# *world* library ```lua -- Checks if world is open world.is_open() -> bool -- Returns worlds information. world.get_list() -> tables array { -- world name name: str, -- world icon/preview (loading automatically) icon: str -- engine version the world was saved on version: {int, int} } -- Returns current day time in range \[0.0-1.0\] -- where 0.0 and 1.0 - midnight, 0.5 - noon. world.get_day_time() -> number -- Set day time value. world.set_day_time(time: number) -- Sets the specified day time cycle speed. world.set_day_time_speed(value: number) -- Returns the day time cycle speed. world.get_day_time_speed() -> number -- Returns total time passed in the world. world.get_total_time() -> number -- Returns world seed. world.get_seed() -> int -- Returns generator name. world.get_generator() -> str -- Checks the existence of a world by name. world.exists(name: str) -> bool -- Checks if the current time is daytime. From 0.333(8am) to 0.833(8pm). world.is_day() -> bool -- Checks if the current time is nighttime. From 0.833(8pm) to 0.333(8am). world.is_night() -> bool -- Returns the total number of chunks loaded into memory world.count_chunks() -> int -- Returns the compressed chunk data to send. -- If the chunk is not loaded, returns the saved data. -- Currently includes: -- 1. Voxel data (id and state) -- 2. Voxel metadata (fields) world.get_chunk_data(x: int, z: int) -> Bytearray or nil -- Modifies the chunk based on the compressed data. -- Returns true if the chunk exists. world.set_chunk_data( x: int, z: int, -- compressed chunk data data: Bytearray ) -> bool -- Saves chunk data to region. -- Changes will be written to file only on world save. world.save_chunk_data( x: int, z: int, -- compressed chunk data data: Bytearray ) ```