Skip to main content Module types Copy item path Source AbilityCooldownHud Cooldown state for a combat ability shown on the action bar. AbilityMasteryHud Per-ability mastery row for combat HUD / character sheet. AbilityMetaHud Client-facing ability aiming hints (synced on combat HUD). AimPoint Ground / free-aim cast point (map X/Y, optional elevation). BankPanel Bank teller interaction panel (plans/08 §8). BiomeZoneView Climate / biome overlay (plan 38). BlueprintIngredientView BlueprintView BoundaryZoneView Town / security / PvP boundary overlay (plan 43). BuildingBomLineView BuildingMaterialView One catalog pack selectable as walls and/or roof. BuildingView CareerMetricRow CastProgressHud Active spell cast channel progress. ChatMessage CombatCueView CombatFx Authoritative attack footprint / hit cue for clients to draw on the map. CombatFxHit One entity struck (or targeted) by a combat FX resolve. CombatHud Observer combat HUD (local player only). CombatSlotHud One combat target slot in the observer HUD. CombatTargetHud Observer combat HUD (local player only). CraftResult DeathNotice DefenseHud Aggregated mitigation / resist summary for the local player Equip UI. DefensePieceHud One worn piece contribution in the defense breakdown. DerivedPreview Derived combat/survival preview for character sheet UI. DoorView EncounterZoneView Random encounter overlay (plan 54). EntityState Envelope Every on-wire payload is wrapped for versioning and codec uniformity. FarmGrantView Named tenant on a property plot (farm access + tax discount). GroundDropView GroundHazardView Lingering ground hazard (boss leave_hazard puddle) visible until expires_at_tick. GrowthZoneView Growth / fertility overlay — faster respawn & farm tuning (plan 37 / 40). HarvestResult Hello Session handshake after transport connect. HiredWorkerView One player-hired worker visible in snapshot / tick deltas. InteractableView InteractionNotice InteriorDoorView InteriorMapView InteriorRoomDoorEdit InteriorRoomEdit Client → server interior room layout (confirm edit). InteriorRoomView ItemCatalogEntryView Compact catalog row for client pickers (not a full item def). ItemSpawnView Authoritative view of a placed findable item (plan 45) for admin/overseer. ItemStack ItemStatusBinding Per-instance status effect binding (unique gear grants / enchantments). KnownAbility Character-owned combat ability (skill book / temporary grant). LedgerEntryView LedgerPeriodTotals MarketListVault Town storage vault eligible as a list/buy/delist goods source for a market hall. MarketListingView One escrowed market-hall listing, as seen from a browsing hall
(plans/10-economy-and-markets.md §4.2). MarketPanel Market hall clerk panel — browse (zone-linked halls), list / reprice / delist,
buy confirm (plans/10-economy-and-markets.md §4, §10). NpcQuestVerb Quest-tied NPC menu verb. kind is offer, talk, or give. NpcTalkClosed NpcTalkError NpcTalkOpened NpcTalkPending NpcTalkReply NpcView PlacedContainerView AOI view of a placeable chest on the map. PlayerCareerView Personal analytics summary for the Character i Career tab. PlayerLedgerView PlayerSkills Core trained skills shipped at launch (plans/11 §10). PlayerVitals Player health / resources (players only; omitted on other entities). PlotBuildOfferHud Pad + storage pool for the B build menu (owned plot underfoot, no building yet). PlotBuildStockView Available qty of one template in the eligible build material pool. PrimaryAttributes Core primary stats — internal scale 1–1000; UI displays value / 10 (1–100). ProgressionXp Fractional XP pools — source of truth for progression curve (plans/27). PropertyAssetView One deed currently held by the character (ledger asset line). PropertyMarketCompView A recorded property sale near the observer’s holdings. PropertyPlotSettingsView Subset of server settings for client-side claim quotes. PropertyPlotView Claimed plot visible to clients (plan 40). PropertyZoneView Crown property zone (claimable land) — plan 40. QuestCatalogEntry QuestCatalogUpdated QuestLogEntry QuestNotice QuestObjectiveProgress QuestOffer QuestRewardItemView One item granted by a quest step or final completion reward. QuestRewardView Coins + items granted when a step (or the quest) completes. QuestStepView Authored step summary for quest log / journal UI. ResourceNodeView Harvestable node visible to clients. RotationPreset Saved ability rotation preset (plans/26 §C3). ShopBuyLine ShopCatalog ShopOffer SkillProgress Trained skill — internal 0–1000; UI uses tiers / display level. SkillRequirementView Snapshot Full state on region enter or reconnect. StatusEffectHud One active status effect for HUD (buff/debuff icon strip). StoragePanel Town storage manager panel (plans/08 §7). StorageShipDest StoredCombatProfile StoredTargetSlot Durable combat state (plans/12 §4.1) — target by wildlife instance id, not entity id. StoredVitalsState Durable pool snapshot for Postgres (max values recomputed from attributes on load). TaxZoneView Tax overlay for claim premium preview. TerrainKindNavView Per-kind pathfinding params replicated so clients share server content speeds. TerrainZoneView TickDelta Server → client AOI-filtered entity updates for one sim tick. TimedChannelHud Local-player timed action (till, plant, …) — same progress shape as CastProgressHud . ToolRequirementView TradePanel Live player-to-player trade escrow view (both sides see the same presented buckets). Transform UseResult Velocity2D Welcome WorkerEquipmentView Equipment currently worn by a player-hired worker. WorkerRouteView Saved worker route for UI / route editor reload. WorkerRouteWaypointView WorkerVitalsSummary Compact vitals for hired worker HUD rows and proximity overlay. WorkerWithdrawItemView One withdraw line for a WithdrawFrom route stop view. WorldClock Authoritative region clock (one in-game day = configurable real duration). WorldCoord World position (x, y, z, w, t) — t reserved at 0. ZPlatformView Walkable platform at a fixed z (segment.z_platforms). ZTransitionView Stairs / ramp linking two z bands (segment.z_transitions). ZoneRectView Axis-aligned rect used by property / tax zone views. AnalyticsMetric Gameplay analytics metric keys (extensible string on the wire via rename). AuthCredential How the client authenticates to the game gateway.
Uses default serde enum encoding (postcard-compatible; not internally tagged). BodySlot Body region a wearable item occupies — at most one item equipped per slot.
Armor, cloak, jewelry, and carriers (Back backpack, Waist belt). Hands
(mainhand / offhand) are separate combat sockets — not BodySlot. ChatChannel In-world speech / stone contact channels. ChatClarity How clearly this recipient heard the line (server-authored text already matches). ClientMessage CombatCueKind Short-lived combat overlay on an entity (dodge/block i-frames, attack wind-up). CombatFxHitOutcome Outcome attached to a hit marker / struck entity. CombatFxKind Spatial combat cue for map overlays (plans/39). EncumbranceState Carry encumbrance band (plans/57). HUD maps Light/Heavy/Orange/Over → green/yellow/orange/red. GoodsLocation Source or destination for market-hall goods movement
(plans/10-economy-and-markets.md §4.3/§4.4). Intent Client → server gameplay input (reliable, sequenced per entity). InventoryLocation Where an item lives for MoveItem / open-container UX. ItemSpawnStateView Live state of a placed world item spawn (plan 45). ItemStatusBindingMode LedgerCategory Copper ledger category (expense negative / income positive on the wire entry). LifeState NpcTalkDepth NpcTalkTrustFlag PlotBuildMaterialSource Where plot-build materials are drawn from (plan 20 §18). QuestStatusView QuestStepStatusView ResourceNodeState ServerMessage ShopOfferKind TerrainKindView Terrain overlay from segment YAML (terrain_zones). TimeOfDayPhase Named slice of the in-game day (drives future weather / spawn tables). TimedChannelKind Kind of in-world timed channel (farming, crafting stubs, …). WorkerModeView Hired worker automation mode on the wire. WorkerRouteKindView High-level route shape — harvest_loop (legacy flat lists) or ordered (typed stop list). WorkerRouteStopView One typed stop in an ordered worker route. WorkerStateView Hired worker FSM state on the wire. DEFAULT_BUILDING_ART_SET Default wall/roof set id when a building doesn’t specify one — keeps existing
content rendering pixel-identical (plans/47 Workstream C). HOTBAR_ITEM_PREFIX Prefix for hotbar slots bound to inventory consumables (item:health_potion). hotbar_binding_is_consumable True when a hotbar binding string refers to a consumable (not an ability). hotbar_consumable_binding Encode a consumable template id for Intent::SetHotbarSlot / combat HUD hotbar. hotbar_consumable_template If binding is an item: consumable slot, return the template id. humanize_snake_id Fallback display text for snake_case ids when no authored label exists. EntityId Seq SessionId Tick