Break and Steal an EggOwner documentation← Portfolio

#Adding Content

Add content through both its catalog entry and its actual model/UI dependencies. A new table entry alone does not create a usable asset or its permissions.

#Add a pet

  1. Add a species entry with a stable ID in GameConfig.Pets and the WorldData fallback.
  2. Set its name, zone, rarity, base income and discovery rewards.
  3. Add the matching Normal model under ReplicatedStorage.Folder.Animals or the intended special library.
  4. Add Gold/Diamond counterparts if those mutations should have distinct models.
  5. Add the ID and weight to the intended zone pool, or to a fusion/event recipe.
  6. Test world pickup, base placement, inventory preview, income and Index progress.

Do not rename a live species ID casually: saved pets refer to that ID. Keep display-name edits separate from identity migrations.

#Add an egg

Put its map model in the appropriate folder under Folder.Eggs.NormalEggs. Give it a matching configured name, including a numeric prefix only if you want the matcher to strip one. Add its entry to Config.Eggs and the zone's egg list.

For a merge-species shell, use Folder.AnimalisticEggs. The species matcher normalizes pet ID, display name and model name. Preview the result: unavailable models fall back rather than silently creating the missing mesh.

#Add a zone

Add the configuration entry, Speed requirement, egg names, pet pool and weights. Create its hitbox in Workspace.MapNew.ZoneHitboxes, themed build in ZoneBuilds, guardian model, and nest template in ServerStorage.EggNests.

The spawn-count interpolation uses floor area across all configured zones. Adding a zone can change counts elsewhere. Review Index rows, difficulty tags, progression gates and Titanic selection after the change.

#Add equipment

Keep the world definitions and shop tables aligned by index for pickaxes and trails. Supply the model/icon, Cash price and power or training multiplier. Optional Robux shortcuts also require a real product ID and receipt mapping.

#Add UI

Runtime UI lives mainly in PlayerHUD, MenuWindows, FieldSatchelUI and StoreUI. The older MainGUI is not the active HUD. Use the established UI helpers and respect HudContextClient, so carrying or closing a menu restores the correct visibility state.