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The EDGE Library

The EDGE Library is one folder of your own where the EDGE tools keep your work for good, outside any single mod: EDGEbuilder’s scenes and bakes, EDGEfab’s props, game assets you set aside from REDcode, EDGEwave’s sounds. A mod (a REDcode project) takes from it what it needs, and several mods can take the same thing.

It’s optional. If you keep everything in one REDcode project, you never have to open the Library, and every tool still works.

Where it stands (2026-11-04): the rules on this page are agreed between the tools. No tool that uses the Library has passed its in-game or hands-on test yet. See Which tools use it.

Why have one

A big piece of work, such as a district you extend over months and release in parts, doesn’t belong to one mod. The Library is the warehouse for it, and projects are what you ship.

  What it is How long it lasts
The EDGE Library Your long-term store: scenes, bakes, assets, in folders you organise For good. One folder, so a backup is one copy
A tool’s Desk One tool’s scratch space for the work in hand (EDGEmat, EDGEfab, and EDGEwave soon) Across restarts, but not organised or kept for good
A REDcode project One mod: what gets packed, installed and released As long as the mod
EDGEdeck’s mod library The mods you have installed, outside the game folder As long as they’re installed

Two other things share the word: EDGEdeck’s mod library (your installed mods, see EDGEdeck) and EDGEmat’s Library view (the game’s surfaces and microblends, see EDGEmat). Neither is the EDGE Library.

Where it lives

The first tool that needs the Library asks where to put it and offers Documents\EDGE Library. You can pick any folder that isn’t inside the game’s folder or a tool’s install folder. Every tool, in the game or in VS Code, finds it through one small file, %APPDATA%\EDGE\library.json, so changing it in one tool changes it for all.

Relocate, which moves the whole Library to another drive in one go, is planned.

The rules every tool follows

Rule What it means for you
The folders are yours Make any folders you like, such as Production\Meshes and Development\Meshes, or Alleys\Kabuki. No tool makes scenes or meshes folders on its own. A tool offers the folder you used last
Use the game path, if you want it When you add something from the game’s files, the tool offers to put it in folders that match its game path, so the Library looks like the game’s files in Explorer. It’s your choice, and the tool remembers it for next time. It isn’t offered for things with no game path (scenes, bakes, models and sounds of your own)
Things say what they are by their name A scene ends in .scene.json, a bake in .bake, an asset in .<kind>.asset, so it doesn’t matter which folder they’re in. A search for mesh finds every mesh asset
Plain files are welcome A GLB, FBX, .blend, images or a WAV you keep to use later can sit in any folder as they are
A project remembers what it took When a tool copies something from the Library into a project, it notes it in the project (source\library.json), so the project can later show what changed in the Library and take the new version
A Desk is one tool’s own Work in progress waits on that tool’s Desk, then goes to a project or into the Library. Only the Library is shared
Never in the game folder Installing mods and REDnode’s hot reload never touch the Library

What goes in it

Thing Made by Looks like
Scene EDGEbuilder market_square.scene.json: the objects you placed, where they are and their groups
Bake EDGEbuilder market_square.bake: a folder with the game files that put one or more scenes in the world, and a note of what they were baked from
Asset EDGEfab, REDcode, later EDGEmat and EDGEwave rusty_oil_drum.prop.asset, comfy_rocker.mesh.asset, door_knock.sound.asset: a folder laid out like a small project, with its game files and what they were made from. It keeps a stable id, so a project finds it even after you rename or move it
Plain file You model.glb, knock.wav: kept as they are, to turn into assets later

Moving things between the Library and projects

Step Where What happens
Save a scene EDGEbuilder Into a Library folder you pick, or into the project, or on this PC
Add to Library REDcode, EDGEfab, EDGEwave Copies a game file, a prop or a sound into a Library folder you pick
Add to Project, Include in project EDGEfab, EDGEwave, EDGEbuilder Copies a Library item’s files into the open project and notes where they came from
Refresh from Library A project Shows what changed in the Library since it was added, and copies the new version when you ask

Which tools use it

Tool Its part Status
EDGEbuilder Scenes in Library folders, the in-game Library tab, scenes shown beside the one you edit Passed in game, released as 0.6.7 on 2026-11-05
EDGEbuilder Bakes in the Library, Include in project Passed in game, released as 0.9.0 on 2026-11-08
EDGEfab Props as asset items, its Desk, Add to Library and a Library view In progress (its first build, F1). Its Desk is built; the Library side is next
REDcode Add to Library on a game file or a project file Planned
EDGEwave Sounds as asset items Planned, after its Desk
EDGEmat Materials and looks on Library assets Later

For tool makers

The exact shapes (the asset item’s asset.json, the project’s source\library.json, a bake’s bake.json) are on EDGEbuilder’s Library page, with EDGEfab’s Library assets page for assets. A tool that wants another kind of item, or a change to the rules, asks there with an issue labelled request.

Last reviewed 2026-11-04. Something wrong or missing? Tell us on Discord or open an issue.