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    <title>Primitives :: Unofficial EVE Frontier Development Notes</title>
    <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/index.html</link>
    <description>In the EVE Frontier world-contracts architecture, a Primitive is a foundational building block that implements low-level game mechanics and data structures for a specific domain. They represent the “digital physics” of the game world, designed to be composed into more complex structures.&#xA;1. Role in the Three-Layer Architecture Primitives reside at Layer 1, serving as the base for all higher-level interactions.</description>
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    <lastBuildDate>Fri, 31 Jul 2026 00:00:00 +0000</lastBuildDate>
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      <title>energy.move</title>
      <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/energy.move/index.html</link>
      <pubDate>Fri, 31 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/energy.move/index.html</guid>
      <description>The energy.move module is a fundamental Layer 1 Composable Primitive within the EVE Frontier world contracts. It provides the “digital physics” for power generation, consumption, and reservation across in-game structures.&#xA;1. Core Component Architecture The module is structured around two primary entities: the global configuration and the local state of energy-producing objects.&#xA;classDiagram class EnergyConfig { +UID id +Table&lt;u64, u64&gt; assembly_energy } class EnergySource { +u64 max_energy_production +u64 current_energy_production +u64 total_reserved_energy } EnergyConfig --|&gt; EnergySource : defines requirements for Key Data Structures EnergyConfig: A shared object that acts as a global registry. It maps assembly_type_id to the specific amount of energy required for that structure to function. EnergySource: A storeable struct embedded within game objects (like a Manufacturing Unit). It tracks the individual power capacity and current load of that specific object. 2. The Energy Lifecycle The lifecycle of energy production involves transitioning from an idle state to active production, followed by the dynamic reservation of power by other systems.</description>
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      <title>fuel.move</title>
      <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/fuel.move/index.html</link>
      <pubDate>Fri, 31 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/fuel.move/index.html</guid>
      <description>The fuel.move module is a Layer 1 Composable Primitive that governs the lifecycle of consumable resources within EVE Frontier assemblies. It manages storage, consumption over time (burning), and efficiency logic.&#xA;1. Core Component Architecture The module separates global configuration (efficiency) from the specific fuel state within an assembly.&#xA;classDiagram class FuelConfig { +UID id +Table&lt;u64, u64&gt; fuel_efficiency } class Fuel { +u64 max_capacity +u64 burn_rate_in_ms +u64 quantity +bool is_burning +Option&lt;u64&gt; type_id +Option&lt;u64&gt; unit_volume +u64 burn_start_time +u64 previous_cycle_elapsed_time +u64 last_updated } FuelConfig --|&gt; Fuel : modifies consumption rate of Key Data Structures FuelConfig: A shared object that maps fuel_type_id to an efficiency percentage (10–100%). Higher efficiency reduces the actual units consumed over time.</description>
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    <item>
      <title>in_game_id.move</title>
      <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/in_game_id.move/index.html</link>
      <pubDate>Wed, 28 Jan 2026 20:47:44 +0000</pubDate>
      <guid>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/in_game_id.move/index.html</guid>
      <description>The in_game_id.move module is a Layer 1 Composable Primitive that provides a standardized identity system for all entities within EVE Frontier. It enables the creation of deterministic and unique identifiers that bridge the gap between off-chain game systems and on-chain Sui objects.&#xA;1. Core Component Architecture The module is centered around the TenantItemId struct, which serves as the primary key for object identification across the entire ecosystem.</description>
    </item>
    <item>
      <title>inventory.move</title>
      <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/inventory.move/index.html</link>
      <pubDate>Fri, 31 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/inventory.move/index.html</guid>
      <description>The inventory.move module is a Layer 1 Composable Primitive that implements the logic for storage operations, including depositing, withdrawing, and bridging items between the game and the blockchain.&#xA;1. Core Component Architecture The module defines two main structures: the Inventory container and the Item objects stored within it.&#xA;classDiagram class Inventory { +u64 max_capacity +u64 used_capacity +VecMap&lt;u64, Item&gt; items } class Item { +UID id +String tenant +u64 type_id +u64 item_id +u64 volume +u32 quantity +Location location } Inventory &#34;1&#34; *-- &#34;many&#34; Item : stores Key Data Structures Inventory: A storeable struct used within assemblies. It manages capacity through a VecMap, which offers an ideal balance for this use case despite high gas costs for large maps. Item: A key and storeable struct representing a stack of items. Every item must have a parent container, such as an Inventory or a ship. It includes a Location to enforce spatial mechanics. 2. Bridging Mechanics (Game ↔ Chain) The inventory primitive serves as the primary gateway for moving assets between the EVE Frontier game server and the Sui blockchain.</description>
    </item>
    <item>
      <title>location.move</title>
      <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/location.move/index.html</link>
      <pubDate>Fri, 31 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/location.move/index.html</guid>
      <description>The location.move module is a Layer 1 Composable Primitive that manages the spatial positioning of entities in EVE Frontier. It is central to the game’s “digital physics,” specifically handling information asymmetry through cryptographic obfuscation.&#xA;1. Core Component Architecture The module defines the representation of a coordinate and the logic required to verify proximity without necessarily revealing exact positions.</description>
    </item>
    <item>
      <title>metadata.move</title>
      <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/metadata.move/index.html</link>
      <pubDate>Fri, 31 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/metadata.move/index.html</guid>
      <description>The metadata.move module is a Layer 1 Composable Primitive designed to handle descriptive and non-functional data for game entities in EVE Frontier. It provides a standardized way to attach “soft” information, such as names and descriptions, to on-chain objects.&#xA;1. Core Component Architecture The module is built around a simple, extensible struct that can be embedded into any Layer 2 Assembly.</description>
    </item>
    <item>
      <title>status.move</title>
      <link>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/status.move/index.html</link>
      <pubDate>Wed, 28 Jan 2026 21:09:22 +0000</pubDate>
      <guid>https://3bad1648.frontier-scetrov-live.pages.dev/develop/world-contracts/primitives/status.move/index.html</guid>
      <description>The status.move module is a Layer 1 Composable Primitive that manages the operational states of entities in EVE Frontier. It defines the “on/off” logic and deployment phases for game assemblies, ensuring that other primitives (like energy or fuel) only function when the object is in the correct state.&#xA;1. Core Component Architecture The module centers on a state machine that tracks whether an object is online, offline, or currently undergoing a state transition.</description>
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