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Content Pack Operations
Kurt edited this page Jul 9, 2026
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5 revisions
Audience: Sysadmin Status: ✍️ Draft
Operating content packs on a live fleet: connecting an external content repository, automating the build/publish pipeline, and driving the coordinated pull + hot-reload across shards without dropping players.
- The source-of-truth model: content lives in an external versioned store (git/S3); no in-game editing of canonical content
- The content pipeline: author repo → CI builds/lints a pack tree → publishes a version → the MUD pulls it
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telos-pulland the in-gamepull <version>: director leader-only, single-flight coordinated pull; idempotent-by-SHA; NAK-redelivery on leader change - Version authority: the Postgres
content_versionrow (Model 1 — Postgres stays the serving source);content_pack_registry/pack_meta - Hot reload:
reloadscope-mapped to zone/region/world; validate-before-broadcast; live room-graph reconcile with version guard; which changes need a rolling reboot (shared defs) - Multi-shard consistency: director-coordinated reload broadcast; pack-set divergence fail-closed
- Content-lint in CI and the live prune/advisory guards
Scaffold page — full content pending the wiki build-out.
TelosMUD — Wiki under construction.
- Builder Reference
- Builder Commands
- Trust Tier Model
- Pack Authoring
- Pack MUD Settings
- Pack Lua Scripting
- Pack Lua Hooks
- Pack Entity Reference
- Building Instanced Zones
- Engine Developer Reference
- Architecture Overview
- Entity Component Model
- Zone Runtime & Actor Model
- Instanced Zones
- Command Parser & Targeting
- Edge & Protocol
- GMCP Reference
- Persistence & Durability
- Content Loading & Hot Reload
- Abilities & Effects
- Combat System
- Loot, Spawns & Crafting
- Accounts & Auth Internals
- Orchestration & Directors
- Scoped Event Bus
- Cross-Shard Handoff
- Lua Sandbox Internals
- Distributed Systems Model
- RPC & Protobuf