Break and Steal an EggOwner documentation← Portfolio

#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

LocationResponsibility
GameCore.CoreServerJoin/leave lifecycle, settings, leaderstats and autosave
GameCore.PlayerStateProfiles, mutation, publishing and persistence
WorldCore.WorldMainWorld service bootstrap
WorldCore.Services.CommonConfiguration, profile access, remotes and world helpers
WorldCore.Services.EggServiceMap eggs, models, nests, damage and pet rolls
WorldCore.Services.CarryServicePickups, carry, drop and delivery
WorldCore.Services.GuardianServiceGuardian state and chasing
WorldCore.Services.PlotServiceBase assignment, pet placement and upgrade models
WorldCore.Services.SpeedServiceWalking speed, treadmill training and trails
WorldCore.Services.IncomeServicePlaced-pet income and player modifiers
MachinesServerMerge/fuse validation, placed eggs and collection rewards
InventoryServerInventory actions and hatching
ShopServerPurchases, grants, receipts and gifts
AdminConsoleServiceAllowlist, validated commands and console catalog

#Shared modules

LocationResponsibility
ReplicatedStorage.GameConfigMain configuration and catalog
WorldShared.WorldDataWorld fallbacks
WorldShared.WorldConfigEffective world settings and formulas
WorldShared.UpgradePricingShared pen and treadmill cash-price lookup
MachineSharedMerge/fuse rules, timers and bat skin rewards
WorldShared.PlotPlacementFloor projection, spacing and saved placement geometry
WorldShared.UIFxUI 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

FolderImportant calls
CoreRemotesGetState, StateChanged, SetPreference, ProgressionAction
WorldRemotesWorldEvent, TitanicState, Swing, DropPet, SetSlowMode, SetTreadmillAuto
InventoryRemotesUnequipPet, PetToHotbar, PetToInventory, OpenEgg, SellPet, EquipBest
MachineRemotesMerge, Fuse, PlaceEgg, ClaimZone, EquipBat, OpenMachine
ShopRemotesBuyGear, EquipGear, SelectGift, ShopNotice
AdminConsoleRemotesCatalog, 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

LocationResponsibility
ServerScriptService.StationDetailStreamingDistance-based, budgeted transfer of original Fuse Machine details
ServerScriptService.DecorationCollisionNoncolliding zone decorations, preserving gameplay surfaces
WorldShared.HatchStyleShared pet sizes, rarity profile and zone-based display Luck range
WorldClient.HatchRevealEgg 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.