A Studio plugin that gives the experience owner friendly forms instead of hand-editing Attributes in the Explorer. One SurvivorCore › Studio toolbar button opens one floating window (drag-dock it anywhere) with a sidebar of editors:
- Overview — is the engine synced, what content exists (click through), how the model works.
- Survival Stats — tune the survival-stat rates/thresholds/HUD on the
SurvivalStatsConfiginstance (the deltas-only, locked model below), with an Edit-mode HUD preview. - Engine Config — every engine Config section (issue #21): Movement (speeds, energy, audio,
feedback asset ids), Combat + Bow, Mobs & AI, Harvesting, Crafting, Inventory, Consequences,
Loot bags, Quests, Achievements, and UI & theme (keybinds, chat placement, layout — and the
full Theme: colors edited as
R, G, Bwith a live swatch, fonts by name). Same deltas-only model, persisted onSurvivorCoreEngineConfig; edits apply on the next Play. - Content — create/edit/delete items, weapons, arrows, gatherable resources, mobs, quests and achievements with no code, one page per category with entry counts — plus Overrides that tune defs registered from code (issue #40, below). Gatherables/mobs get + Add to World, weapons + Tool model, quests + Quest giver. See content-authoring.md.
The search box at the top of the sidebar finds any content entry by id or name across every category and shows fully editable results in place. The window remembers your last-open page. Every edit is one Studio undo step (and undo/redo refreshes the forms).
This is the Builder / Admin plugin.
Upgrading from the tabbed panel? The window identity changed (
SurvivorCore Studio), so Studio forgets the old panel's dock position once — the new window opens floating; dock it wherever you like and Studio remembers from then on.
📹 Demos: HUD, survival stats & the admin plugin · no-code item & gatherable creation · no-code weapon, ammo & mob creation · no-code quest & achievement creation · SurvivorCore Studio — the no-code admin window
This is a Studio editor tool, not game content — so syncing the engine does not install it. A Rojo sync (or the drop-in
SurvivorCore.rbxm) populates a place'sReplicatedStorage. The plugin is different: it lives in Studio's local plugins folder and runs in the editor across every place you open. You install it once, separately from any place.
Build it straight into your local plugins folder:
rojo build plugin.project.json --plugin SurvivorCoreStatAdmin.rbxmThe --plugin flag writes the built model into Studio's plugins folder for you:
| OS | Plugins folder |
|---|---|
| macOS | ~/Documents/Roblox/Plugins/ |
| Windows | %LOCALAPPDATA%\Roblox\Plugins\ |
(Prefer to place it by hand? Build to a file instead — rojo build plugin.project.json -o SurvivorCoreStatAdmin.rbxm — and drop it into that folder, or open it from Studio → Plugins tab
→ Plugins Folder.)
Then restart Studio — a brand-new plugin's toolbar only registers when Studio loads it. (After
this first install, re-running the --plugin build hot-reloads the plugin live, no restart needed.)
A SurvivorCore › Studio button then appears on the Plugins ribbon tab; click it to toggle
the window.
Open a place that has the engine in it. The plugin edits whatever place is open, reading the stat roster and the Engine Config schema live from
ReplicatedStorage.SurvivorCore— so sync the engine (or drop inSurvivorCore.rbxm) first. With no engine present it opens to an instructional empty state and writes nothing. Note that restarting Studio drops an unsaved Rojo-synced place, so reconnect Rojo and re-sync (or save the place before restarting) to bring the engine back.
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 — stats apply live, no restart. 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.
The plugin can tune only the seven owner-facing fields above. It deliberately cannot touch
Invert or DangerHigh — those are engine-owned stat semantics; a guardrail makes them
impossible to write.
Roblox doesn't run the HUD's client binder in Studio's Edit view, so an authored SurvivalHud
normally shows its static template there. The footer's Preview HUD button paints, in Edit, what
the running game would render: each bar's resolved icon (including your overrides), a sample
partial fill, and a sample value readout — so you can tune and see the result without pressing
Play. Clear restores the HUD; both are a single undo step.
Every page under Engine Config edits one engine Config section with the exact same row model as the stats editor (override dot, engine-default placeholder, blue = overridden). Differences worth knowing:
- Persisted on
SurvivorCoreEngineConfig(a Configuration in ReplicatedStorage, one child per section, one grandchild per group) — created on your first real override, deltas-only, never seeded, never overwritten by the engine. - Applies on the next Play / server start. The engine layers the instance over its defaults as
the very first step of
start()/startClient()— before any system boots — so live-reading and boot-caching systems all agree. (Survival Stats stay live-applied; everything else is boot-applied. The footer reminds you.) - Theme colors are edited as
R, G, B(0–255) with a live swatch; fonts byEnum.Fontname (the ↻ button cycles common ones; any valid name can be typed). Invalid values are rejected in the form, and a hand-authored bad attribute is warned about and skipped at boot — never fatal. - Reset section (footer) removes every override on that page in one undo step.
- The two Inventory lists (equip slots, auto-hotbar categories) are code-managed — set them
via
Config.override("Inventory", …). - After re-syncing an UPDATED engine (one whose config fields/defaults changed), restart Studio — Studio caches required modules per session, so the plugin keeps seeing the old schema until it reloads.
Resolution order everywhere: engine default → Config.override(...) in your game code → the
instance (highest). Fields you never touched keep following engine defaults across updates —
that's the locked model.
Each category page lists the merged roster:
- Authored entries — full defs this plugin created under
SurvivorCoreContent/<Category>; every field editable, Delete removes the def. - Override entries (blue override pill) — deltas over a def registered from code (e.g. a
starter kit's
SurvivorCore.Items.register{...}). Code-registered defs can't be listed here in Edit mode (registries fill at runtime), so: type the id, click + Override, and set only the fields you want to change — blank = inherit the code value (booleans cycle(inherit) → true → false). Remove deletes the override and the pristine code def returns on the next Play. A typo'd id can only be caught at runtime: the engine warns in Output on Play (override 'x' matches no registered def).
Overrides live under SurvivorCoreContent/Overrides/<Category> and are field-merged onto the
registered defs at start() — before anything caches or replicates, so tooltips, recipes and
gatherables all see the merged values. One caveat: on a code-registered quest with nested
objective/reward tables, the flat objective*/reward* override fields are ignored (name/
description/autoStart/requires/turnIn still merge); overrides of no-code quests merge fully.
The engine resolves configuration as engine default → Config.override → your instance
(highest priority), and it never overwrites your instances. The plugin builds on that with the
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 instances, which the engine never overwrites.
- Fields you didn't touch keep following engine defaults — so a future release that improves a default reaches your game, instead of being frozen at today's value.
Caveat — the engine's own demo. In this repo's demo, config instances are Rojo-mounted, so a
rojo servere-sync reverts plugin edits there. That's a demo artifact: a real game keeps its instances in the place file, so plugin edits persist across engine updates — which is the whole point.
See also: Survival Stats + HUD · Content authoring · Design Language.