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Web Editor Export

github-actions edited this page Jul 12, 2026 · 5 revisions

Web editor · Step 3: Export

The export step encodes your composition into the actual bytes the mod will decode, shows you exactly what fits where, and packages everything for the game.

The export page: codec, metadata, and per-tile stats

Codec: how the data travels

Each 128×128 map tile has a byte budget determined by the codec — which vanilla data channels carry the payload:

Channel Capacity How
Carpet 8,192 B 16 carpet colors = 4-bit nibbles read back through the map's own colors
Shade +2,016 B carpet height variation (staircase schematic instead of flat)
Banners +~5,200 B up to 62 named banners, 84 bytes each (14-bit CJK alphabet)

The default codec (carpet + banners + shade) gives ~15,400 compressed bytes per tile — most images fit comfortably after zstd compression. The codec picker shows each mode's budget and what your composition needs; the per-tile stats show carpet rows, overflow banner count, and bytes with an over-budget warning if you exceed it. A banner-only codec also exists for the no-building workflow — see Banner-Only Mode.

Metadata

  • Title — embedded in the payload, shown to whoever decodes it (defaults to the filename).
  • Author — your name, also embedded.
  • Every payload carries a CRC32 integrity check and a random salt, so re-exports are always distinguishable.

Password protection

Add one or more passwords to encrypt the payload (AES-256-GCM, PBKDF2-derived keys — each password is an independent "key slot"). Only players who've run /loominary password add <pw> see the art; everyone else's mod shows a lock icon. Details: Encryption & Sharing.

Mux: balancing multi-tile budgets

On multi-tile grids, busy tiles can blow their budget while plain tiles have room to spare. Mux redistributes the overflow into donor tiles automatically. The export page shows the allocation; the mod reassembles it transparently. Details: Multi-Tile & Mux.

Animations

Animated compositions are encoded with a lossless AV1 codec (or optional lossy mode for dithered content that won't compress — the preview shows the exact decoded result before you commit). Multi-tile animations encode as one seamless stream. Details: Animated Art.

Export of an animated composition

The ZIP

⬇ Export ZIP produces:

  • loominary_state.json → your game's config/ folder — this is the payload
  • loominary_carpet_r<row>_c<col>.litematic → your schematics/ folder, one per tile (carpet codecs only)
  • preview.png / preview.mp4 — the exact decoded result
  • README.txt — offline install instructions

Then head in-game: Placing your art.

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