Freven Vanilla is the reference experience for Freven.
It demonstrates the current public architecture honestly:
- builtin / compile-time authoring through
freven_world_api - runtime-loaded world authoring through
freven_world_guest_sdk - the same world query/mutation/content/worldgen/runtime-service model used by builtin and runtime-loaded world guests
- experience-driven content and per-mod config
- a first-party gameplay surface layered above the generic world stack
Repository contents:
crates/freven_vanilla_essentialscore_experiences/freven.vanilla
The recommended public runtime-loaded gameplay path is
freven_world_guest_sdk on Wasm. Neutral freven_guest_sdk remains available
for platform-shaped guests, but Vanilla exists to demonstrate the explicit
world-stack path and to own first-party gameplay policy such as flat worldgen,
humanoid controls, break/place ids, and nameplate presentation.
Engine internals remain private.
Vanilla is also the first-party reference content stack for the rc10 visual asset pipeline.
The current Vanilla visual baseline uses authored texture/material declarations
in core_experiences/freven.vanilla/content.manifest, with stable material keys
referenced from the Vanilla block descriptors through the SDK material-key bridge.
The current Vanilla visual baseline includes generated rock and layered soil/grass families for stone, granite, limestone, and TopSoil-style fertility/coverage variants. The current first-party showcase textures use a 32x32 authored terrain texture baseline.
See Vanilla Visual Reference for the ownership rules, current bridge status, validation expectations, and follow-up boundaries.
The first player-visible visual pack is documented in Vanilla Visual Content Pack v1. The future Vanilla-owned blocktype/worldproperty authoring profile is documented in Vanilla Blocktype Authoring Schema v1. The rc10 screenshot/regression scene is documented in Vanilla Visual Validation Preset.