# Baileywiki Better Levels — First Release (v0.0.1) **Better Levels** makes Foundry VTT's native Scene **Levels** feature fast, forgiving, and hard to misconfigure. It automates the tedious parts of building multi-floor scenes — generating levels, tagging surfaces, wiring stairs, naming things — and continuously audits your scene for the easy-to-miss mistakes that break Levels, with one-click fixes. > **Requirements:** Foundry VTT **v14** (system-agnostic — works with any game system). The **Vehicle** button additionally requires **Baileywiki Mass Edit** (multi-token-edit). --- ## ✨ Highlights ### 🏗️ Auto-Build Levels Generate a complete, correctly-wired set of levels in seconds. Tell it how many above-ground floors, how many basements, whether to add a roof, and the floor height — Better Levels creates the level bands, names them with their elevation range (e.g. `Level 02 (10 | 20)`), and **auto-assigns visibility** between them by rule: above-ground floors see each other, basements stay sealed. Existing bands that already match are preserved. ### 🧱 Build Mode A single toggle that turns your scene into a clean build surface: - **Hides overhead clutter** — tiles on the current floor's ceiling and any higher level are hidden, so you can see and work on the level you're building. - **Adds Tile HUD buttons** (shown only while Build Mode is on) for one-click configuration: - **Auto-configure Floor** — sets the tile up as a floor *and* creates its Surface region - **Auto-configure Roof** - **Auto-configure Basement** - **Auto-configure Balcony** - **Auto-configure Vehicle** — turns every region attached to the selected prefab into a Mass Edit **Link Token** "deck," so tokens ride it *(requires Mass Edit)* - **Move to Level** — retag and re-elevate the selected tile to another level ### 🩺 Scene Audit & Self-Repair A live audit that catches the configuration mistakes that quietly break Levels — **26 rules** covering elevation/level conflicts, missing or mis-placed surfaces, stair and elevator wiring, level visibility, light tagging, roof/floor occlusion, degenerate or overlapping bands, leftover legacy flags, and more. - **Fix** any issue with one click, or **Fix All** at once - **Ignore** an individual issue, or **disable a whole rule** per scene, when a build intentionally breaks convention - The helper panel shows a live count so you always know your scene's health ### ✨ Auto-Fix (Fix Entity) Select any placeable and click **Fix** in the helper panel — Better Levels configures it from scratch. It infers everything it can from the entity itself (a tile's role, a region's surface-vs-stair purpose, the right level from a level tag or a deliberate elevation) and only asks when it genuinely can't tell — batching any questions into a single dialog with best-guess defaults pre-selected. It then configures the entity end-to-end (sets a tile's role + Surface region, wires a stair, tags lights/sounds/drawings/walls to the right level) and finishes with a one-click **"Go to that level"** button so you can immediately see the result. It deliberately does **not** assume a level from an elevation of 0 (the default placement state), asking instead. ### 🪜 Region Tools - **Auto-Stair mode** — while on, any region you draw becomes a Change Level stair connecting the current level to the one above, with movement and elevation pre-wired - **Make Surface** — turn any selected region(s) into a level surface, no tile required - **Smart naming** — new tiles are named from their **texture filename** instead of a random GUID, and managed regions are named by purpose and level: `Surface Level 02 (10 | 20)`, `Stair Level 01 ↔ Level 02` ### 🎛️ Helper Panel A compact, draggable panel that docks under the Levels nav and collapses to a single floating button. Centralizes the live toggles (Build Mode, Create Stairs) and actions (Generate, Audit, Set Defaults), and surfaces the current audit count at a glance. --- ## ⚙️ Configuration ### Set Defaults Opinionated, scene-building preferences you can turn on or off: - Seal basements (not visible to other levels) - Apply line-of-sight occlusion to floor tiles (not just roofs) - Give auto-configured roofs a Surface region of infinite height - Set Better Roofs' "Reveals Fog of War" on roofs ### Module Settings Additional feature toggles in the standard Foundry module settings: - Show the Better Levels toolbar button - Auto-show the helper panel on Levels scenes - **Match elevation to level on token level-change** — changing a token's level now also moves its elevation to that level's band (**on by default**; turn it off here to keep the old elevation-stays-put behavior) - Auto-set a light's elevation to its band on drop (lights stay untagged) - Auto-name tiles from their filename --- ## 📦 Install & Notes 1. Install/enable **Baileywiki Better Levels** in any **Foundry v14** world. 2. (Optional) Install **Baileywiki Mass Edit** to enable the **Vehicle / Link Token** button. 3. Open a scene, hit **Generate Levels**, then toggle **Build Mode** and start configuring tiles from the HUD. This is an early first release (v0.0.1) — feedback and bug reports are very welcome.