A Studio dock widget that lets the experience owner tune the survival stats through a validated form instead of hand-editing Attributes on the SurvivalStatsConfig instance — the first slice of the Builder/Admin plugin (#11). The point is compatibility: edits are LOCKED against engine updates. StatAdmin (the pure, headlessly-testable logic layer) writes deltas only — it sets an attribute solely when the owner changes a field from the live engine default, and removes it on reset / edit-back-to-default. So unset fields keep following the (improvable) engine defaults across a SurvivorCore release, while explicit overrides live on the owner's instance, which the engine only ever seeds and never overwrites. Nothing tuned is lost; nothing left alone is frozen. Hard guardrail: the plugin can read/write only the seven owner-tunable fields (STUDIO_ATTR_MAP). A write() assert makes it impossible to ever set the engine-owned semantics Invert / DangerHigh — re-freezing the affliction fill-direction bug is structurally unreachable. Runtime-verified in Studio: every write path exercised (including rejected Invert/DangerHigh attempts) left zero banned attributes on the instance. - plugin/StatAdmin.luau — logic: roster, effective values, deltas-only writes - plugin/StatAdminUi.luau — the dock-widget form (per-field reset, override dots) - plugin/init.server.luau — toolbar/widget wiring + ChangeHistory undo steps - plugin.project.json — separate Rojo tree; build with --plugin to install - CI: stylua + a plugin-sourcemap luau-lsp pass + a plugin build - docs/admin-plugin.md + cross-links; fix stale Invert row in the no-code table Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
3.4 KiB
Survival Stats admin plugin
A small Studio plugin that gives the experience owner a friendly form to tune the survival
stats — instead of hand-editing Attributes on the SurvivalStatsConfig instance in the Explorer.
It's the first slice of the Builder / Admin plugin.
Install
Build it straight into your Studio plugins folder, then restart Studio:
rojo build plugin.project.json --plugin SurvivorCoreStatAdmin.rbxm
(Or build to a file — rojo build plugin.project.json -o SurvivorCoreStatAdmin.rbxm — and drop it
into the local Plugins folder yourself: Studio → Plugins tab → Plugins Folder.)
A SurvivorCore › Survival Stats button appears in the toolbar; click it to toggle the dock widget.
Using it
Each stat shows the seven tunable fields, each displaying its effective value (your override if you've set one, otherwise the live engine default):
- Rate / second — how fast the stat drifts (the headline knob).
- Max, Start, Warn at % — range, spawn value, warning threshold.
- Display — whether it shows on the HUD.
- Icon — the HUD icon asset id.
- Value format —
fraction(99/100) ·percent·value·none.
Edit a field (type a number / click to toggle or cycle) and it's applied immediately. The dot at the left of a row is filled + blue when that field is overridden, hollow when it's following the engine default. Click the dot to reset the field. Every edit is a single undo step.
It reads the stat roster + defaults live from the engine in the place, so it always reflects the version you're running. With no engine synced it shows an instructional empty state and writes nothing.
Why your tuning is "locked" — it survives re-syncs and engine updates
This is the important part. The engine resolves each stat as engine default → Config.override →
the SurvivalStatsConfig instance (highest priority), and it only ever seeds that instance
when it's missing — it never overwrites it. The plugin builds on that with a deltas-only rule:
- It writes an attribute only when you change a field from the engine default.
- Resetting a field (or typing the default back in) removes the attribute, so the field goes back to following the engine default.
So two good things hold across a SurvivorCore update:
- Your explicit overrides are never lost — they live on your instance, which the engine never overwrites.
- Fields you didn't touch keep following engine defaults — so a future release that improves a default rate reaches your game, instead of being frozen at today's value.
The plugin can tune only the seven owner-facing fields above. It deliberately cannot touch
Invert or DangerHigh — those are engine-owned stat semantics (which way a bar fills / which end
is dangerous); the engine ignores them on the instance, and a guardrail in the plugin makes it
impossible to write them.
Caveat — the engine's own demo. In this repo's demo,
SurvivalStatsConfigis Rojo-mounted, so arojo servere-sync reverts plugin edits there. That's a demo artifact: a real game seeds the instance once (install-if-absent, not Rojo-managed), so the plugin's edits persist across engine updates — which is the whole point.
See also: Survival Stats + HUD · Design Language.