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Reference

Use this section when you know the question but do not need another tutorial. It maps player-facing concepts to native resources, keeps identifier domains separate, and points each structural or runtime claim back to its evidence boundary.

Orientation

NeedReference
Choose the next practical project or download a checkpointLabs at a glance
Decode a RED or book-specific termGlossary
Find which resource owns a responsibilityResource map
Distinguish handles, NodeRefs, facts, paths, keys, and numeric IDsIdentifier-domain quick reference

Graph and condition lookup

NeedReference
Find a quest/scene node, its sockets, and the lab that demonstrates itNode and socket index
Choose a condition family without confusing a predicate with a waiting nodeCondition index
Read node IDs, sockets, edges, and colors in the diagramsReading graph diagrams

Registration and data lookup

NeedReference
Build or diagnose a typed journal path and fileEntryIndexJournal-path reference
Trace UI, subtitle, VO, or embedded scene-choice localizationLocalization reference
Decide what ArchiveXL registers and what the archive reaches indirectlyArchiveXL registration reference
Connect a status to a custom visual on V or an NPCEntity spawners and status effects
Reuse the tutorial naming convention without colliding with itTutorial namespace

Additional references

NeedReference
Check which labs have been tested in gameLab status
Check the exact pinned practical versionsTested versions
Locate a named vanilla resource to extract and inspect yourselfVanilla depot paths

The vanilla index contains depot paths and focused properties. Extract the resources from your own installation when inspecting them.

For failures rather than lookup, start with Troubleshooting.