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Building parts

What you place in Design / World Builder — shell, finish, furnish, and harvest. Scale rules live in the Spatial glossary; behavior rules live under Systems.

Shell & structure

The exterior shell keeps the same block perimeter on every Floor of a room. Inside that outline you place interior walls, barriers, and wall quarters on the block grid.

  • Doors — public, keyed, vacant, and elevator throats. Flush-abut openings must fully clear so both sides can walk through. Doors support peek, walk, and enter into another room URL.
  • Windows — exterior glass follows the day/night tint cycle; party-wall and interior windows stay pale glass (see Systems · Windows).
  • Elevator bays & cabs — elevators are a room type with occupancy wait and in-transit toasts (Systems · Elevators).
  • Stairwells — Place-new kit that links Floors spatially when you want a walkable vertical path.

Finish

Finish parts dress the shell without changing the footprint. They also feed living-quality mood when you are standing in the room.

  • Floor overlays — carpet, laminate, tile, and related families.
  • Wall panels / cladding — wood, paint, stone, tile, and metal families.
  • Lights & switches — wall and room lighting placed in Design mode.
  • Ceiling fixtures — Overhead, Pendant, Flush, and Sconce via Master Ceiling contour and ghost-place (Systems · Ceiling fixtures).

Furnish

Furniture and props — benches, beds, desks, planters, consoles, crates, and the wider catalog — sit on the floor grid as placeables. They are Design-mode objects, not Pack tools.

Catalog entries may carry optional roomTags for curation and Living AI context. Tags are not a player-enforced build rule today; treat them as metadata that helps rooms read clearly.

Harvest / dismantle

The wrench channel can dismantle some placed parts into Pack scrap. In public watched rooms, facility security may fire a laser (SFX, singe, smoke, HP drain). Own apartments are safe. Full vitals and security notes live under Systems · Harvest; tool vocabulary under Items.

Full part IDs and harvest yields — coming as the catalog stabilizes