Dicey Table

Reference

Editor Dialog Fields for AI Agents

Editor dialog field ids for AI agents: publishing, credits, packs, preferences, screenshots, GitHub sync and the other dialogs in DiceyTable Edit Mode.

On this page29 sections

These are the fields and buttons in the dialogs Edit Mode opens. Publish, Credits, packs, Preferences and Screenshots are some of them. Open a dialog first. Then its fields can be set.

Panels in this group#

28 panels, with the id prefix dialog. The field catalogue lists every group.

Panel Label Tab Fields Actions
dialog.publish Publish editor 3 2
dialog.github-sync GitHub sync editor 0 20
dialog.project-picker Open project editor 2 7
dialog.preferences Preferences editor 1 1
dialog.credits-editor Credits editor editor 0 0
dialog.ai-model-import Import AI model editor 0 0
dialog.asset-credit Asset credit editor 0 1
dialog.create-pack Create pack editor 6 8
dialog.move-to-github Move to GitHub editor 1 2
dialog.asset-pack-browser Asset pack browser editor 4 6
dialog.board-from-image Board from image editor 6 2
dialog.collection Collection editor 5 2
dialog.seat-template-promote Promote to seat template editor 2 1
dialog.seat-template-apply Apply seat template editor 3 2
dialog.split Split into parts editor 5 1
dialog.screenshots Screenshots editor 0 7
dialog.unsaved-changes Unsaved changes editor 0 6
dialog.link-update Update linked items editor 2 8
dialog.problems Problems editor 0 1
dialog.editor-control Editor control request editor 0 0
dialog.pack-bump Review a pack version bump editor 0 2
dialog.variants Variants editor 20 14
dialog.media-crop Crop image editor 0 3
dialog.bots-host-fallback You are now the host (paused bots) table 0 5
dialog.pack-picker Room / table picker editor 2 5
dialog.pack-move Pack move review editor 1 2
dialog.pack-updates Referenced packs editor 0 2
dialog.pack-verify Verify as a new player editor 0 2

dialog.publish#

Publish · surface editor · singleton (no target)

How it opens: File ▸ Publish to GitHub… (publishing itself is H: the human clicks).

Fields (3)

Field id Label Kind Unit Target Class Range / options Description
dialog.publish.repo Link a repository (owner/name) text — — W — The GitHub repository (owner/name) to link, when the project has none yet.
dialog.publish.version Version text — — W — The version to publish (semver, e.g. 1.0.0). Committing it saves the draft and checkpoints to the wip branch.
dialog.publish.message Commit message (optional) text — — W — The publish commit's message.

Actions (2)

Action id Label Class Target Description
dialog.publish.publish Publish H — Requires the user's confirmation in the DiceyTable tab. Publish the project (promote wip → main on GitHub, making it live for multiplayer). Disabled while any AI-attested credit is unreviewed. Prefer publish_request, which only opens this dialog.
dialog.publish.show-step-files Show this step's files R project List the files of one publish step. Target: {kind: "project", id: "<step id>"}.

dialog.github-sync#

GitHub sync · surface editor · singleton (no target)

How it opens: File ▸ Sync with GitHub…; also opens when a sync-down finds conflicts.

Actions (20)

Action id Label Class Target Description
dialog.github-sync.close Close R — Close the GitHub sync dialog. Undecided conflicts are asked again next time.
dialog.github-sync.keep-all-local Keep all local W — Choose the local copy for every conflicting file (applied only by Apply).
dialog.github-sync.use-all-github Use all from GitHub W — Choose GitHub's copy for every conflicting file (applied only by Apply, which asks the user).
dialog.github-sync.clear-choices Clear choices W — Forget every per-file choice.
dialog.github-sync.compare Compare R asset Show both versions of a conflicting file side by side. Target: the file path.
dialog.github-sync.keep-local Keep local W asset Choose the local copy of one conflicting file. Target: the file path.
dialog.github-sync.use-github Use GitHub W asset Choose GitHub's copy of one conflicting file (discards the local edit when applied). Target: the file path.
dialog.github-sync.apply Apply choices H — Requires the user's confirmation in the DiceyTable tab. Apply the per-file choices. Choosing GitHub's copy overwrites local work that was never published.
dialog.github-sync.sync-now Sync now W — Re-run the sync from GitHub now; files changed on one side only are synced down, conflicts are left alone.
dialog.github-sync.reset.open Reset local copy from GitHub… R — Show the reset-from-GitHub confirmation. Its typed repository-name confirmation is the human's alone.
dialog.github-sync.reset.cancel Cancel R — Hide the reset-from-GitHub confirmation.
dialog.github-sync.reset.confirm Delete local copy and re-download H — Requires the user's confirmation in the DiceyTable tab. Delete this device's whole local working copy and re-download the repository. Unpublished local edits are lost. Enabled only after the human types the repository name.
dialog.github-sync.manifest.keep-all-draft Keep all from this draft W — Choose the draft's value for every conflicting diceytable.mod.json item (applied only by Apply and save).
dialog.github-sync.manifest.use-all-github Use all from GitHub W — Choose GitHub's value for every conflicting manifest item (applied only by Apply and save).
dialog.github-sync.manifest.clear-choices Clear choices W — Forget every manifest-item choice.
dialog.github-sync.manifest.group-draft All draft W project Choose the draft's value for every conflict under one manifest key. Target: {kind: "project", id: "<manifest key>"}.
dialog.github-sync.manifest.group-github All GitHub W project Choose GitHub's value for every conflict under one manifest key. Target: the manifest key.
dialog.github-sync.manifest.pick-draft This draft W project Choose the draft's value for one manifest conflict. Target: {kind: "project", id: "<conflict id>"}.
dialog.github-sync.manifest.pick-github GitHub W project Choose GitHub's value for one manifest conflict. Target: the conflict id.
dialog.github-sync.manifest.apply Apply and save H — Requires the user's confirmation in the DiceyTable tab. Apply the manifest-item choices and save the draft. Choosing GitHub's value discards the draft's.

dialog.project-picker#

Open project · surface editor · singleton (no target)

How it opens: File ▸ Open Project…

Fields (2)

Field id Label Kind Unit Target Class Range / options Description
dialog.project-picker.folder Folder select — — W — Which pack kind's projects Open Project lists (all, games, rooms, tables, asset packs, …). View state only.
dialog.project-picker.search Search projects text — — W — Filters Open Project by name, slug or repository. View state only; project names are the user's own text.

Actions (7)

Action id Label Class Target Description
dialog.project-picker.close Close R — Close Open Project.
dialog.project-picker.open Open W project Load a project into this tab (the current one's unsaved changes are the editor's to guard). Target: the project id.
dialog.project-picker.open-new-tab Open in another tab R project Open a different project in a new browser tab. Target: the project id.
dialog.project-picker.new-mod New Mod… R — Open the New Mod dialog.
dialog.project-picker.delete.ask Delete… R project Ask to delete a never-published project; shows its confirm row. Target: the project id.
dialog.project-picker.delete.cancel Cancel R project Dismiss a project's delete confirm row. Target: the project id.
dialog.project-picker.delete.confirm Delete H project Requires the user's confirmation in the DiceyTable tab. Delete a never-published project and its local files for good. Target: the project id.

dialog.preferences#

Preferences · surface editor · singleton (no target)

How it opens: File ▸ Preferences…

Fields (1)

Field id Label Kind Unit Target Class Range / options Description
preferences.units.length Length select — — W mm, cm, m, in, ft, yd The unit the editor SHOWS lengths in. Display only: files stay in world feet, and agent length values are always feet regardless.

Actions (1)

Action id Label Class Target Description
dialog.preferences.close Close R — Close the Preferences dialog.

dialog.credits-editor#

Credits editor · surface editor · singleton (no target)

How it opens: Opened from Manifest ▸ Credits.

No field or action is registered on this panel yet. panel_open can still open it, and describe_panel / screenshot_panel can read it.

dialog.ai-model-import#

Import AI model · surface editor · singleton (no target)

How it opens: Manifest ▸ Bots ▸ Import model… The human picks the .onnx file; an agent sends one with ai_model_import.

No field or action is registered on this panel yet. panel_open can still open it, and describe_panel / screenshot_panel can read it.

dialog.asset-credit#

Asset credit · surface editor · singleton (no target)

How it opens: Opens during an import that needs a credit.

Actions (1)

Action id Label Class Target Description
dialog.asset-credit.cancel Cancel import W — Cancel the import waiting on the credit question: nothing is imported and no file is written. (An agent answers the question itself with credits_attest / asset_import's credit, never through this human dialog.)

dialog.create-pack#

Create pack · surface editor · singleton (no target)

How it opens: Opened from the explorer's pack actions.

Fields (6)

Field id Label Kind Unit Target Class Range / options Description
create-pack.name Name text — — W — The new project's display name.
create-pack.kind What are you creating? select — — W game-pack, room-pack, table-pack, component-pack The kind of project, which becomes manifest.type and is frozen at the first publish.
create-pack.scene-pack Room / table select — room W — The room or table the new project starts against (target id room or table). Empty = the built-in one; the live options are the published packs. For a game this is a real assignment; for every other kind it is editor-only preview state.
create-pack.repo-mode Repository option select — — W new, existing Where the files live: a new public GitHub repository or an existing one. There is no local-only option; both need GitHub connected (the field is disabled until it is).
create-pack.new-repo-name New repository name text — — W — The new repository's name (repository option new). New repositories are public: peers download assets from GitHub raw.
create-pack.repo-search Search your repositories text — — W — Search the signed-in author's repositories (repository option existing); resets to page 1.

Actions (8)

Action id Label Class Target Description
create-pack.close Close R — Close the chooser without creating anything.
create-pack.change-kind Change R — Go back to the kind step.
create-pack.back Back R — Go back one step.
create-pack.continue Continue R — Go to the next step (refused with the dialog's hint while the step is incomplete).
create-pack.repo.select Select repository R project Select one of your repositories (target id = owner/name).
create-pack.repo.previous Previous R — Previous page of your repositories.
create-pack.repo.next Next R — Next page of your repositories.
create-pack.create Create W — Create the project (and, for repository option new, a PUBLIC GitHub repository) and open it. Needs GitHub connected: every mod gets a repository.

dialog.move-to-github#

Move to GitHub · surface editor · singleton (no target)

How it opens: Opens by itself when a local-only project (no linked repository) is opened in a writable tab.

Fields (1)

Field id Label Kind Unit Target Class Range / options Description
move-to-github.repo-name New repository name text — — W — The name of the PUBLIC repository the open local-only project is moved to (defaults to a slug of the project name). Shown once GitHub is connected.

Actions (2)

Action id Label Class Target Description
move-to-github.move Move to GitHub W — Create a PUBLIC GitHub repository with the dialog's name, link it to the open project and upload the project's files to its WIP branch. Needs GitHub connected.
move-to-github.later Not now R — Close the dialog for this tab. It opens again the next time this project is opened.

dialog.asset-pack-browser#

Asset pack browser · surface editor · singleton (no target)

How it opens: Mod ▸ Browse Asset Packs…

Fields (4)

Field id Label Kind Unit Target Class Range / options Description
asset-packs.search Search asset packs… text — — W — Filter the published asset packs by name, id, owner, summary or licence.
asset-packs.import-mode Import as select — — W reference, vendor Reference the pack (stays current, credits the author, breaks if the pack vanishes) or copy it in (permanent, never receives fixes, drops out of attribution). Copy in is unavailable for subjects that forbid scripts.
asset-packs.copy-prefab Copy this prefab boolean — asset W — Copy in only: tick the prefabs to copy (target id = the pack's prefab id). Ticking none copies every prefab.
asset-packs.licence-ack I understand this pack's licence boolean — — H — Requires the user's confirmation in the DiceyTable tab. The licence acknowledgement for the selected asset pack. It is the human's statement, so an agent cannot tick it through fields_set.

Actions (6)

Action id Label Class Target Description
asset-packs.close Close R — Close the asset pack browser.
asset-packs.refresh Refresh R — Re-read the published asset packs.
asset-packs.open Open pack R project Open a pack (target id = pack id) to list its prefabs, preview them and read its capability disclosure. Browsing never writes.
asset-packs.prefab.select Preview prefab R asset Show one of the open pack's prefabs in the preview (target id = prefab id).
asset-packs.remove-reference Remove D project Stop referencing this pack (target id = pack id). Entities placed from its prefabs stop resolving until it is referenced again.
asset-packs.import Import W — Reference the selected pack (or re-pin it), or — in Copy in mode — continue to the move review. Needs the human's licence acknowledgement first.

dialog.board-from-image#

Board from image · surface editor · singleton (no target)

How it opens: Opened from the explorer's New actions.

Fields (6)

Field id Label Kind Unit Target Class Range / options Description
board.name Name text — — W — The board's name; the texture, material, model and prefab are named from it.
board.shape Shape select — — W rectangle, cutout rectangle: a slab with the image's proportions. cutout: extrude only the non-transparent parts of the image, holes included.
board.alpha-threshold Transparency threshold slider — — W ≥ 1, ≤ 254, step 1 Cutout only: pixels with alpha at or above this (0-255) become board. Raise it to shave off soft edges.
board.edge-detail Edge detail slider — — W ≥ 0, ≤ 3, step 1 Cutout only: 0 Fine, 1 Normal, 2 Coarse, 3 Blocky. Finer follows the artwork more closely and costs more triangles.
board.longest-side Longest side length length — W ≥ 0.041666666666666664, ≤ 8 The board's longest horizontal side, in world feet (the dialog shows inches: 0.5-96 in).
board.thickness Thickness length length — W ≥ 0.0008333333333333333, ≤ 0.5 The board's thickness, in world feet (the dialog shows inches: 0.01-6 in).

Actions (2)

Action id Label Class Target Description
board.close Close R — Close the dialog without creating anything.
board.create Create board W — Write the board's four project items: a texture, a material, a model and a prefab.

dialog.collection#

Collection · surface editor · singleton (no target)

How it opens: Mod ▸ Collections…

Fields (5)

Field id Label Kind Unit Target Class Range / options Description
dialog.collection.collection Collection select — — W — Which published Collection the dialog composes the next version of; "" selects none.
dialog.collection.member-included Include member boolean — project W — Whether a member of the latest version stays in the NEXT version. Nothing is published until the Publish version action. Target: {kind: "project", id: "<member mod id>"}.
dialog.collection.provider Room & table provider select — — W — The member mod id that supplies the room and the table for the next version; "" asks the registry to resolve it.
dialog.collection.version New version text — — W — The version label the next Collection version is published under.
dialog.collection.note Note text — — W — An optional note published with the next Collection version.

Actions (2)

Action id Label Class Target Description
dialog.collection.close Close R — Close the Collections dialog; nothing composed is published.
dialog.collection.publish Publish version H — Requires the user's confirmation in the DiceyTable tab. Publish the composed next version of the selected Collection to the package registry (admin-only on the server).

dialog.seat-template-promote#

Promote to seat template · surface editor · singleton (no target)

How it opens: Opened from a seat group's promote action.

Fields (2)

Field id Label Kind Unit Target Class Range / options Description
dialog.seat-template-promote.seat Seat select — — W — The seat to promote to the template.
dialog.seat-template-promote.adopt-holders Adopt card holders boolean — — W — Make the card holders standing in the seat's zones template-owned (every linked seat gets one).

Actions (1)

Action id Label Class Target Description
dialog.seat-template-promote.promote Promote W — Copy the chosen seat's zones and label into the seat template and link that seat. Undoable.

dialog.seat-template-apply#

Apply seat template · surface editor · singleton (no target)

How it opens: Opened from the seat template's apply action.

Fields (3)

Field id Label Kind Unit Target Class Range / options Description
dialog.seat-template-apply.seat Seat boolean — seat W — Tick this seat to link it to the template.
dialog.seat-template-apply.placement-keep Keep each seat's current group transform boolean — — W — Placement radio: keep transforms.
dialog.seat-template-apply.placement-even Re-arrange evenly around the table boolean — — W — Placement radio: re-arrange evenly.

Actions (2)

Action id Label Class Target Description
dialog.seat-template-apply.toggle-all All seats / Clear all W — Tick every seat, or none, in the Apply dialog.
dialog.seat-template-apply.apply Apply W — Link the ticked seats to the template and materialize its layout (changes the card holder count). Undoable.

dialog.split#

Split into parts · surface editor · singleton (no target)

How it opens: Opened from the model's Split into parts action.

Fields (5)

Field id Label Kind Unit Target Class Range / options Description
dialog.split.prefix Name prefix text — — W — Prefix for the part models' names.
dialog.split.place-scenery As environment scenery boolean — — W — Place-the-assembly radio: one environment placement at the source's origin.
dialog.split.place-table On the table boolean — — W — Place-the-assembly radio: one table entity.
dialog.split.place-none Don't place it boolean — — W — Place-the-assembly radio: only write the files.
dialog.split.part Part boolean — asset W — Include this part (target id: the part's 0-based index).

Actions (1)

Action id Label Class Target Description
dialog.split.split Split into parts W — Write each ticked part as its own model plus an assembly that puts them back together. The original model is kept.

dialog.screenshots#

Screenshots · surface editor · singleton (no target)

How it opens: View ▸ Screenshots…

Actions (7)

Action id Label Class Target Description
screenshots.close Close R — Close the gallery.
screenshots.open-preview Preview R — Open Preview (to take a first capture in Photo mode).
screenshots.select Select capture R asset Select a capture (target id = its path under screenshots/).
screenshots.promote-screenshot Use as store screenshot W — Crop the selected capture to 16:9 and add it to the store page's screenshots (media/).
screenshots.promote-cover Use as cover W — Crop the selected capture to a square and replace the cover image (media/cover.webp).
screenshots.retake Retake R — Open Preview at the selected capture's camera and visibility.
screenshots.delete Delete H — Requires the user's confirmation in the DiceyTable tab. Delete the selected capture and its sidecar from the project (removed upstream on the next publish). The first press arms, the second deletes.

dialog.unsaved-changes#

Unsaved changes · surface editor · singleton (no target)

How it opens: Opens when leaving with unsaved changes.

Actions (6)

Action id Label Class Target Description
dialog.unsaved-changes.close Close R — Close the Unsaved changes dialog.
dialog.unsaved-changes.select-entity Select R entity Select a changed entity in the viewport. Target: the entity id.
dialog.unsaved-changes.open-tab Open tab R asset Bring an editor tab with unsaved edits to the front. Target: {kind: "asset", id: "<tab id>"}.
dialog.unsaved-changes.show-problems Show problems R — Open the problems list that blocks saving.
dialog.unsaved-changes.mark-saved Mark as saved W — Mark a scene that differs only in formatting as saved, without a server round trip.
dialog.unsaved-changes.save Save Draft W — Save the draft to the server.

Update linked items · surface editor · singleton (no target)

How it opens: Opens when a linked library item has an update.

Fields (2)

Field id Label Kind Unit Target Class Range / options Description
dialog.link-update.include Include item boolean — asset W — Whether a linked item's source update is part of the batch. Target: {kind: "asset", id: "<link record path>"}.
dialog.link-update.conflict Conflict choice select — asset W mine, theirs Which value to keep for one field that both the project copy and the source changed (the row must be expanded). Target: {kind: "asset", id: "<link record path>#<field key>"}.

Actions (8)

Action id Label Class Target Description
dialog.link-update.cancel Cancel R — Close the source-update review without applying anything.
dialog.link-update.keep-all-mine Keep all mine W — Choose the project copy's value for every conflict of every item.
dialog.link-update.take-all-source Take all source W — Choose the source's value for every conflict of every item.
dialog.link-update.clear-choices Clear choices W — Forget every conflict choice.
dialog.link-update.toggle-item Show changes R asset Expand or collapse one item's changes and conflicts. Target: the link record path.
dialog.link-update.item-keep-all-mine Keep all mine W asset Choose the project copy's value for every conflict of one item. Target: the link record path.
dialog.link-update.item-take-all-source Take all source W asset Choose the source's value for every conflict of one item. Target: the link record path.
dialog.link-update.apply Apply updates D — Write the chosen source updates over the linked project copies (props, link records and, where the source's bytes changed, the files).

dialog.problems#

Problems · surface editor · singleton (no target)

How it opens: Click the save/problems pill in the top bar, or the status bar's problem count.

Actions (1)

Action id Label Class Target Description
dialog.problems.fix Drop from manifest W asset Apply this problem's fix: drop the missing path from the manifest (target id: the path).

dialog.editor-control#

Editor control request · surface editor · singleton (no target)

How it opens: Opens when another tab asks this one for control of the project.

No field or action is registered on this panel yet. panel_open can still open it, and describe_panel / screenshot_panel can read it.

dialog.pack-bump#

Review a pack version bump · surface editor · singleton (no target)

How it opens: Opens from the Asset pack browser or Mod ▸ Pack Updates when a pinned pack has a newer version.

Actions (2)

Action id Label Class Target Description
dialog.pack-bump.apply-retro-update Update to <version> D — Bump the pinned pack version and retro-update every placed copy the preview lists. Undoable.
dialog.pack-bump.apply-update-review Update to <version> D — Apply the reviewed pack update (bump the pin and retro-update the listed placed copies). Undoable.

dialog.variants#

Variants · surface editor · singleton (no target)

How it opens: Game packs: Mod ▸ Variants…, or the Variants button in the top bar.

Fields (20)

Field id Label Kind Unit Target Class Range / options Description
variants.editing Variant select — — W — Which variant the dialog's fields below describe (a variant id; the live options). Does not change what the editor shows — use dialog.variants.edit for that.
variants.new-name New variant name text — — W — The name for the next variant dialog.variants.create makes, e.g. "9×9". Blank uses "New variant".
variants.name Name text — — W — The selected variant's name, as the lobby's Variant dropdown shows it.
variants.description Description text — — W — One line shown under the lobby dropdown when this variant is chosen. Optional.
variants.own-players Own player range boolean — — W — On: this variant seats its own range (Min/Max below) instead of the game's. Off: it uses the game's range.
variants.players-min Min players integer — — W ≥ 1, ≤ 64, step 1 Fewest players this variant seats. Only while Own player range is on.
variants.players-max Max players integer — — W ≥ 1, ≤ 64, step 1 Most players this variant seats. Only while Own player range is on.
variants.rules-enforced Rules enforced boolean — — W — On: this variant's scene script enforces the rules and reports the result with match.end, and the variant may be ranked (its Ranked play section appears). Off removes the ranking settings. Which scripts a variant runs is scene data (its scene-script attachments), not this switch.
variants.ranking.enabled Offer ranked play boolean — — W — Whether the lobby may offer Ranked for the selected variant. Only while Fully scripted is on.
variants.ranking.placement-games Placement games integer — — W ≥ 3, ≤ 25, step 1 Ranked games a player plays before their Score is shown publicly (default 5).
variants.ranking.pool Ladder (pool) text — — W — Variants with the same ladder share one set of Scores. Lowercase letters, digits and single dashes; blank means the variant's own id. Variants on one ladder must rank the same sides and seat the same player range.
variants.ranking.sides Rank select — — W seats, teams "seats" ranks each seat on its own; "teams" ranks table teams. Teams cannot be published yet: seat teams cannot be declared, so the scanner refuses it.
variants.ranking.draws Offer draw button boolean — — W — Whether players get the platform's Offer draw button during a ranked match (default off).
variants.ranking.takebacks Allow takebacks boolean — — W — Whether the consent-gated Undo (takeback) is offered during a ranked match (default on). Turn off for games with irreversible hidden draws.
variants.ranking.require-kernel Require kernel boolean — — W — On: only matches recorded with a rules kernel (match.start({ kernel })) are ranked (default off).
variants.ranking.min-moves Minimum moves integer — — W ≥ 0, ≤ 500, step 1 Kernel matches with fewer effective moves end as no contest (default 2).
variants.ranking.min-seconds Minimum seconds integer — — W ≥ 0, ≤ 3600, step 1 Matches shorter than this end as no contest (default 30).
variants.ranking.reconnect-grace Reconnect grace (seconds) integer — — W ≥ 15, ≤ 600, step 1 How long a disconnected player has to come back before they forfeit (default 90).
variants.ranking.bots-ranked Rank matches with bots boolean — — W — Whether matches that include bots are ranked, for the humans and the bots (default on).
variants.removed Removed from this variant select — — W — A base entity the selected variant has removed (its id; the live options). Pick one, then dialog.variants.restore-removed.

Actions (14)

Action id Label Class Target Description
dialog.variants.close Close R — Close the Variants dialog.
dialog.variants.create New variant W — Add a variant named by variants.new-name, starting as a copy of the variant selected in the dialog, and switch the editor to it. The first one also names the existing scene "Standard". Undoable.
dialog.variants.edit Edit this variant W — Switch the editor to the variant selected in the dialog (same as editor.topbar.variant).
dialog.variants.move-up Move up W — Move the selected variant earlier in the lobby's dropdown. The first variant is the lobby's default.
dialog.variants.move-down Move down W — Move the selected variant later in the lobby's dropdown.
dialog.variants.make-base Make this the base W — Make the selected variant the base scene every other variant is recorded against. What each variant plays does not change. Undoable.
dialog.variants.delete Delete variant D — Delete the selected variant and everything it alone changes. Deleting down to one variant removes the variant list entirely. Undo restores it.
dialog.variants.remove-undeclared Remove leftover differences D — The setup file holds differences for variants the manifest no longer lists (after a hand edit or a merge), which blocks publishing. Delete those differences; the listed variants and the base are untouched. Undo restores them.
dialog.variants.restore-removed Restore W — Bring the base entity chosen in variants.removed back into the selected variant.
dialog.variants.revert-table-room Use the base's table & room W — Drop the selected variant's own table, room and environment so it uses the base's again. Undoable.
dialog.variants.revert-seats-zones Use the base's seats & zones W — Drop the selected variant's own seats, seat template, zones and player-count rules so it uses the base's again. Undoable.
dialog.variants.revert-snap-points Use the base's snap points W — Drop the selected variant's own snap points and grids so it uses the base's again. Undoable.
dialog.variants.ranking-new-season Start a new season W — Fully scripted variants: bump the selected variant's ranking season so ranked matches start a fresh ladder once published. The old season stays readable. Asks for confirmation; undoable.
dialog.variants.revert-scene-scripts Use the base's scene scripts W — Drop the selected variant's own scene-script attachments so it uses the base's again. Undoable.

dialog.media-crop#

Crop image · surface editor · singleton (no target)

How it opens: Opens after a cover, gallery image or Re-crop is chosen in Manifest ▸ Details.

Actions (3)

Action id Label Class Target Description
dialog.media-crop.cancel Cancel R — Close the crop dialog; the image is not added.
dialog.media-crop.centre-rest Centre the rest W — Centre-crop this and every remaining image of a multi-image add, then add them (through the credit gate).
dialog.media-crop.apply Apply crop W — Use the framed crop: the image is re-encoded and added through the credit gate.

dialog.bots-host-fallback#

You are now the host (paused bots) · surface table · singleton (no target)

How it opens: Raised on a player who has just become the host when their device cannot run a seated AI bot; not openable.

Actions (5)

Action id Label Class Target Description
bots.fallback.select.keep-paused Keep it paused R — Select "keep the paused bots paused" (the default). Nothing changes until bots.fallback.choose.
bots.fallback.select.swap Swap it for the scripted bot R — Select "swap each paused AI bot for the game's scripted fallback". Shown only when the game declares one. Nothing changes until bots.fallback.choose.
bots.fallback.select.end End the table R — Select "end the table". Nothing changes yet: Continue then becomes bots.fallback.end-table, which needs the user.
bots.fallback.choose Continue W — Apply the selected option: keep the paused AI bots paused (their turns are skipped and a player may take a paused bot's seat), or swap them for the game's scripted fallback in the same seats. Mounted only while one of those two is selected.
bots.fallback.end-table Continue H — Requires the user's confirmation in the DiceyTable tab. Leave and end this table: the host disconnects and goes home, and a table nobody is left at closes (one with a named save stays in the owner's tables). If another player is still connected the table passes to them instead. Mounted only while "End the table" is selected.

dialog.pack-picker#

Room / table picker · surface editor · singleton (no target)

How it opens: Pack assignment ▸ Change… / Choose a… (or Lift out…) on the Room or Table row, or in the Pack tab.

Fields (2)

Field id Label Kind Unit Target Class Range / options Description
pack.picker.search Search published packs… text — — W — Filter the picker's published packs by name, id, owner, summary or licence.
pack.picker.licence-ack I understand this pack's licence boolean — — H — Requires the user's confirmation in the DiceyTable tab. The licence acknowledgement for the selected third-party pack. It is the human's statement, so an agent cannot tick it through fields_set.

Actions (5)

Action id Label Class Target Description
pack.picker.close Close R — Close the picker without changing anything.
pack.picker.refresh Refresh R — Re-read the published packs.
pack.picker.select-built-in Default R — Select the Default card: no pin, which plays in the default packs (Modern Room / Square Table).
pack.picker.select Select pack R project Select a published pack's card (target id = pack id). A third-party pack needs the human's licence acknowledgement before it can be applied.
pack.picker.apply Use this pack W — Apply the selection: pin the selected pack (or clear to built-in); for a lift-out, continue to the move review. Undoable.

dialog.pack-move#

Pack move review · surface editor · singleton (no target)

How it opens: Opens from Extract to a pack…, Detach & vendor…, a lift-out, or the asset pack browser's Copy in.

Fields (1)

Field id Label Kind Unit Target Class Range / options Description
pack.move.repo-name New repository name text — — W — Extract only: the name of the PUBLIC GitHub repository created for the extracted pack (defaults to a slug of the pack's name). Shown once GitHub is connected.

Actions (2)

Action id Label Class Target Description
pack.move.cancel Cancel R — Close the review without moving anything.
pack.move.confirm Confirm move D — Perform the reviewed move (extract, detach & vendor, copy in, or lift out). An extract first creates a PUBLIC GitHub repository (pack.move.repo-name) and needs GitHub connected. Copy-in and lift-out cut the link to the pack and are not reversible from here.

dialog.pack-updates#

Referenced packs · surface editor · singleton (no target)

How it opens: Mod ▸ Check pack updates… — lists pinned packs with a newer published version.

Actions (2)

Action id Label Class Target Description
pack.updates.close Close R — Close the referenced-packs list.
pack.updates.review Review update… R project Compute the blast-radius preview of bumping this pack's pin (target id = pack id). Nothing is written until the preview applies.

dialog.pack-verify#

Verify as a new player · surface editor · singleton (no target)

How it opens: Mod ▸ Verify as a New Player…

Actions (2)

Action id Label Class Target Description
pack.verify.run Verify R — Re-fetch this project and every pinned pack cold from upstream and report what resolves. Reads only.
pack.verify.close Close R — Close the verification report.

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