đź”§ Expanding the System: Crafting API, Rezzable Food & Dungeon Progress

This week’s livestream wasn’t just a casual dev chat — it marked a major shift in how SL Colonies is evolving.

We’re not just adding new items.

We’re expanding the system itself.

From universal crafting broadcasts to rezzable food scripts and procedural dungeon logic, SL Colonies is moving toward becoming a true creator framework — not just a content pack.

If you missed the live stream, you can still watch it here:

Let’s walk through what’s coming.


:cooking: Cooking Station Add-On: Custom Craft Visuals

We’re releasing a new Cooking Station Add-On that allows creators to use their own custom meshes as crafting visuals.

Instead of us supplying every food mesh, you can now:

  • Drop in your own custom mesh
  • Assign it to a crafted food
  • Have it temp-rez on the bench while crafting

Important:

This is visual only. It does not replace the actual food item.

How it works:

  • The crafting station broadcasts what’s being crafted
  • The add-on listens within a defined range
  • If the item name matches, it temp-rezzes your mesh

If no matching mesh is found? Nothing rezzes. Clean and simple.

You can even:

  • Filter by specific station key
  • Stack stations close together
  • Set default visuals if no match exists

This keeps everything lightweight and modular.


:fork_and_knife_with_plate: Rezzable Food Script (Bring Your Own Mesh)

This one opens up huge roleplay potential.

We’re releasing a drop-in script that turns any mesh into a working SL Colonies food or drink object.

How it works:

  1. Drop the script into your mesh
  2. Click “Set Dish”
  3. Select a food or drink from inventory
  4. Choose the portion amount
  5. Done

From that point:

  • Anyone can click it
  • It consumes one portion per click
  • Stats apply correctly
  • Hover text displays current status

When empty:

  • The owner reloads more food
  • Optionally it can vanish or react via API

Key notes:

  • No-transfer script
  • Single script only (no heavy security layers)
  • Works in anything — tables, counters, shrines, walls

Want a feast table?

Want a tavern spread?

Want a royal banquet?

You can build it yourself — without waiting for us to release a mesh.

This is SL Colonies as a system.


:satellite_antenna: Universal Crafting API (The Big Shift)

This is the real milestone.

Every SL Colonies crafting station runs the same process script.

Now, whenever a craft:

  • Starts
  • Pauses
  • Finishes
  • Cancels

The station broadcasts:

  • Item name
  • Craft amount
  • Spoil time
  • Craft time
  • Crafter UUID

That broadcast can be used by:

  • Visual rezzers
  • Tracking boards
  • Custom effects
  • Dungeon triggers
  • Crafting leaderboards
  • Anything your imagination builds

We will include a full-perms sample API script so scripters can:

  • Copy a station’s key
  • Filter to specific stations
  • Hook custom logic into crafting broadcasts

This means you can build entirely new systems around SL Colonies without touching the core database.

System > Content.


:castle: Dungeon System Progress

The dungeon system continues to evolve.

Current Status

  • Dungeon registers itself in database
  • Inventory and required assets are tracked
  • Missing required mobs (like rats in default dungeon) prevent broken experiences
  • Party system implemented

Party Mechanics

  • First player becomes Party Lead
  • Up to 4 players per party
  • Party automatically follows the lead
  • Only the lead can save progress
  • If the lead exits → entire party exits

Next milestone:

Procedural room generation.

The dungeon must:

  • Generate rooms algorithmically
  • Ensure north/south/east/west/up/down consistency
  • Prevent layout conflicts
  • Maintain structural continuity

This isn’t just “spawn next room” logic — it’s full structural integrity management.


:seedling: Pot Plants & Almond Tree Development

On the asset side, development continues.

The pot plant system is in integration phase.

The chili plant has been converted to legacy textures (PBR upgrades will come later once database expansion makes sense).

The almond tree is now fully UV-mapped and optimized.

Current almond tree stats:

  • ~282 triangles
  • Designed for low land impact
  • Physics optimized for 1 LI target

The design direction here is intentional:

We want systems that work for:

  • Premium home owners
  • Smaller parcels
  • Compact gardens
  • Kitchen setups

Accessibility matters.


:candle: Incense & Area Effects (Upcoming Concept)

We’re exploring incense that:

  • Burns down over time
  • Applies area stat effects
  • Hooks into the existing stat effect server

Examples:

  • Energy boosts
  • Healing aura
  • Social modifiers

Same infrastructure as AoE combat scripts — just applied differently.

Elegant reuse of system logic.


:door: Craftable Doors (Integration Approach)

Rather than reinvent door systems, the plan is:

  • Craft doors via carpentry
  • Allow Kool Door integration
  • Provide API compatibility

SL Colonies remains the crafting engine.

Existing RP systems handle access control.

Smart integration > rebuilding everything.


:backpack: Backpack Customization via AI

We also demonstrated how AI tools can modify SL Colonies textures.

Example shown live:

  • Rainbow backpack created via AI texture modification
  • Imported directly back into Second Life

We’ve posted the base textures on the forums so you can experiment yourselves.

Community creativity + AI tools = infinite variation.


:counterclockwise_arrows_button: The Direction We’re Moving

This stream wasn’t about one feature.

It was about direction.

We’re moving SL Colonies toward:

  • A modular system
  • A creator toolkit
  • A framework with APIs
  • A foundation others can build on

We provide the engine.

You build the world.

That’s where the long-term strength is.

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