If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

LEGO Worlds

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

LEGO Worlds

Developer: TT Games
Publisher: Warner Bros. Interactive Entertainment
Platforms: Windows, PlayStation 4, Xbox One, Nintendo Switch
Released internationally: March 7, 2017


CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


LEGO Worlds is a procedurally generated sandbox game, commonly referred to as LEGO's answer to Minecraft. It was the first LEGO game to be released through early access in 2015, it had a full multi-platform release in 2017, and continued to get support through free content updates and paid DLC until 2019.

The LEGO Movie 2 Videogame would re-use gameplay elements from this game, therefore making it sort of a spiritual successor.

Unused Graphics

E3 Demo Screen

THANKSFORPLAYINGE3_DX11.TEX
LW THANKSFORPLAYINGE3 DX11.png
A leftover thank you screen from a demo at E3 2016 or 2017.

Unused UI

Item Categories
There are textures for item sub-categories, but in the final game they can only be shown all at once.

ICON_BUCKETDLCVEHICLES_DX11.TEX
An unused category for vehicles specifically from DLC. In the final game they are sorted into existing categories.
LW ICON BUCKETDLCVEHICLES DX11.png

Themed Prop Categories
Similarly, icons for Nexo Knights, Classic Space, Ninjago, and City themed props are leftover in the files, but in the final game they are sorted into pre-existing categories.

Unused Frame
A test version of a UI frame is leftover.

Unused Final
LW TEST FRAME DX11.png LW LEGO FRAME SMALL DX11.png

Beta Leftovers
There are leftover UI elements from the early access version.

Unused Icons

TRADER_DX11.TEX
LW TRADER DX11.png
The Trader icon is technically used, but it's always hidden by the symbol.
LW ICONTRADERSCREENSHOT.jpg
HOTAIRBALLOON_DX11.TEX
LW HOTAIRBALLOON DX11.png
The hot air balloon vehicle cannot be piloted by the player so the icon goes unseen.

ICON_PHOTOGRAPH_DX11.TEX
LW ICON PHOTOGRAPH DX11.png
In quests where you take a photo, the player gives the mission NPC a "photograph" item. It can't be selected by the player so the icon goes unused.

ICON_BLUEPRINT2X2_DX11.TEX
LW ICON BLUEPRINT2X2 DX11.png
When an NPC gives the player a brick build, they give you a blueprint item that cannot be selected normally.

ICON_UMBRELLA_DX11.TEX
LW ICON UMBRELLA DX11.png
The player can use the umbrella to glide as a default ability, and it can't be selected as an item, leaving the icon unused.

ICON_WORM_DX11.TEX
LW ICON WORM DX11.png
An icon for a worm item.

ICON_CHESTPADLOCK_DX11.TEX
LW ICON CHESTPADLOCK DX11.png
An icon for a chest padlock. You can't hold a padlock as an item, so the icon goes unused.

BENNY_DX11.TEX
LW BENNY DX11.png
An unused icon for Benny from the LEGO Movie is in the ADDITIONALCONTENT/2017_CLASSICSPACE/ICONS/CHARACTERS folder. Benny was not included within the DLC, only a generic blue spaceman.

Alternate Icons

Icons that are slightly different compared to the final used icons.

Unused Final Note
31038_CAR_DX11.TEX
LW 31038 CAR DX11.png
31038_CAR_DX11.TEX
LW 31038 CAR DX11-U.png
Appears to be a leftover from early access.
31038_LAWNMOWER_DX11.TEX
LW 31038 LAWNMOWER DX11.png
31038_LAWNMOWER_DX11.TEX
LW 31038 LAWNMOWER DX11-U.png
Appears to be a leftover from early access.
60076_BENDYTRUCK_DX11.TEX
LW 60076 BENDYTRUCK DX11.png
60076_BENDYTRUCKARTICULATED_DX11.TEX
LW 60076 BENDYTRUCKARTICULATED DX11.png
60092_DEEPSEASUBMARINE_DX11.TEX
LW 60092 DEEPSEASUBMARINE DX11.png
DEEPSEASUBMARINE_60092_DX11.TEX
LW DEEPSEASUBMARINE 60092 DX11.png
ARTICHELICOPTER2_60062_DX11.TEX
LW ARTICHELICOPTER2 60062 DX11.png
ARCTICHELICOPTER2_60062_DX11.TEX
LW ARCTICHELICOPTER2 60062 DX11.png
GOAT_95341_DX11.TEX
LW GOAT 95341 DX11.png
GOAT_DX11.TEX
LW GOAT DX11.png
SHOGUN_CASTLE_DX11.TEX
LW SHOGUN CASTLE DX11.png
CASTLE_SAMURAI_DX11.TEX
LW CASTLE SAMURAI DX11.png
CREATOR31038_DX11.TEX
LW CREATOR31038 DX11.png
CREATORCHANGINGSEASONS_31038_1_DX11.TEX
LW CREATORCHANGINGSEASONS 31038 1 DX11.png
Appears to be a leftover from early access.
DRINFERNO_DX11.TEX
LW DRINFERNO DX11.png
DRINFERNO_DX11.TEX
LW DRINFERNO DX11 DLC.png
The unused version is from the base game files, and the final version is from the DLC folder.
WITCH_DX11.TEX
LW WITCH DX11.png
WICKEDWITCH_FRONT_DX11.TEX
LW WICKEDWITCH FRONT DX11.png
The leg piece version appears to be leftover from the early access build.
SUPER_HORSE_DX11.TEX
LW SUPER HORSE DX11.png
HORSE_BROWN_DX11.TEX
LW HORSE BROWN DX11.png
The unused version is in an T-pose, and is in different lighting.
SUPER_PONY_DX11.TEX
LW SUPER PONY DX11.png
PONY_BROWN_DX11.TEX
LW PONY BROWN DX11.png
Ditto.
MECHANICGARAGE_DX11.TEX
LW MECHANICGARAGE DX11.png
MECHANICGARAGE_NEW_DX11.TEX
LW MECHANICGARAGE NEW DX11.png
1950SHOWCASE1_DINER_DX11.TEX
LW 1950SHOWCASE1 DINER DX11.png
JANSHOWCASE1_1950DINER_DX11.TEX
LW JANSHOWCASE1 1950DINER DX11.png
1950SHOWCASE2_GARAGE_DX11.TEX
LW 1950SHOWCASE2 GARAGE DX11.png
JANSHOWCASE2_1950GARAGE_DX11.TEX
LW JANSHOWCASE2 1950GARAGE DX11.png
1950SHOWCASE3_DRIVEIN_DX11.TEX
LW 1950SHOWCASE3 DRIVEIN DX11.png
JANSHOWCASE3_1950DRIVEIN_DX11.TEX
LW JANSHOWCASE3 1950DRIVEIN DX11.png
1950SHOWCASE4_DANCEHALL_DX11.TEX
LW 1950SHOWCASE4 DANCEHALL DX11.png
JANSHOWCASE4_1950DANCEHALL_DX11.TEX
LW JANSHOWCASE4 1950DANCEHALL DX11.png

Unused Characters

DISCODUDE
LW DISCODUDE DX11.png
The disco dude from the minifigures theme. In the COLLECTION.TXT file, it's listed with seasonal characters, meaning he was intended to be released in the showcase at some point.

MRGOLD
LW MRGOLD DX11.png
Mr. Gold, also from the minifigures theme.

NYA
LW NYA DX11.png
A not-movie version of Nya. In the COLLECTION.TXT file, its grouped with Master Chen, Anacondrai, and the Nindroid characters.

MASTERWU
LW MASTERWU DX11.png
A not-movie version of Master Wu. Also grouped with Nya.

ROMANEMPEROR
LW ROMANEMPEROR DX11.png
A character that was going to be a part of the Ancient Rome builds.

DIRECTOR
LW DIRECTOR DX11.png

HELIPILOT
LW HELIPILOT 5887 DX11.png
A character from the Dino theme. The baldness seems to be a glitch, as the minfigure it's based on has a helmet with goggles.

BOATCAPTAIN
LW BOATCAPTAIN DX11.png

CAMPLEADER
LW CAMPLEADER DX11.png
A character that could have been included in the campsite brick build.

CONSTRUCTION_F
LW CONSTRUCTION F DX11.png
A female version of the male construction worker. It can be recreated with the existing pieces in the game.

BARBER
LW BARBER DX11.png
A barber that would've fit perfectly in the barbershop brick build, but for whatever reason wasn't included.

BARISTA
LW BARISTA DX11.png
A character that would've fit in with the Coffee Shop brick build.

PARAMEDIC
LW PARAMEDIC DX11.png
A character that could've been included in the hospital brick build but wasn't.

PIRATE_PI159
LW PIRATE PI159 DX11.png

SURFERCHICK
LW SURFERCHICK DX11.png

DOWNHILLSKIER
LW DOWNHILLSKIER DX11.png

Troublemakers
The troublemakers are unplayable. The green Troublemaker can be seen on the minimap, but the blue and orange troublemakers never appear in the final game.

Character Leftovers

LEGO Friends Characters
The unused LEGO Friends characters, Kate, Olivia, and Stephanie were present in the early access version of the game, but only have the textures leftover in the final version.
OLIVIA_BODY_DX11.TEX
LW OLIVIA BODY DX11.png
KATE_BODY_DX11.TEX
LW KATE BODY DX11.png
STEPHANIE_BODY_DX11.TEX
LW STEPHANIE BODY DX11.png
They are shown at 0:27 in this video:

TOURIST_M and TOURIST_F
Unused tourist characters.

BIKER_F
An unused female version of the biker, which is also duplicated within the files as OUTLAW_F.

WEREWOLFFEMALE
At one point there was going to be a female werewolf, going by this torso texture leftover.
LW BODY WEREWOLFFEMALE FRONT DX11.png

YETIFEMALE
A female Yeti character has voice lines leftover in AUDIO/VO/VOX/YETIFEMALE.

City Jungle Explorer Characters
There are unused torso textures for characters from the jungle explorer theme, but the showcase builds would end up only including props.

POLICE Characters
Unused LEGO City characters.
COLLECTION.TXT

// Hiding some to help m/f balance
;collect "Police_60069_B"    		locked buy_in_shop  3000 owning_set_path "icons/hud/logo_city.tex"           	customiser_parts
;collect "Police_60069_D"    		locked buy_in_shop  3000 owning_set_path "icons/hud/logo_city.tex"           	customiser_parts

SPACEFAMILY
Characters only referenced in GENERIC_BUILD_QUESTS.TXT.

	//AddCharacterType SpaceFamily_Boy
	//	Collection QuestCharacter
	//	Weight 1.0 
	//	WhitelistQuest "Questgiver_AllTheBuildQuests"
	//	SpawnPriority 10.0		
	//EndCharacterType
	//
	//AddCharacterType SpaceFamily_Dad
	//	Collection QuestCharacter
	//	Weight 1.0 
	//	WhitelistQuest "Questgiver_AllTheBuildQuests"
	//	SpawnPriority 10.0		
	//EndCharacterType
	//
	//AddCharacterType SpaceFamily_Girl
	//	Collection QuestCharacter
	//	Weight 1.0 
	//	WhitelistQuest "Questgiver_AllTheBuildQuests"
	//	SpawnPriority 10.0		
	//EndCharacterType
	//
	//AddCharacterType SpaceFamily_Mum
	//	Collection QuestCharacter
	//	Weight 1.0 
	//	WhitelistQuest "Questgiver_AllTheBuildQuests"
	//	SpawnPriority 10.0		
	//EndCharacterType

Unused Creatures

KANGAROO
LW KANGAROO DX11.png

SHARK_SMALL
LW SHARK SMALL DX11.png

SHARK_SMALL_WHITE
LW SHARK SMALL WHITE DX11.png

TRICERATOPS_TRICERA01
LW TRICERATOPS TRICERA01 DX11.png

PTERANODON_PTERA02
LW PTERANODON PTERA02 DX11.png

PTERANODON_PTERA03
LW PTERANODON PTERA03 DX11.png

Unused Vehicles

Air

HELICOPTER_5887
LW HELICOPTER 5887 DX11.png
A vehicle from the Dino theme.

LIFTERHELI_5886
LW LIFTERHELI 5886 DX11.png
Ditto.

OCEANINTERCEPTOR_5888
LW OCEANINTERCEPTOR 5888 DX11.png
Ditto.

JETPACK_60077
LW JETPACK 60077 DX11.png
A jetpack vehicle, which is different from the jetpack item in the final game.

60108_HELICOPTER
LW 60108 HELICOPTER DX11.png
A fire helicopter that would end up being replaced by the helicopter included in the 2017 City Emergency showcase builds.

ARCTICHELICOPTER_60036
LW ARCTICHELICOPTER 60036 DX11.pngLW ARTICHELICOPTER 60036 DX11.png
An Arctic helicopter with a duplicate icon, the only difference being the rear light shading.

70735_RoninREX
According to the COLLECTION.TXT file, the Ronin REX vehicle was going to be released sometime post-launch. Unfortunately only the text string is leftover.

// Ninjago
;collect "70735_RoninREX" locked buy_in_shop 25000 owning_set_path "icons/hud/logo_ninjago.tex"

Land

OFFROADER_5882
LW OFFROADER 5882 DX11.png
A car from the Dino theme.

SCOUTBUGGY_5886
LW SCOUTBUGGY 5886 DX11.png
Ditto.

CAGETRUCK_5885
LW CAGETRUCK 5885 DX11.png
Ditto.

DINOCAR_5887
LW DINOCAR 5887 DX11.png
Ditto.

ROMAN_CHARIOT
LW ROMAN CHARIOT DX11.png
A vehicle intended for the Ancient Rome themed builds. In the final game there is only a prop of this chariot.

CAVECRUSHER_8708
LW CAVECRUSHER 8708 DX11.png
A vehicle from the Power Miners theme.

60076_MOBILECRANE
LW 60076 MOBILECRANE DX11.png
A crane construction vehicle.

MOUNTAINBIKE
LW MOUNTAINBIKE DX11.png
A bike using a modified frame piece.

BARREL
LW BARREL DX11.png
A brown barrel, presumably would've been driven by rolling on top of it.

60107_FIRETRUCK
LW 60107 FIRETRUCK DX11.png
A firetruck that is different from the truck included in the Fire Station showcase build.

60108_FIREBIKE
LW 60108 FIREBIKE DX11.png
An unused fire department bike.

Water

JETBOAT_5883
LW JETBOAT 5883 DX11.png
A boat from the Dino theme.

JETBOAT_5888
LW JETBOAT 5888 DX11.png
Ditto.

SURFERGIRLSURFBOARD
LW SURFERGIRLSURFBOARD DX11.png

41094_ROWINGBOAT
LW 41094 ROWINGBOAT DX11.png
A pink row boat.

PIRATEBOATBROWN_6242
LW PIRATEBOATBROWN 6242 DX11.png
A brown pirate boat that's slightly different from the one in the final game.

PIRATERAFT_6240
LW PIRATERAFT 6240 DX11.png
A raft, with a crows nest a second player can sit in.

PIRATERAFT_70410
LW PIRATERAFT 70410 DX11.png
Another raft.

Unused Brick Builds

Life Of George
Amy and Kevin from the Life of George app are unused.
AMY_DX11.TEX
LW AMY DX11.png
KEVIN_DX11.TEX
LW KEVIN DX11.png

Movie Sets
Unreleased Movie Set brick builds are referenced in TEXT.CSV, being planned to release in April of an unknown year.

Name String
APRIL_WEEK1_SPOOKY Spooky Movie Set
APRIL_WEEK2_MICROCITY City Movie Set
APRIL_WEEK3_SALOON Saloon Movie Set
APRIL_WEEK4_MARTIANLANDING Martian Movie Set

Unused Audio

Hmmm...
To do:
Add unused CBX voice lines

Narrator Lines

Audio Transcript Note
LEGO Games Master Mode
Games Master Mode - make something awesome and challenge your friends to play in it. Create a daring parkour route over a pit of lava, or a grapple gun race to the clouds. As the Games Master, so you decide on the challenge. An unreleased challenge mode.
LEGO Trains
Did somebody say that this is the LEGO Trains Update?! Yes, they did! It was me! What could be more exciting than riding a train around the place in LEGO Worlds? Well I'll tell you - being able to lay your own tracks in any layout you like, with unlimited amounts of track! That's what! Narration for the trains update which would never release for the game.
LEGO Vehicle Builder
And I thought that the LEGO Trains update was awesome. Check this out! A vehicle builder, where you can build your own vehicles! That sounds like fun, because it is. A vehicle builder update was never released for the game.
LEGO Vehicles Unknown where this was intended to be heard.
LEGO Switches, Levers, and Logic Possibly an unreleased logic mode, allowing coding within worlds.
LEGO Movie Maker Possibly for an unreleased machinima recording mode. A camera car was released, which might be a leftover from this.
LEGO Zombies
Brains...brAAAAAIIIINNSS! That was a great impression wasn't it? The LEGO Zombies update is coming your way. If you love your zombies then you're sure to love these, er, zombies. Good luck and try not to let them bite you too much when you get to the LEGO Zombies Theme World on the Galaxy Map. A zombie update was never released, although it's possible it evolved into the Monsters DLC.
LEGO City Emergency
LEGO City
The LEGO City update brings you additional Gold Bricks, new characters, vehicles and items, and guess what? Even a LEGO City! Look out for the Theme World on the Galaxy map where you can enjoy all the lovely new content. LEGO City content ended up being released under showcase builds, instead of a themed world.
Look at this place - an entire world in a state of emergency. No time to delay, get out there and use your builder skills to help out the citizens of LEGO City! Intro narration for the LEGO City World.
LEGO City: Jungle Explorers
The LEGO City: Jungle Explorers update is here! With new characters, vehicles and creatures to play with in a fantastic Theme World. Look out for it on the Galaxy Map! Only showcase builds were released for the theme.
LEGO NEXO Knights
The LEGO NEXO Knights update contains some fantastic NEXO Knights characters - both good and bad, some cool vehicles and special weapons. Look out for the Theme World on the galaxy map - this is where you'll start your NEXO Knights adventure! All the characters, vehicles, and weapons were released but as a part of the showcase builds.
LEGO Ninjago
LEGO Ninjago Movie
Swords, fighting, darting around the place, masks, sneaking up on people, and of course, big eyebrows. Yes, you've got it - this must be the LEGO Ninjago update! The Ninjago Theme World is ready for you to explore and adventure in, on the Galaxy Map. Go kick some bad guys. Narration for a Ninjago Update. Showcase brick builds were released for Ninjago and The LEGO Ninjago Movie themes, but no worlds.
LEGO Pirates Possibly narration for a Pirates themed world.
Scary sequence alert!
How does Superhero flight grab you? Was possibly intended for a superhero cape item or character.
I've got it! A new cape!  Was possibly intended for a cape item.
I'm not sure this is going to end well at all.

Unused Music

Name Audio Note
MX_CHASE3_03.OGG
An unused variation of the chase music.
MX_EVENT_CHASE_OCT16.OGG
Another unused variation of the chase music.
MX_Chase_01 N/A Only referenced in COMPOSITIONS.CFG.
Music_Badger_PlaceholderQuiet N/A Ditto.
Music_Badger_Placeholder N/A Ditto.

Survivor Mode

A new mode for the game was announced at E3 2017, titled Survivor, but it unfortunately never released.

Leftovers
There are a few leftovers from the mode, one being an unused character category, aptly titled CATEGORY_CHARS_SURVIVOR. The only character related to it is "SouwesterSailor", according to the CHARSCOLLECTIBLETAGS.CSV file.

Strings related to survivor exist in the chardata file. CHARDATA.TXT

\\\\\\\\\SURVIVOR

validate "AdditionalContent\2017_Survivor_01\Chars\Super_Character\Hat"
validate "AdditionalContent\2017_Survivor_01\Chars\Super_Character\Neck_Attachment"
validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Parrot_CPT_MaCaw"
validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Leopard"
validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Wolf"
validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Lobster"
validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Boar"
validate "AdditionalContent\2017_Survivor_01\Chars\Creature\Tiger"

validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Sail"
validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Teddy_Bear"
validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Survivor_Logo"
validate "AdditionalContent\2017_Survivor_01\Chars\Misc\Items"
validate "AdditionalContent\2017_Survivor_01\Chars\Misc\WoodenBow"
validate "AdditionalContent\2017_Survivor_01\Chars\Misc\IronBow"
validate "AdditionalContent\2017_Survivor_01\Chars\Misc\CopperBow"
validate "AdditionalContent\2017_Survivor_01\Chars\Misc\IslanderBow"

Unused Text

ENTITLEMENTS.XML

A file containing filenames for released and unreleased DLC.
The "Zoo" DLC was never released or announced, but graphics for it are leftover in The LEGO Movie 2 Videogame.
Strangely, the Monsters DLC pack is numbered after Survivor, and DLC_NAME01, 02, 04, and 05 are missing.

<Root>
<Entitlement Name="BLUE_Pug-Z" Type="Call">
	<Function Name="BLUE_Pug-Z"/>
	</Entitlement>
<Entitlement Name="Classic Space" CornwallTag="DLC_NAME03" Type="DLC">
	<ProductID>A17F8E33-D52F-430C-879A-0875C8592E98</ProductID>
	</Entitlement>
<Entitlement Name="Monster" CornwallTag="DLC_NAME07" Type="DLC">
	<ProductID>B942A340-EC03-4C69-AE35-7ACB5E902682</ProductID>
	</Entitlement>
<Entitlement Name="Survivor" CornwallTag="DLC_NAME06" Type="DLC">
	<ProductID>E79DC72F-DDB2-4453-BB30-845B84DB6D21</ProductID>
	</Entitlement>
<Entitlement Name="Seasonal" CornwallTag="DLC_NAME08" Type="Free">
	<ProductID>E1C0D84C4-4E78-4127-9BAB-5AE6A0D5BDA1</ProductID>
	</Entitlement>
<Entitlement Name="Zoo" CornwallTag="DLC_NAME09" Type="DLC">
	<ProductID>519911E1-A002-482A-BCBA-C357DD4880CA</ProductID>
	</Entitlement>
<Entitlement Name="2017_Showcase" CornwallTag="DLC_NAME10" Type="DLC">
	<ProductID>7430D539-A7C9-4236-B3EA-0D7E387CCB29</ProductID>
	</Entitlement>
<Entitlement Name="2018_Showcase" CornwallTag="DLC_NAME11" Type="DLC">
	<ProductID>6708C039-521A-45D3-9F5C-3DF67488E189</ProductID>
	</Entitlement>
<!--  Nexo Knights related entitlement  -->
<Entitlement Name="ENT_Lance_Limo" Type="Box">
	<Key>Key_Lance</Key>
	</Entitlement>
<Entitlement Name="ENT_Banshee_Prison_Carrriage" Type="Box">
	<Key>Key_Banshee</Key>
	</Entitlement>
</Root>

Removed Quests

Marked off quests exist in multiple scripts.
ABILITIES.TXT
The police and fire quests ended up being used for the showcase builds.

//txt_file "abilities/Gadgets/Savanna.txt"	// <- PConnor - commented out until abilities get added to this file
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Fireman_60107.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Firewoman_60107.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/PoliceATVDriver.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/PoliceGirl_60136.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/Robber_60135.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Minifigs/RomanEmperor.txt"
//txt_file "abilities/Quests/CharacterUnlockQuests/Creatures/FireDog_60110.txt"

FETCHQUESTS.TXT

//ability_start "TradeShield_SwampPolice_F"
	//addon_start "MechQuestFetchAbility"
		//FetchGroup_start = "Shield_SwampPolice_F"
			//Weight = 1.0
			//RequireItem = "Rifle"
			//AwardItem = "Shield"
		//FetchGroup_end

	//addon_end
//ability_end

//ability_start "TradePickaxe_Girl"
//addon_start "MechQuestFetchAbility"
		//FetchGroup_start = "Pickaxe_Girl"
			//Weight = 1.0
			//RequireItem = "Bagpipes"
			//AwardItem = "Pickaxe"
		//FetchGroup_end

	//addon_end
//ability_end

//ability_start "PirareF_CutlassFetch"
//	addon_start "MechQuestFetchAbility" 
//		FetchGroup_start = "PirateFFetchCutlass"
//		Weight = 1.0
//		Require Item = "Cutlass"
//		FetchGroup_end
//	addon_end
//ability_end

HERDCREATUREQUESTS.TXT

//ability_start "HerdCreature_1_Cowboy"
//	addon_start "MechQuestHerdCreature"
//		AddCreature = "BULL_BROWN", SpawnQuantity = 2, RequestedQuantity = 3
//		AddCreature = "COW_BROWN", SpawnQuantity = 1, RequestedQuantity = 3
//		MinSpawnRange=4
//		MaxSpawnRange=6
//		CompletionRange=2
//		FailRange=10
//		MaxCreatureWanderRange=10
//	addon_end
//ability_end

LXFMLPLACEMENTQUESTS.TXT
"LXFML" is the internal name for the brick builds.

\\ability_start "LXFMLPlacement_PirateGirl_KrowsNest"
	\\subability_start "LXFMLPlacementQuest_SuppressAbilities"
	\\subability_end	
	\\addon_start "MechQuestPlaceLXFMLImplementationAbility"
\\AddLXFML_start = "PirateIsles/PLKROWSNEST.LXFML"
		\\OffsetX = 22
		\\OffsetZ = -10
		\\Orientation = W
\\AddLXFML_end
	\\addon_end
\\ability_end

PHOTOSNAPQUESTS.TXT

//ability_start "PhotoSnap_1_Octopus"
//	addon_start "MechQuestPhotoSnap"
//		LensItemName="Camera"
//		AddVehicleTarget="Octopus_DarkRed"
//	addon_end
//ability_end

BUILDQUESTS.TXT

//ability_start "Build_StarterWorld_Builder60076_B_1"
//	addon_start "MechQuestBuildAbility"
//		//PerformCameraIntro
//		MinimumBricksRequired = 50
//		BonusBricksRequired = 100
//		BonusPropTypesRequired = 1
//		RequiresWalls
//		AddRequiredPropType = "Functional/Campfire", RequestedCount = 1, RequestType = AtLeast
//		AddRequiredPropType = "Generic/GenDoubleSofa", RequestedCount = 3, RequestType = AtLeast
//		AddBonusPropType = "PirateIsles/SandCastle1", RequestedCount = 1, RequestType = AtLeast
//	addon_end
//ability_end

// Test for an ad-hoc build quest
//ability_start "Build_Sheriff"
//	addon_start "MechQuestBuildAbility"
//		MinimumBricksRequired = 25
//      BonusBricksRequired = 50                                         
//		PositionOffset = <-4.15f, 0.2f, -0.1f>
//       SizeOffset = <1.7f, 1.0f, 2.0f>
//        SizeIsAbsolute
//		//AddRequiredPropType = "Western/WesternSaloonStool", RequestedCount = 3, RequestType = AtLeast
//		//AddRequiredPropType = "Western/WesternSaloonTableRound", RequestedCount = 2, RequestType = AtLeast
//		//AddRequiredPropType = "Western/WesternStoreMilkCanister", RequestedCount = 5, RequestType = AtLeast
//		//AddRequiredPropType = "Western/WesternStoreBarrels", RequestedCount = 4, RequestType = AtLeast
//	addon_end
//ability_end

Android Build Strings

Text strings leftover in TEXT.CSV relating to an Android port of the game.

Name String
TT_ANDROID_BUILD_APP_NAME_BADGER LEGO® Worlds
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_CANCEL Cancel
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_CANCEL_VERIFY Cancel Verification
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_PAUSE Pause Download
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_RESUME Resume Download
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_RESUME_CELLULAR Resume download
TT_ANDROID_BUILD_STRING_TEXT_BUTTON_WIFI_SETTINGS Wi-Fi settings
TT_ANDROID_BUILD_STRING_TEXT_PAUSED_CELLULAR Would you like to enable downloading over cellular connections? Depending on your data plan, this may cost you money.
TT_ANDROID_BUILD_STRING_TEXT_PAUSED_CELLULAR_2 If you choose not to enable downloading over cellular connections, the download will automatically resume when wi-fi is available.
TT_ANDROID_BUILD_STRING_TEXT_VALIDATION_COMPLETE XAPK File Validation Complete. Select OK to exit.
TT_ANDROID_BUILD_STRING_TEXT_VALIDATION_FAILED XAPK File Validation Failed.
TT_ANDROID_BUILD_STRING_TEXT_VERIFYING_DOWNLOAD Verifying Download

Test Levels

Test level filenames are listed in AREAS.TXT.

//-------------------------------------
// TEST
//-------------------------------------


////MechTEST
area_start
	dir "Test\MECHTEST"
	file "MechTest"
	level "MechTestSys1"
	level "MechTestWorld"
	level "MechTestLoad"
	level "MechTestGUIBoot"
	level "MechTestKonstructs"
	hub_area
	test_area
	no_completion_points
area_end

////TechTEST
area_start
	dir "Test\TechTest"
	file "TechTest"
	level "DebCTest"
	level "LEGOShaderTest"
	test_area
	no_completion_points
area_end

////SimulationTEST
area_start
	dir "Test\SimulationTest"
	file "SimulationTest"
	level "ApiRope"
	level "DynoTest"
	test_area
	no_completion_points
area_end
////ApprovalTest
area_start
	dir "Test\PropApprovalTest"
	file "PropApprovalTest"
	level "CreatorApproval"
	level "Ninjago"
	test_area
	no_completion_points
area_end
////ArtTest
area_start
	dir "Test\ArtTest"
	file "ArtTest"
	test_area
	no_completion_points
area_end

////ModelTEST
area_start
	dir "Test\ModelTEST"
	file "ModelTest"
	level "VehicleTest"
        level "VehcileTest_CityNexo"
	test_area
	no_completion_points
area_end
////ConstructionTEST

area_start
	dir "Test\ConstructionTest"
	file "ConstructionTest"
	level "JLTest"
	test_area
	no_completion_points
area_end

Guides & Dev Comments

Some programmers were nice enough to add guides and comprehensive comments for the other programmers within scripts.

ESCORTQUESTS.TXT

//====================================================================================================
//
//		FILE:		Escort Quests
//		AUTHOR:		James Sillett
//		EDITORS:	
//		DATE:		2017/07/06
//		DESC:		Types of lead to point of interest quest 	
//
//====================================================================================================
//====================================================================================================
//		USER GUIDE
//
//		PoiType = "Cell" , "Kolony", "Character", or "Prop"
//		PoiSubType (for Cell) = "SafeWater" or "SafeGround"
//		PoiSubType (for Kolony) = Kolony name e.g "LandingSiteRegular" 
//		PoiSubType (for Character) = Character name e.g. "Police_F"
//		PoiSubType (for Prop) = Prop classification + Prop name e.g. "Basic/TreeMedium"
//		PoiSubType (for Vehicle) = Vehical Name e.g. "MotorCycle"
//
//		PoiSearchRadius is the disance you have to be to the target for the quest to trigger complete
//		Better to keep this small for cell quest because of the detection method, no restraints with the others
//		Will calculate the distance to the centre of the target kolony, character, or prop so take into account it's size when allocating this value
//
//		CombatReactionOverrideByAnim does what it says on the tin. If true the default combat behaviour for the character will be overriden with the anim listed. 
//		If none is listed I think i used idle_scared.
//		CombatReactionOverrideAnimName should be the string name for the animation e.g. "wave".
//
//		AmbushCountMax is the maximum number of times you can be ambushed during the quest (set to zero to disable ambushes).
//
//		AmbusherCountScaling. Okay this is a little confusing but basicly; 
//		the value you assign here will linearly interpolate between the initial ambush counts (in AddAmbushers) and the scaled value as the waves progress.
//		So if your inital spawn count is 2, your scaling is 10.0, wave one will spawn 2, the final wave will spawn 10, the other waves will spawn somewhere in between
//
//		AmbusherSimultaneosCountMax is the maximum number of enemies that can be spawned at once. 
//		Active ambushers die more will continue to spawn till this number of ambushers exist; asuming there are spawn counts remaining.
//
//		AmbushIntervalMin / AmbushIntervalMax define the min/max periods of time (seconds) between ambushes.
//
//		SpawnDelayMin / SpawnDelayMax is the interval between ambusher spawns during an ambush
//		This can be used to stop you overwhelming the player with too many ambushers
//
//		SpawnRangeMin / SpawnRangeMax is just the range at which ambushers can spawn.
//
//		AmbusherEscapeRange is the distance from an ambusher you must get for them to despawn
//
//
//====================================================================================================

FETCHQUESTS.TXT

// =================================================================================
//																					
//	   .=============.	  Description:	Various fetch quest instances
//	  / (_) (_) (_) /|	  Author:		Phil de Groot									
//	 /-===========-/ |	  Date:			2016/11/01
//	 |             |/	  
//	 '-===========-'					
//
// =================================================================================
// So, about these fetch quests. These implementation should replace the old Objective_HaveItem
// entries in the quest just to make it more consistent. Fetch quests abilities should be added
// as a custom data ability. 
// 
// The fetch quests are setup so you can specify multiple trades in a single ability to reduce 
// boilerplate ability data. 
// The basic setup is as follows: Each fetch quest can have multiple groups denoted by the
// FetchGroup_start and FetchGroup_end keywords. Each FetchGroup needs to have a unique name 
// which is due to how the ability system works. 
// Within these fetch groups you can specify the following data: 
// Weight 		- The weighting of this group i.e. the relative chance it will be chosen. 
// RequireItem 	- Name of the item required for the fetch quest. This will be handed over and 
//				  consumed. You can specify any number of required items for a group (up to 5 due 
//				  to thought bubble limitations)
// AwardItem 	- Name of the item you want to give to the player to facilitate trade quests. Again 
//			   	  you can specify any number of award items to give to the player. 

SKATEBOARDMOVEMENT.TXT

///< an ability to try and make a skateboard behave nicely :) 
ability_start "SkateboardCharacterMovement"
	
	subability_start "InertialMovement"
		
		AllowRunStop = false	///< though might be cool to get a skid stop anim made
		MinTimeForSlowInitialMovement = 0.0
		
	subability_end
	
	addon_start "SimpleEventReactions"
		
		reaction_start=#GRAVITY_ALIGN
			listen_for_event=#OBJECTALIVE, object_has_ability="InertialMovementAtTopSpeed"
			add_ability="SkateboardTopSpeedGravityAlign", timeout = 0.5				
		reaction_end
			
	addon_end
	
	suppress_ability "SuppressAlignWithGravity" ///< AlignGravityToGroundNormalAbility needs this enabled
	
ability_end

TERRAFORMING.TXT

ability_start MoleMachineVehicleControls
	
	// TEMPORARY ability? Should get removed when input is set up correctly.
	subability_start "BadgerVehicleControls"
	
		ROTATIONAL_CONTROLS
			ALTITUDE_FROM_LEFTSTICK
		
		DIRECTIONAL_CONTROLS
			ALTITUDE_FROM_BUTTONS
			ALLOW_THROTTLE_BUTTON_WHEN_ALTITUDE_FROM_BUTTON
	
	subability_end

ability_end

VEHICLEANIMOVERRIDES.TXT

ability_start "StageCoachAnimController"

	// We're using the flying vehicle anim controller because it does exactly what we need on ground.
	subability_start "FlyingVehicleAnimControllerAbility"
		
		anim_idle = "deactivated"
		anim_move = "ride"
		anim_move_reverse = "Reverse"
		use_ground_param = true
		
	subability_end

	// Needed for the on-ground check
	subability "VehicleOnGroundInfoAbility"

ability_end

COLLECTONLANDING.TXT

//===========================================================================================
// I'm so sorry, can't put this in the Agents DLC content unfortunately because we need to 
// attach this to the GENERIC_PLAYER ability which we can't extend in DLC data... :( 

ability_start "CollectAgentsUponLanding"
	subability_start "BadgerCollectCollectablesOnLandingAbility"
		Checkpoint = "LegoAgentsPack"
		ValueToSet = "Unlocked"
		DisplayMessage = "CONTENT_UNLOCKED_AGENTS"
		
		SetCollectable = AgentChase, CollectableType = "Character", State = "Collected"
		SetCollectable = AgentTrace, CollectableType = "Character", State = "Collected"
		SetCollectable = DrInferno, CollectableType = "Character", State = "Collected"
		SetCollectable = DynaMite, CollectableType = "Character", State = "Collected"
		SetCollectable = Octopus_Glow, CollectableType = "Character", State = "Collected" 
		SetCollectable = AgentsCar_8635, CollectableType = "Character", State = "Collected"
		SetCollectable = HeliPack_8631, CollectableType = "Character", State = "Collected"
		SetCollectable = HoverJet_8635, CollectableType = "Character", State = "Collected"
		SetCollectable = PropBoat_8632, CollectableType = "Character", State = "Collected"
		SetCollectable = AgentsPistol, CollectableType = "Item", State = "Collected"
	subability_end
ability_end

SUBTHEMES.TXT

//-----------------------------------------------------------------------
// Ability to go onto all player characters. Activates a subtheme when in caves, tunnels or dungeons.
//-----------------------------------------------------------------------
ability_start "DefaultUndergroundSubTheme"

	canuseon_edclass "MechCharacter"

	subability_start "UndergroundSubThemeAbility"

		subtheme_name = "DefaultUnderground"
		occlusion_threshold = 0.1

	subability_end

ability_end


//-----------------------------------------------------------------------
// Ability to go onto props. Activates a subtheme when a player gets in range.
// This is an example of how to set up an AreaSubThemeAbility.
//-----------------------------------------------------------------------
ability_start "DemonPropAreaSubTheme"

	canuseon_edclass "GadgetBase"

	subability_start "AreaSubThemeAbility"

		subtheme_name = "DemonArea"
		range = 2.0

	subability_end

ability_end

_ABOUT.TXT

// ======================================================================|pdeGroot|==
//																					
//	   .=============.	  File:			_About.txt
//	  / (_) (_) (_) /|	  Author:		Phil de Groot
//	 /-===========-/ |	  Date:			2017/07/07
//	 |             |/	  Description:	Specific abilities dependent on in what theme
//	 '-===========-'					a character has spawned in.
//										Does not update the ability when crossing
//										over into a different theme.
//
//	Theme specific customisation usage: 
//	ability_start "MechTerraformThemeSpecificAbility"
//		Theme_start = "ThemeA"
//			Ability = "Ability1", Weight = 0.2 
//			Ability = "Ability2", Weight = 0.1
//			Ability = "EmptyAbility", Weight = 0.7
//		Theme_end
//	ability_end
//	
//	If a character is spawned in ThemeA there is a 20% chance of Ability1, 10% chance
//	of Ability2 and a 70% chance of an EmptyAbility being added. Weights do not have to be 
//	normalised and can be any value.
//
// =================================================================================

CHEATS.TXT

// Defines the cheats for the game
//
// Commands:
//		Cheat "Cheat Name" - Starts a new cheat
//		Cost <Value> - Defines the amount of coins needed to buy the cheat
//		CheatCode "123456" - 6 byte code that can be typed in to the game to unlock the cheat
//		UnlockOnRedBrick "Red brick name" - Unlocks the cheat when the specified red brick is collected
//		CollectOnRedBrick "Red brick name" - Collects the cheat when the specified red brick is collected
//		r <Value 0 - 255> - The red part of the display colour
//		g <Value 0 - 255> - The green part of the display colour
//		b <Value 0 - 255> - The blue part of the display colour 

RULES.TXT

// Defines the collectable rules for the game
//
// Commands:
//		Rule InstanceName == StateName - Starts a new rule & specifies the conditions. Also supports '!=', 'and', 'or'
//		EndRule	- Ends the current rule
//		Rule NewContent - This is a predefined rule that gets called on a new game (or when a DLC is installed)
//		Unlock InstanceName - Unlocks a collectable instance
//		Unlock type.InstanceName - Unlocks a collectable instance & specifies the type if 2 collectables have the same name
//		Collect InstanceName - Collects a collectable instance
//		Collect type.InstanceName - Collects a collectable instance & specifies the type if 2 collectables have the same name
//		SetState InstanceName StateName - Sets the state on the specified collectable instance
//		SetState type.InstanceName StateName - Sets the state on the specified collectable instance & specifies the type if 2 collectables have the same name
//
//	Example:
//		Rule Ghostbusters == Complete
//			Collect PeterVenkman
//			Unlock GoldBricks.Hub_DC_DC_Quest01
//		EndRule
///< -------------------- vehicle unlock rules --------------------

VOCOLLECTABLES.TXT

//Collectables for various VOs that we need to track. 
//Basically we have one collectable for each VO that some system might play (like the incidental Quest accepted VOs) 
//The collectables are for tracking the last time each of these things has been played.

AddEntry "DX_Narrator_TheObjectsThat"
AddEntry "DX_Narrator_SomeoneElseMight"

CHECKPOINTS_AUTO.TXT

An extremely simple script in the COLLECTABLES folder. It's like they gave up after they created the script. Here it is in it's entirety.

meh

BANKS.CFG

A configuration file with seems to reuse strings from LEGO Batman 2.

; ============================================================================
; ==                                                                        ==
; ==  LEGO - Badger  -  Streaming track bank config file                    ==
; ==                                                                        ==
; ==                            Sam Brown                                   ==
; ==                                                                        ==
; ==  Documentation: http://tt-intranet/wiki/index.php/Audio#Banks.cfg      ==
; ==                                                                        ==
; ============================================================================


; ===================================================
; ================ Global settings ==================
; ===================================================

ReportErrors


; ===============================================
; ==============  Start of banks  ===============
; ===============================================

; === Misc banks ===

; === Hub banks ===

;Bank "Hub_Gotham"
    ;Track  "GothamCity_Qui"  Class Quiet     Volume 0.26
    ;Track  "Action1"         Class Action    ;Volume 0.36
    ;Track  "Amb_City"        Class Ambience  ;Volume 0.30


; === Levels ===

Internal Name

According to filenames and scripts, the internal name of the game is Project Badger.