Skip to main content Module types Copy item path Source AbilityCooldownHud Cooldown state for a combat ability shown on the action bar. BlueprintIngredientView BlueprintView BuildingView CareerMetricRow CastProgressHud Active spell cast channel progress. ChatMessage 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 EntityState Envelope Every on-wire payload is wrapped for versioning and codec uniformity. GroundDropView HarvestResult Hello Session handshake after transport connect. HiredWorkerView One player-hired worker visible in snapshot / tick deltas. InteractableView InteractionNotice InteriorDoorView InteriorMapView InteriorRoomView ItemStack ItemStatusBinding Per-instance status effect binding (unique gear grants / enchantments). LedgerEntryView LedgerPeriodTotals 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). 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). QuestLogEntry QuestNotice QuestObjectiveProgress QuestOffer 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). 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). TerrainZoneView TickDelta Server → client AOI-filtered entity updates for one sim tick. ToolRequirementView Transform UseResult Velocity2D Welcome WorkerRouteView Saved worker route for UI / route editor reload. WorkerRouteWaypointView WorkerVitalsSummary Compact vitals for hired worker HUD rows. 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). 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 Nearby voice chat vs magical long-range (requires whisper-stone item). ClientMessage EncumbranceState Carry encumbrance band (plans/08 §3.2). Intent Client → server gameplay input (reliable, sequenced per entity). InventoryLocation Where an item lives for MoveItem / open-container UX. ItemStatusBindingMode LedgerCategory Copper ledger category (expense negative / income positive on the wire entry). LifeState NpcTalkDepth NpcTalkTrustFlag QuestStatusView ResourceNodeState ServerMessage ShopOfferKind TerrainKindView Terrain overlay from segment YAML (terrain_zones). TimeOfDayPhase Named slice of the in-game day (drives future weather / spawn tables). 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. EntityId Seq SessionId Tick