#Code Reference
The source export mirrors Studio names. Scripts are server/client files, ModuleScripts are .lua files, and scripts with child modules use init.client.lua.
#Server layers
| Location | Responsibility |
|---|---|
GameCore.CoreServer | Join/leave lifecycle, settings, leaderstats and autosave |
GameCore.PlayerState | Profiles, mutation, publishing and persistence |
WorldCore.WorldMain | World service bootstrap |
WorldCore.Services.Common | Configuration, profile access, remotes and world helpers |
WorldCore.Services.EggService | Map eggs, models, nests, damage and pet rolls |
WorldCore.Services.CarryService | Pickups, carry, drop and delivery |
WorldCore.Services.GuardianService | Guardian state and chasing |
WorldCore.Services.PlotService | Base assignment, pet placement and upgrade models |
WorldCore.Services.SpeedService | Walking speed, treadmill training and trails |
WorldCore.Services.IncomeService | Placed-pet income and player modifiers |
MachinesServer | Merge/fuse validation, placed eggs and collection rewards |
InventoryServer | Inventory actions and hatching |
ShopServer | Purchases, grants, receipts and gifts |
AdminConsoleService | Allowlist, validated commands and console catalog |
#Shared modules
| Location | Responsibility |
|---|---|
ReplicatedStorage.GameConfig | Main configuration and catalog |
WorldShared.WorldData | World fallbacks |
WorldShared.WorldConfig | Effective world settings and formulas |
WorldShared.UpgradePricing | Shared pen and treadmill cash-price lookup |
MachineShared | Merge/fuse rules, timers and bat skin rewards |
WorldShared.PlotPlacement | Floor projection, spacing and saved placement geometry |
WorldShared.UIFx | UI opening, closing and button feedback |
#Client layers
WorldClient contains Combat, EggFx, PetFx, Treadmill, WorldHud and ClientCommon. InventoryClient contains EggPlacementClient. The other scripts own their named UI systems: CoreHUDClient, ShopClient, MachinesClient, HotbarClient, HudContextClient and AdminConsoleClient.
#Remote families
| Folder | Important calls |
|---|---|
CoreRemotes | GetState, StateChanged, SetPreference, ProgressionAction |
WorldRemotes | WorldEvent, TitanicState, Swing, DropPet, SetSlowMode, SetTreadmillAuto |
InventoryRemotes | UnequipPet, PetToHotbar, PetToInventory, OpenEgg, SellPet, EquipBest |
MachineRemotes | Merge, Fuse, PlaceEgg, ClaimZone, EquipBat, OpenMachine |
ShopRemotes | BuyGear, EquipGear, SelectGift, ShopNotice |
AdminConsoleRemotes | Catalog, Run |
Treat these as implementation APIs, not permission boundaries. Every new mutating remote needs its own server-side ownership, argument and limit checks.
#Where the authored assets live
The map is Workspace.MapNew. Runtime entities are under Workspace.WorldRuntime. Pet and egg libraries are in ReplicatedStorage.Folder. Nest, treadmill and upgrade-board templates live in ServerStorage.
The Rojo project preserves unknown instances. Keep the native place alongside the source; it contains the authored world and interface objects that are not recreated by source files alone.
#Streaming, collision and visual helpers
| Location | Responsibility |
|---|---|
ServerScriptService.StationDetailStreaming | Distance-based, budgeted transfer of original Fuse Machine details |
ServerScriptService.DecorationCollision | Noncolliding zone decorations, preserving gameplay surfaces |
WorldShared.HatchStyle | Shared pet sizes, rarity profile and zone-based display Luck range |
WorldClient.HatchReveal | Egg anticipation, animated Luck, pet reveal and impact |
The Fuse Machine geometry is retained in the native place. Its detail cache is created at runtime; do not export or publish a running playtest's cache as a replacement for the authored model. The removed Workspace pet library is no longer a model source.