Displays and interaction
BuildingDisplays check ward access, supported item shared names/types and attachment availability. Removing an item restores its saved external item state. A guardian trophy selects a guardian power after its delay; it does not immediately activate the effect. Chairs and barber seats require range, an unused seat, no encumbrance and a two-second sit interval. Doors may require and consume a matching-world-level key; keyed doors cannot be closed through their ordinary interaction branch. Signs check ward access and user-content privileges. Switches delegate to their owning gameplay callback; held use respects the authored repeat interval.
Item Stand configuration 9
Rows 7–7 of 7Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Item Stand configuration 10
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Item Stand configuration 11
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Item Stand configuration 12
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Item Stand configuration 13
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Sign configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Switch configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Switch configuration 2
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

