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6y tree: each tree splits at the stump, tips over, and crashes down, leaving the stump and trunk on the ground as resources.",worldType:"GRASS",hasBlockquote:!0,lumberjacks:2},ctf:{...n,label:"[Ice, Castle, Mode:CTF]",description:"The [Ice, Castle] island in CTF mode: two rowboat fleets and the mountain-pinnacle castle, the crews waving as they patrol the offshore band. Same scene as the island row; CTF is just the agent mode.",worldMode:"ctf",worldType:"ICE",hasLatex:!0},"ctf-grass-forest":{...n,label:"[Grass, Forest, Castle, Mode:CTF]",description:"The [Grass, Forest, Castle] island in CTF mode: two rowboat fleets and the mountain-pinnacle castle amid the trees, crews waving as they patrol the band.",worldMode:"ctf",worldType:"GRASS",hasLatex:!0,hasBlockquote:!0},"ctf-desert":{...n,label:"[Desert, Castle, Mode:CTF]",description:"The [Desert, Castle] island in CTF mode: two rowboat fleets and the mountain-pinnacle castle over bare dunes, crews waving as they patrol the band.",worldMode:"ctf",worldType:"DESERT",hasLatex:!0},"desert-deity":{...n,label:"[Desert, Mesas, Diety]",description:"Large DESERT island shaped with flat-headed mesa peaks (the home-page big-desert continent), with the sand-deity bust rising at the centre, plowing through a mesa, and wading out to the ocean.",worldType:"DESERT",showcase:"sand-deity"},"desert-mountains":{...n,label:"[Desert, Mesas]",description:"Large DESERT island shaped with flat-headed mesa peaks (the big-desert terrain recipe, centred).",worldType:"DESERT",showcase:"desert-mesas",terrainSize:800},"desert-mountains-airship":{...n,label:"[Desert, Mesas, AirshipWithPayload]",description:"The [Desert, Mesas] island with the propeller airship parked on a mesa, its concrete payload slung beneath; it sits grounded because the scene carries no Mode (no Mode:AirDropStrike), so nothing drives a take-off. The airship as static content; the desert-mountains-motte-airship route adds the mode that flies it.",worldType:"DESERT",showcase:"desert-mesas-airship",terrainSize:800},"chessboard-island":{...n,label:"[Grass, Forest, Chessboard]",description:"GRASS forest island with the raised checkerboard plinth at its centre (the decorative board, no crystal agents).",worldType:"GRASS",hasBlockquote:!0,showcase:"chessboard"},"grass-forest-crystal-chess":{...n,label:"[Grass, Forest, Chessboard, CrystalChess]",description:"White and black Crystal Agents in a complete chess opening: pawns with swords, spear-bearing knight riders on wagons with kneeling unarmed pullers, bishops with jeweled miters and staffs, rooks with wooden shields and large axes, queens with large pink crowns and two swords, and kings with large gold crowns carrying sideways Vmax flags.",worldType:"GRASS",hasBlockquote:!0,showcase:"crystal-chess"},"grass-forest-crystal-chess-immortal-game":i,"chess-stage":{...i,label:"[Grass, Forest, Chessboard, CrystalChess, Mode:TheImmortalGame, Mode:Zoom]",description:"A closer, slowly rotating view of the Immortal Game on its grass and forest island, using the campaign chess framing.",presentation:"chess-stage",decorativeScene:!0},"grass-forest-large-mountain":{...n,label:"[Grass, Forest, LargeMountain]",description:"GRASS island shaped into a multi-peak mountain range under grass blades and forest.",worldType:"GRASS",hasBlockquote:!0,showcase:"large-mountain"},"grass-forest-large-mountain-quarry":{...n,label:"[Grass, Forest, LargeMountain, Quarry]",description:"A forested mountain-range island with a terraced quarry, timber derrick, and standard stone pile. Select the nearby blue agent and press the rotation control above the derrick to extract stone.",worldType:"GRASS",hasBlockquote:!0,showcase:"large-mountain-quarry"},"grass-forest-large-mountain-palisade":{...n,label:"[Grass, Forest, LargeMountain, PalisadePath]",description:"Mountain-range GRASS island wrapped by the elevated palisade walkway and its through-mountain arch.",worldType:"GRASS",hasBlockquote:!0,showcase:"palisade-path"},"grass-forest-large-mountain-palisade-towers":{...n,label:"[Grass, Forest, LargeMountain, FourTowers, PalisadePath]",description:"Mountain-range GRASS island wrapped by the elevated palisade walkway and its through-mountain arch, with the four summit watchtowers from the distant Highland island raised along the crest.",worldType:"GRASS",hasBlockquote:!0,showcase:"palisade
6-towers"},"desert-mountains-motte-airship":{...n,label:"[Desert, Mesas, MotteCastle, AirshipWithPayload, Mode:AirDropStrike]",description:"Large DESERT island with three flat-headed mesas: a moat-less motte-bailey castle crowns the centre mesa. The propeller airship takes off slung with its concrete block from one mesa, climbs high, drops the payload on the motte to raze it, then lands atop the remaining mesa: the full take-off → bomb → land cycle.",worldType:"DESERT",showcase:"desert-motte-airship",terrainSize:940},"ice-motte-moat":{...n,label:"[Ice, MotteCastle, Moat]",description:"The home-screen scene on ICE, standalone: a carved moat + raised bailey, log palisade ring, two-tower gate with a drawbridge, three thatch houses, and a coastal palisade tower with a road up to the bridge.",worldType:"ICE",showcase:"motte-moat",terrainSize:624},"grass-forest-motte-moat":{...n,label:"[Grass, Forest, MotteCastle, Moat]",description:"The home-screen scene on a GRASS forest island, standalone: the carved moat + raised bailey, log palisade ring, two-tower gate with a drawbridge, three thatch houses, and a coastal palisade tower with a road up to the bridge, amid grass blades and forest clumps.",worldType:"GRASS",hasBlockquote:!0,showcase:"motte-moat",terrainSize:624},"desert-motte-moat":{...n,label:"[Desert, MotteCastle, Moat]",description:"The home-screen scene in the DESERT, standalone: the carved moat + raised bailey, log palisade ring, two-tower gate with a drawbridge, three thatch houses, and a coastal watchtower with an extremely-light-sand road up to the bridge, over bare dunes.",worldType:"DESERT",showcase:"motte-moat",terrainSize:624}};function l(e){return s[e].label.replace(/^\[|\]$/g,"").split(",").map(e=>e.trim().toLowerCase())}let d=[...Object.keys(s)].sort((e,t)=>{let a=l(e),r=l(t),o=Math.min(a.length,r.length);for(let e=0;e<o;e++)if(a[e]!==r[e])return a[e]<r[e]?-1:1;return a.length-r.length});e.s(["DEFAULT_ISLAND_KEY",0,"grass-forest-castle","ISLAND_KEYS_SORTED",0,d,"ISLAND_PRESETS",0,s,"isIslandKey",0,function(e){return Object.prototype.hasOwnProperty.call(s,e)}],400553),e.s(["default",0,function({island:e,height:a,fullHeight:n,signInVariant:i}){let l=s[e];return(0,t.jsx)(r.default,{sceneId:0,worldSeed:(0,o.stringToSeed)(`island:${e}`),worldMode:l.worldMode,worldType:l.worldType,hasLatex:l.hasLatex,hasBlockquote:l.hasBlockquote,hasVolcano:l.hasVolcano,hasEruption:l.hasEruption,hasPropel:l.hasPropel,hasCrystalAgents:l.hasCrystalAgents,lumberjacks:l.lumberjacks,signInVariant:i,showcase:l.showcase,terrainSize:l.terrainSize,height:a,fullHeight:n,denseForest:!0,hasDistantIslands:!1})}],672687);var r=a;let c=Math.SQRT1_2*Math.tan(25*Math.PI/180),h=e=>Math.round(.22*e);e.s(["default",0,function({height:e,fullHeight:a,homePostDescriptions:o,homeViewportRules:n}){return(0,t.jsx)(r.default,{sceneId:0,worldSeed:42,worldMode:"island",worldType:"ICE",terrainSize:624,hasLatex:!1,hasBlockquote:!1,hasVolcano:!1,hasEruption:!1,hasDistantIslands:!0,height:e,fullHeight:a,cameraYOffset:h,cameraElevation:c,cameraAzimuth:3.25,homePostDescriptions:o,homeViewportRules:n??!0})}],150786)},35647,e=>{"use strict";let t="scene:ammo-ready",a="scene:gl-renderer-mount",r="scene:first-paint",o="scene:revealed",n="scene:built",i="scene:animations-live",s=[t,a,r,o,n,i],l="u">typeof performance&&"function"==typeof performance.mark,d=/\.(glb|fbx)(\?|$)/i,c=/\.(m?js)(\?|$)/i,h=/ammo/i;e.s(["LONG_TASK_START_CAPACITY",0,512,"SCENE_MARK_AMMO_READY",0,t,"SCENE_MARK_ANIMATIONS_LIVE",0,i,"SCENE_MARK_BUILT",0,n,"SCENE_MARK_FIRST_PAINT",0,r,"SCENE_MARK_GL_RENDERER_MOUNT",0,a,"SCENE_MARK_REVEALED",0,o,"collectBootTimeline",0,function(e){let t=function(e){let t={};for(let e=0;e<s.length;e++)t[s[e]]=null;for(let a=0;a<e.length;a++){let r=e[a],o=r.name;if(!(o in t))continue;let n=t[o];(null===n||r.startTime<n)&&(t[o]=r.startTime)}return t}(e.marks);return{milestonesMs:t,ordered:function(e){let t=-1/0;for(let a=1;a<s.length;a++){let r=e[s[a]];if(null!==r){if(r<t)return!1;t=r}}return!0}(t),longTasksBeforeBuilt:function(e,t,a){if(null===a)return t;let r=0;for(let o=0;o<t;o++)e[o]<a&&r++;return r}(e.longTaskStarts,e.longTaskCount,t[n]),phaseLedger:{...e.phaseLedger||{}}
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Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.