Every tag and every system in Nereu, live from marketplace/tags/ — the same registry the engine loads, so this can't disagree with what you get. Click any part to inspect what it is, the systems it turns on, and the dials it hands you.
Click any tag. This panel mirrors the editor's inspector: what it is, which systems it injects, the dials it hands the user, and its wiring rules.
A system never appears in the UI — a tag invites it in, and the tag's config is the modifier. Where several tags share one system, the differing config keys are highlighted: those ARE the modifiers.
position, rotation, scale exist as layer-asset tags, invisible in the UI. Your instinct is already the shipped model.camera, audio, particle). This is where the model is least landed — see decisions 1–3.systems field; the per-tag config is the modifier. Four camera nouns already share ONE tps_camera system with different configs — your Kart/Arcade/Realistic idea, live.L0 Asset → L1 Transform → L2 Kind (one per asset) → L3 Slots (per-kind, single-choice, may be empty, Rules can reassign at runtime) → L4 Abilities (stackable, kind-agnostic) — plus Aspects (audio, particle, light: attachments anything can wear — the torch wears all three) and States (data-only tags Rules flip at play time).
Kinds v1: Character, Vehicle, Camera, Item (née Pickup), Weapon (new — gun|sword|bow…), Terrain (sculpted|hex|tiles), Track (kits carry the flavor: road, race, railway), Prop (no slots — pure ability stack), UI. Building reserved for RTS. driver (player|ai|commanded) is one shared slot across Character and Vehicle. One ACTIVE camera per player at any instant (Law 9).
Outstanding: the aspect cap at three, awaiting Arturo's confirm (spec §7.6). This map still renders the CURRENT registry — it re-keys onto the v3 axes when migration starts.
Your “L2 tags can't be the same” rule. Today each noun is singleton (you can't wear coin twice) but nothing stops coin + hazard on one asset — identity exclusivity is per-tag, not per-asset. Some combos are deliberate (a spiky coin?); most are nonsense.
hazard arguably IS one — it hurts you, it doesn't define you).Only 3 of 9 families exist as actual tags (camera, audio, particle); character/vehicle/pickup/world are implicit groupings. Inconsistent: some assets wear a family tag + a noun, others only a noun.
kart an identity or a driving style?Today kart is a noun wiring its own kart_controller system, beside vehicle → vehicle_controller. Your model says: Vehicle is the L2 atom, and Kart/Arcade/Realistic/Tank are modifiers on one VehicleControllingSystem.
vehicle noun, one vehicle-controller system, a style modifier (kart | arcade | realistic | tank). kart the tag survives as a preset over vehicle — same pattern as camera nouns over tps_camera. This is the strongest single simplification available, and it sets the precedent for every future “variant” ask.Your L2 lists Player and NPC as atoms. The NPC-AI work concluded the opposite: character is the identity, and WHO controls it (player input vs ai) is a driver — swap the driver, same character. The roadmap already carries “unify player movement tags onto character.”
player and npc stay as tags-as-presets: player = character + you-drive, npc = character + ai. Nothing to unlearn, and the driver swap (“let me possess the goblin”) stays one move.The code says systems, the docs say behaviors, the inspector says SYSTEMS, script tools say scripts. Your framing — tags invite systems in, modifiers tune them — is the cleanest sentence anyone has produced for this.
Sources: marketplace/tags/*.json (data), docs/tag-hierarchy.md (current model), docs/npc-ai.md (driver argument), ROADMAP → NPC AI deferred items. This page renders the real registry — when a decision lands, regenerate it and the map can't lie.