EDGEMODDERS / ANYONE CAN MOD
Wiki / EDGEbuilder

Scenes and baking

This page is honest about where things stand: EDGEbuilder places objects in the live game today, but it doesn’t yet turn them into a mod that keeps them there.

Previews and the scene

Two things are worth telling apart:

  What it is Where it lives
The scene The list of everything you placed: which asset, which appearance, where, which way round, what size A file in EDGEbuilder’s data folder. It’s saved as you work
Previews The objects you see in the game In the running game only. They go when a save loads or the game closes

The scene is the truth; previews are drawn from it. That’s why EDGEbuilder can always put them back.

What you can do today

  • Keep working across sessions. The scene is kept when you load a save, quit the game or update EDGEbuilder.
  • Bring the previews back. After a save loads, the message line says how many objects are in the scene but not in the world. Press Rebuild previews in the Scene tab. In the in-game test, all four objects came back in the same second, where they were.
  • Start over. Clear scene removes every object from the world and the scene. There’s no undo.

There is one scene for now, the working scene. You can’t name, save as, or switch between scenes yet.

Previews are only previews. Without EDGEbuilder running, or for anyone else playing, the objects aren’t there. Making them part of the world is what Bake is for.

Screenshot comingRebuilding after a save loads
The Scene tab after loading a save: the objects listed as not in world, the message line saying how many are waiting, and the Rebuild previews button.

Arrange: planned

Phase B3, Arrange and save, is next on EDGEbuilder’s roadmap. It is planned to add:

  • groups, to keep parts of a scene together;
  • selecting several objects at once;
  • duplicate;
  • undo and redo;
  • named scene files you save and open again (the Return behaviour).

Its plan is still to be agreed.

Bake: planned

Phase B4, Bake, is what turns a scene into a real mod. The plan:

  1. You name the scene, pick a REDcode project and press Bake.
  2. REDbridge writes the game files that add the objects to the world: a streaming sector (the game’s own format for a piece of the world), a streaming block that tells the game where it is, and an ArchiveXL file that loads it.
  3. REDcode packs the project into a mod, and EDGEdeck deploys it.
  4. On the next game start, the objects are part of Night City, with EDGEbuilder off.
Part Status
REDbridge writing the sector from a scene Built in REDbridge 0.6.0 and checked outside the game. Whether the game streams it in is untested
The Bake panel in EDGEbuilder Not started
Scenes in a REDcode project Not started; asked of REDcode
Installing the baked mod with EDGEdeck EDGEdeck can add a REDcode project as a mod already. The full loop is untested

A baked scene will need ArchiveXL in the game, as every mod that adds world sectors does.

Later

  • B5: lights, decals, particles, effects, sounds and colliders, each placed and baked.
  • B6: favourites, prefabs, scatter, snapping and templates.
  • B7: working on a scene in REDcode with the game closed, then a 3D view there.

For the details, see the design and the scene format on EDGEbuilder’s docs site.

Last reviewed 2026-10-16. Something wrong or missing? Tell us on Discord or open an issue.