mirror of the tank around it (0 = the plain sheet). Needs reef, kelp, ice or lagoon; pays off on the `surface` and `low` shots. High tier reflects the real tank, mid tier the deep water.",
@@ -2996,27 +2996,27 @@ var PARAM_DOCS = {
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  rockVeins: "Crystals bursting out of the rocks: each crown broken open, chips on the rim, a colony of the same crystal growing from the breach. 0 is plain stone.",
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  geodeHomes: "Geode houses (0\u20133) in a crescent: a village. Their doors are vignette marks `home1`\u2026, `home1in`\u2026. Capped at 2 on basic/minimal tiers (3 on standard/high); a dropped house takes its homeN/homeNin marks, and indoors there are none.",
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  interior: "`geode` sets the whole scene INSIDE a geode home: furniture, chandelier, marks like `table`, `bed`, `door`.",
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- floraDensity: "Voxel plants, swaying, lit and shedding spores: one tank-wide budget (density \xD7 36/72/108 by tier) shared round-robin among crystals and geodes (or six bare spots), so more crystals means sparser gardens. What grows is `floraMix`; with it empty the room picks (coral on a reef, kelp in the kelp forest, glow caps in the abyss).",
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- geodes: "Wild geodes about the floor (0 = none): split geodes (one in three a thunder egg), amethyst cathedrals, crystal clusters, one mega cavern geode. They follow the world's rules \u2014 slate crust lit by the same key as the rocks, crystals that glow and pulse like the crystals (crystalGlow, crystalPulse), the mineral of the crystal nearest them, the crystals' light on their stone \u2014 and flora grows round them as round a crystal. Agate banding is drawn per pixel; one in twenty is an iridescent aura morph; their crystals wake when a fish comes close.",
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+ floraDensity: "Voxel plants: one tank-wide budget (density \xD7 36/72/108 by tier) shared among crystals and geodes (or six bare spots), so more crystals means sparser gardens. What grows is `floraMix`; empty, the room picks (coral on a reef, kelp in the kelp forest, glow caps in the abyss).",
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+ geodes: "Wild geodes about the floor (0 = none): split geodes and thunder eggs, amethyst cathedrals, crystal clusters, one mega cavern. They glow and pulse with the crystals (crystalGlow, crystalPulse), take the nearest crystal's mineral, grow flora like a crystal, and wake when a fish comes close.",
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  geodeMix: "Which geodes: `kind[:weight]`, comma-separated. geode cathedral cluster cavern (the cavern is one at most).",
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- geodeMineral: "What they are made of: amethyst agate celestine citrine carnelian rose emerald quartz smoky. Empty = the mineral nearest in colour to the crystal nearest each geode (it belongs to its world, as flora and homes do); `world` = two from the seed; or a list.",
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+ geodeMineral: "What they are made of: amethyst agate celestine citrine carnelian rose emerald quartz smoky. Empty = the mineral nearest in colour to the nearest crystal; `world` = two from the seed; or a list.",
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  fountain: "The town square's fountain where the paths meet: `vent` (a hot-vent chimney crusted with crystal, glowing at the mouth) or `geode` (a great geode basin on a plinth). A bubble column, a pebble plaza, a light of its own, and a vignette mark `fountain`.",
3004
- signs: 'Underwater signage, `kind[@place][>target][/#color][*size][:text]`: a painted `plank` on a post, an `arrow` pointing at another place, a life-`ring` with a name plaque, a lit `porthole` (a word or a fish), glowing `neon` lettering, an `led` dot-matrix board that scrolls a long line. Each stands beside its place, facing the front; with no @place, in the open. Original words only. `plank@gate:"Welcome to the reef", neon@home1/#ff4fa0:OPEN, arrow@hub>gate:Castle`.',
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- signFlicker: "How unstable the lit signs' power is (neon and LED boards), 0\u20131, default 0.4: a slow hum, two-dip stutters, a dead row or tube for a couple of seconds, a row slipping sideways, now and then a reboot that wakes row by row. Each sign has its own supply, most steady. 0 is steady; flash-safe at any setting.",
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+ signs: 'Underwater signage, `kind[@place][>target][/#color][*size][:text]`: `plank` on a post, `arrow` pointing at another place, life-`ring` with a plaque, lit `porthole`, glowing `neon` lettering, scrolling `led` board. Each stands beside its place facing the front; with no @place, in the open. Original words only. `plank@gate:"Welcome to the reef", neon@home1/#ff4fa0:OPEN, arrow@hub>gate:Castle`.',
3005
+ signFlicker: "How unstable the lit signs' power is (neon and LED), 0\u20131, default 0.4: hums, stutters, a dead row for a moment, now and then a reboot. Each sign has its own supply; 0 is steady. Flash-safe at any setting.",
3006
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  streetLamps: "Crystal streetlamps along the paths (0 = none, 1 = about 24): slate posts with a crystal crown in their nearest crystal's colour, a halo and light on the floor. Needs paths.",
3007
- townProps: "The village's small things, comma-separated kind[:count][/style]: fence (a yard round every home, a gate where its path leaves; styles driftwood coral stone crystal, none = each home its own), mailbox (by every gate: post \u2014 its flag goes up when the mail comes \u2014 clam that opens, bottle that rocks; each a vignette mark mailbox1\u2026), bench[:n] (round the fountain or hub, facing in; shell stone), sock[:n] (a striped current sock swinging with the current). Fences and mailboxes need geodeHomes.",
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- floorCover: "What the village lays on its floor, comma-separated kind[/style]: lawn (a mown lawn in every home's yard, fenced or not; stripes checks), mosaic (the square tiled in a compass rose round the fountain, or at the hub with none; stone shell glass), mat (a woven doormat at every door; kelp stripe), steps (stepping stones down every walk; slate sand moss, none = each walk's own ground), ripples (the open sand combed into ripples across the current the socks stream down; fine broad). Lawns and mats need geodeHomes, steps need paths, a mosaic needs a fountain, paths or homes. Mats and stones only lie on flat ground.",
3009
- pyramids: "Pyramids built of cubes, as the fish are (0 = none, 1 = about a dozen complexes): each a stack of cubes you can count, the cube a whole multiple of a fish's, exactly symmetric. On the floor in complexes \u2014 a great pyramid and its queens \u2014 small ones near, the great ones at the back. Only on flat ground \u2014 use floorKind: flat (none on dunes, ridges or a basin). Standing, half sunk, one missing its capstone. Glyph friezes, gilded or glowing capstones, an eye on some.",
3010
- pyramidMix: "Their shapes and stones: `shape|stone[:weight], \u2026`. Shapes giza step bent djoser mayan frame; stones sandstone limestone obsidian jade gold lapis coral crystal nacre basalt, and the lit ones led (white and rainbow lamps) and neon (magenta and cyan), every cube a lamp running a light show. Empty = every shape in the room's stone.",
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+ townProps: "The village's small things, comma-separated kind[:count][/style]: fence (a yard round every home with a gate; driftwood coral stone crystal, none = each home its own), mailbox (by every gate: post, clam or bottle; vignette marks mailbox1\u2026), bench[:n] (round the fountain or hub; shell stone), sock[:n] (a current sock). Fences and mailboxes need geodeHomes.",
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+ floorCover: "What the village lays on its floor, comma-separated kind[/style]: lawn (each home's yard; stripes checks), mosaic (a compass rose round the fountain or hub; stone shell glass), mat (at every door; kelp stripe), steps (stepping stones down every walk; slate sand moss, none = the walk's own ground), ripples (the open sand; fine broad). Lawns and mats need geodeHomes, steps need paths, a mosaic needs a fountain, paths or homes. Mats and stones lie only on flat ground.",
3009
+ pyramids: "Pyramids built of cubes like the fish (0 = none, 1 = about a dozen complexes): symmetric stacks, a great pyramid and its queens, the great ones at the back. Flat ground only: use floorKind: flat (none on dunes, ridges or a basin).",
3010
+ pyramidMix: "Shapes and stones: `shape|stone[:weight], \u2026`. Shapes giza step bent djoser mayan frame; stones sandstone limestone obsidian jade gold lapis coral crystal nacre basalt, and lit led (white and rainbow) and neon (magenta and cyan), every cube a lamp in the light show. Empty = every shape in the room's stone.",
3011
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  pyramidLayout: "field = complexes over the floor; stage = one monumental pyramid in the middle of the camera's orbit (lit if the mix has led or neon, else stone with lit trim), a small one at each side, the field behind. Needs flat ground in the middle.",
3012
- pyramidShow: "The lit pyramids' light show (led, neon, or trim in pyramidMix): empty or auto = the whole field as one, through every routine in turn, a wave rolling across it; solo = each its own; a routine name (rings beam edges equalizer rainbow twinkle faces rain spiral breathe ripple); or a looping cue sheet like 8s:rings, 8s:beam, 16s:equalizer. Steered live, no rebuild.",
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+ pyramidShow: "The lit pyramids' show (led, neon or trim in pyramidMix): empty or auto = the whole field as one wave through every routine; solo = each its own; a routine (rings beam edges equalizer rainbow twinkle faces rain spiral breathe ripple); or a looping cue sheet `8s:rings, 8s:beam, 16s:equalizer`. Steered live, no rebuild.",
3013
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  pyramidBpm: "The light show's tempo, 0\u2013140 (0 = free-running): the motion steps on the beat and each beat lifts the lamps a little \u2014 never a flash.",
3014
- geodeLayout: "`field` (default) scatters them; `gallery` is a lineup to examine them all \u2014 a row per kind (aura morphs, thunder eggs, hollow geodes, clusters, cathedrals), a column per mineral, the mega geode behind. Frame it with cameraDistance 400, elevation ~26, and nothing else in the scene.",
3015
- floraLayout: "`garden` (default) grows the plants round the crystals; `gallery` plants one of each species in its own plot, in two rows across the front (low ones before tall), so every kind can be seen at once. With `floraMix` set, only the species it names. Frame it with `shot: front` or `cameraDistance` ~260.",
3016
- floraPalette: "One colour scheme for the garden, the way a No Man's Sky planet is magenta grass and orange trees: `world` grows a hero hue, a neighbour and an accent from the seed; or give up to six `#rrggbb`. Each colony is pulled most of the way to one of them. Empty = every species its own colours.",
3017
- floraMix: "Which plants: `species[:weight]`, comma-separated. grass tube bulb fan kelp anemone staghorn brain whip barrel shelf seapen clam bubble elder curl pod (a giant clam is a specimen, two at most; the elder, a blossom tree hung with lanterns, one). Plants grow in colonies that share a colour; about one colony in thirty is a rare nacreous morph. `kelp:3, whip, seapen` is a kelp forest; `staghorn:2, brain, anemone:2, clam` a reef. Empty = the room's own garden. Needs floraDensity > 0.",
3014
+ geodeLayout: "`field` (default) scatters them; `gallery` lines them up, a row per kind and a column per mineral, the mega geode behind. Frame with cameraDistance 400, elevation ~26, nothing else in the scene.",
3015
+ floraLayout: "`garden` (default) grows plants round the crystals; `gallery` plants one of each species in two rows across the front (low before tall). With `floraMix` set, only its species. Frame with `shot: front` or `cameraDistance` ~260.",
3016
+ floraPalette: "One colour scheme for the garden: `world` picks a hero hue, a neighbour and an accent from the seed; or give up to six `#rrggbb`. Each colony is pulled most of the way to one of them. Empty = every species its own colours.",
3017
+ floraMix: "Which plants: `species[:weight]`, comma-separated: grass tube bulb fan kelp anemone staghorn brain whip barrel shelf seapen clam bubble elder curl pod (giant clam: two at most; elder, a lantern tree: one). Colonies share a colour. `kelp:3, whip, seapen` is a kelp forest; `staghorn:2, brain, anemone:2, clam` a reef. Empty = the room's own garden. Needs floraDensity > 0.",
3018
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  bubbleVents: "Bubbles from chimneys, fissures and crystals.",
3019
- bubbleStyle: "How vent bubbles live: `classic` loops puffs; `live` grows each bubble at the vent, lets it go, rises it to the water surface (if the environment has one) and pops it, and rests a vent for a minute now and then. Distant bubbles dim instead of fattening.",
3019
+ bubbleStyle: "How vent bubbles live: `classic` loops puffs; `live` grows each bubble at the vent, rises it to the surface (if there is one) and pops it, resting the vent now and then. Distant bubbles dim instead of fattening.",
3020
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  pearling: "Oxygen pearls on the plants: beads grow on the leaves over half a minute or more, sway with them and let go (0 = none). Needs floraDensity > 0; with no flora there is nothing to pearl on.",
3021
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  co2Mist: "A fine haze of tiny bubbles from the vents, drifting on a slow current (0 = none).",
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  marineSnow: "Drifting lit particles; gives the water depth.",
@@ -4392,4 +4392,4 @@ export {
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  paramSpaceWith,
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  coerceNum
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  };
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- //# sourceMappingURL=chunk-7ZYKA2WS.js.map
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+ //# sourceMappingURL=chunk-Y3TSBXXY.js.map