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Area configuration

Introduction​

Area configuration allows you to configure various aspects of an area, including victory conditions, checkpoints, and players interactions with components.

Player edit rights​

The area configuration menu holds a matrix of the rights players hold over each kind of component: one row per right (rotate horizontally, rotate vertically, handle the mirror, resize), one column per kind of component (mirror support, concentrator, laser sender, laser receiver, gravitational sphere). Each cell is the area default — the value a component of that kind follows when it decides nothing for itself.

This is only the second of three levels. A server-wide default seeds each area at creation, and any individual component can override its area — see Component edit rights for the full model.

When you change a cell and the area already contains components of that kind, you are asked whether the change should apply to the existing components (they obey the area again, losing any value set on them by hand) or only to future ones (the existing components keep what they do today). See Applying a change to the components already in the area.

Info​

You can allow or deny the use of the info item in this area.

  • Players without lasers.edit: if denied, right-clicking with the info item sends them a message indicating the feature is unavailable in this area.
  • Players with lasers.edit (or lasers.admin): can always use the info item, regardless of this setting.

Victory conditions​

Victory conditions define what a player must do to win in an area. Victory is achieved when the player leaves the puzzle area while meeting the specified conditions. Available conditions are detailed on the Conditions page.

An area can also be flagged as non-completable with the No victory condition — useful for hubs and lobbies that record passage statistics and host leaderboards but cannot be won.

When a player wins the puzzle, the following occur:

  • Player statistics are saved and displayed.
  • A victory checkpoint is set as the new player's spawnpoint. For more information, see Checkpoints page.

Checkpoints​

You can define the area checkpoint, which serves as the respawn point for players within the area. For more information, see Checkpoints page.