Exact source used by this build. SHA-256: ec49e11df3bc3168a82357c2c0c7b948742957387e7e51da6ba4674b366c92d0.

1 # Map blockouts
2 
3 Eight original layouts; `woods` contains both the river valley and woods. Coordinates and sizes are in 16 px tiles. Every map includes `ground`, `decor` (back), `buildings`, `front`, `always-front`, `collision`, `tillable`, and `objects` layers. Tile and POI visual manifest keys are embedded in the source maps. Area names/descriptions and every POI name/description slot remain `TBD`; IDs below are functional schedule targets.
4 
5 Buildings use visible perimeter walls and accessible blockout interiors; doors, beds, counters and benches are named. Fishing POIs mark walkable banks/pier tiles. The farm keeps the starter home, shipping bin and nine tool-owned debris positions; its larger debris fields are static visual placeholders until the debris system adopts them. Seasonal appearance still comes from the existing per-area season palettes.
6 
7 Warps cover wide, walkable approaches. Destinations sit beyond the matching edge trigger, preventing bounce-back. Three outward expansion routes require repairs; return routes are open.
8 
9 ## farm — 80 × 65
10 
11 **POIs** (all are actual Tiled object names):
12 
13 - building: `poi.farm.house_01`.
14 - building_placement: `poi.farm.building_area` — (25, 5), 20 × 24 tiles; buildings and their doorway must fit inside it. Existing POIs, collisions, grass, crops, objects and occupants remain protected.
15 - door: `poi.farm.house_01_door`, `poi.farm.greenhouse_ruin_door`, `poi.farm.cave_door`.
16 - bed: `poi.farm.house_01_bed`.
17 - shipping: `poi.farm.shipping_bin`.
18 - pond: `poi.farm.pond`.
19 - fishing: `poi.farm.fishing_01`.
20 - ruin: `poi.farm.greenhouse_ruin`.
21 - cliff: `poi.farm.cliffs`.
22 - cave: `poi.farm.cave`.
23 - grove: `poi.farm.woodlot`.
24 - debris_weed: `poi.farm.debris_weed`.
25 - debris_rock: `poi.farm.debris_rock`.
26 - debris_twig: `poi.farm.debris_twig`.
27 - debris_stump: `poi.farm.debris_stump`.
28 - debris_tree: `poi.farm.debris_tree`.
29 - bench: `poi.farm.bench_01`.
30 
31 **Warps**:
32 
33 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
34 | --- | --- | --- | --- |
35 | `farm-town` | 78, 20; 2 × 10 | `town` (2.5, 14.5) | Open |
36 | `farm-woods` | 12, 0; 10 × 2 | `woods` (16.5, 117.5) | Open |
37 
38 ## town — 120 × 110
39 
40 **POIs** (all are actual Tiled object names):
41 
42 - river: `poi.town.river`.
43 - bridge: `poi.town.covered_bridge`, `poi.town.footbridge`.
44 - gathering: `poi.town.central_green`.
45 - stage: `poi.town.festival_stage`.
46 - bench: `poi.town.bench_01`, `poi.town.bench_02`, `poi.town.bench_03`, `poi.town.bench_04`, `poi.town.meeting_hall_bench_01`, `poi.town.meeting_hall_bench_02`, `poi.town.playground_bench`.
47 - building: `poi.town.general_store`, `poi.town.blacksmith`, `poi.town.inn`, `poi.town.sugar_shack`, `poi.town.meeting_hall`, `poi.town.house_01`, `poi.town.house_02`, `poi.town.house_03`, `poi.town.house_04`, `poi.town.house_05`, `poi.town.house_06`, `poi.town.house_07`, `poi.town.house_08`, `poi.town.house_09`, `poi.town.house_10`, `poi.town.house_11`, `poi.town.house_12`.
48 - door: `poi.town.general_store_door`, `poi.town.blacksmith_door`, `poi.town.inn_door`, `poi.town.sugar_shack_door`, `poi.town.meeting_hall_door`, `poi.town.community_ruin_door`, `poi.town.house_01_door`, `poi.town.house_02_door`, `poi.town.house_03_door`, `poi.town.house_04_door`, `poi.town.house_05_door`, `poi.town.house_06_door`, `poi.town.house_07_door`, `poi.town.house_08_door`, `poi.town.house_09_door`, `poi.town.house_10_door`, `poi.town.house_11_door`, `poi.town.house_12_door`.
49 - counter: `poi.town.general_store_counter`, `poi.town.blacksmith_counter`, `poi.town.inn_counter`, `poi.town.sugar_shack_counter`.
50 - bed: `poi.town.inn_bed`, `poi.town.inn_bed_02`, `poi.town.house_01_bed`, `poi.town.house_02_bed`, `poi.town.house_03_bed`, `poi.town.house_04_bed`, `poi.town.house_05_bed`, `poi.town.house_06_bed`, `poi.town.house_07_bed`, `poi.town.house_08_bed`, `poi.town.house_09_bed`, `poi.town.house_10_bed`, `poi.town.house_11_bed`, `poi.town.house_12_bed`.
51 - ruin: `poi.town.community_ruin`.
52 - playground: `poi.town.playground`.
53 - graveyard: `poi.town.graveyard`.
54 - fishing: `poi.town.fishing_01`, `poi.town.fishing_02`.
55 
56 **Warps**:
57 
58 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
59 | --- | --- | --- | --- |
60 | `town-farm` | 0, 10; 2 × 10 | `farm` (76.5, 24.5) | Open |
61 | `town-woods` | 0, 39; 2 × 10 | `woods` (117.5, 60.5) | Open |
62 | `town-mountain` | 55, 0; 10 × 2 | `mountain` (40.5, 57.5) | Open |
63 | `town-beach` | 55, 108; 10 × 2 | `beach` (48.5, 2.5) | Open |
64 | `town-canyon` | 118, 50; 2 × 10 | `canyon` (2.5, 40.5) | Repairs needed |
65 
66 ## woods — 120 × 120
67 
68 **POIs** (all are actual Tiled object names):
69 
70 - pond: `poi.woods.mill_pond`.
71 - bridge: `poi.woods.river_bridge`.
72 - river: `poi.woods.river_valley`.
73 - grove: `poi.woods.sugarbush`, `poi.woods.deep_woods`.
74 - gathering: `poi.woods.forest_clearing`.
75 - ruin: `poi.woods.mill_ruin`.
76 - door: `poi.woods.mill_ruin_door`.
77 - fishing: `poi.woods.fishing_01`, `poi.woods.fishing_02`.
78 - bench: `poi.woods.bench_01`, `poi.woods.bench_02`.
79 
80 **Warps**:
81 
82 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
83 | --- | --- | --- | --- |
84 | `woods-farm` | 12, 118; 10 × 2 | `farm` (16.5, 2.5) | Open |
85 | `woods-town` | 118, 56; 2 × 10 | `town` (2.5, 44.5) | Open |
86 | `woods-bog` | 0, 76; 2 × 10 | `bog` (77.5, 40.5) | Repairs needed |
87 
88 ## mountain — 80 × 60
89 
90 **POIs** (all are actual Tiled object names):
91 
92 - cliff: `poi.mountain.cliffs`.
93 - pond: `poi.mountain.lake`.
94 - mine: `poi.mountain.mine_entrance`.
95 - door: `poi.mountain.mine_door`, `poi.mountain.lift_ruin_door`.
96 - quarry: `poi.mountain.quarry`.
97 - ruin: `poi.mountain.lift_ruin`.
98 - fishing: `poi.mountain.fishing_01`, `poi.mountain.fishing_02`.
99 - bench: `poi.mountain.bench_01`.
100 
101 **Warps**:
102 
103 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
104 | --- | --- | --- | --- |
105 | `mountain-town` | 36, 58; 10 × 2 | `town` (60.5, 2.5) | Open |
106 
107 ## beach — 100 × 50
108 
109 **POIs** (all are actual Tiled object names):
110 
111 - pier: `poi.beach.pier`.
112 - fishing: `poi.beach.fishing_01`, `poi.beach.fishing_02`, `poi.beach.fishing_03`, `poi.beach.fishing_04`.
113 - building: `poi.beach.lighthouse`, `poi.beach.fishing_shack`.
114 - door: `poi.beach.lighthouse_door`, `poi.beach.fishing_shack_door`.
115 - bed: `poi.beach.lighthouse_bed`.
116 - counter: `poi.beach.fishing_shack_counter`.
117 - tidepool: `poi.beach.tide_pools`.
118 - dune: `poi.beach.dunes`.
119 - bench: `poi.beach.bench_01`, `poi.beach.bench_02`.
120 
121 **Warps**:
122 
123 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
124 | --- | --- | --- | --- |
125 | `beach-town` | 44, 0; 10 × 2 | `town` (60.5, 107.5) | Open |
126 | `beach-rainforest` | 72, 48; 10 × 2 | `rainforest` (12.5, 2.5) | Repairs needed |
127 
128 ## rainforest — 80 × 80
129 
130 **POIs** (all are actual Tiled object names):
131 
132 - river: `poi.rainforest.delta`.
133 - bridge: `poi.rainforest.canopy_bridge`, `poi.rainforest.river_bridge`.
134 - ruin: `poi.rainforest.ruin_01`.
135 - door: `poi.rainforest.ruin_01_door`, `poi.rainforest.volcano_door`.
136 - waterfall: `poi.rainforest.waterfall`.
137 - cliff: `poi.rainforest.volcano`.
138 - fishing: `poi.rainforest.fishing_01`, `poi.rainforest.fishing_02`.
139 - digsite: `poi.rainforest.dig_site`.
140 - bench: `poi.rainforest.bench_01`.
141 - grove: `poi.rainforest.canopy`.
142 
143 **Warps**:
144 
145 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
146 | --- | --- | --- | --- |
147 | `rainforest-beach` | 8, 0; 10 × 2 | `beach` (77.5, 46.5) | Open |
148 
149 ## canyon — 80 × 80
150 
151 **POIs** (all are actual Tiled object names):
152 
153 - cliff: `poi.canyon.cliffs`.
154 - canyon: `poi.canyon.slot_canyon`.
155 - ruin: `poi.canyon.ruin_01`, `poi.canyon.ruin_02`.
156 - door: `poi.canyon.ruin_01_door`, `poi.canyon.ruin_02_door`, `poi.canyon.trader_shelter_door`, `poi.canyon.cave_door`.
157 - building: `poi.canyon.trader_shelter`.
158 - counter: `poi.canyon.trader_counter`.
159 - pond: `poi.canyon.hot_spring`.
160 - fishing: `poi.canyon.fishing_01`.
161 - cave: `poi.canyon.cave`.
162 - rail: `poi.canyon.rail_platform`.
163 - bench: `poi.canyon.bench_01`.
164 
165 **Warps**:
166 
167 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
168 | --- | --- | --- | --- |
169 | `canyon-town` | 0, 36; 2 × 10 | `town` (117.5, 55.5) | Open |
170 
171 ## bog — 80 × 80
172 
173 **POIs** (all are actual Tiled object names):
174 
175 - boardwalk: `poi.bog.boardwalk`.
176 - marsh: `poi.bog.marsh`.
177 - building: `poi.bog.hut_01`.
178 - door: `poi.bog.hut_01_door`.
179 - bed: `poi.bog.hut_01_bed`.
180 - grove: `poi.bog.cranberry_bog`.
181 - fishing: `poi.bog.fishing_01`, `poi.bog.fishing_02`, `poi.bog.fishing_03`.
182 - bench: `poi.bog.bench_01`, `poi.bog.bench_02`.
183 
184 **Warps**:
185 
186 | ID | Trigger (x, y; width × height) | Destination (x, y) | State |
187 | --- | --- | --- | --- |
188 | `bog-woods` | 78, 36; 2 × 10 | `woods` (2.5, 80.5) | Open |
189