// File ContraptionSaver.File.Delete(Player, Path) // Delete a file ContraptionSaver.File.Save(Player, Table, Path) // Save table of entities and constraints to a file ContraptionSaver.File.Load(Table, Path, Cache) // Cache is a boolean // Spawn ContraptionSaver.SpawnInParts(Player, Table) // Table must have Entities table and Constraints table // Ghost entities ContraptionSaver.CreateGhostEntities(Entities) // Returns a table of entities ContraptionSaver.RemoveGhostEntities(Player) // Removes a players ghost entities // Entities ContraptionSaver.GetFirstEntity(Entities) // Get the first entity from a table of entities ContraptionSaver.CheckEntitiesAreValid(Entities) // Check if entities are valid and delete entries that aren't ContraptionSaver.FreezeEntity(Entity) // Freeze an entity // Directories ContraptionSaver.RecursiveFind(Directory, Function) // Find all files in a directory and call a function with each file ContraptionSaver.SetDirectoryOwner(Player, Directory) // Set the owner of a directory ContraptionSaver.IsDirectoryOwner(Player, Directory) // Check if a player owns a directory ContraptionSaver.CreateTrailingSlash(Directory) // Remove all slashes and add a trailing one ContraptionSaver.GetFilePath(Player) // Returns a player's current file and directory ContraptionSaver.GenerateDirectories(Player) // Generate directories clientside for a player // Files ContraptionSaver.FormatFile(File) // Format a file by removing things like slashes // Messages ContraptionSaver.Message(Player, Message) // Send a message to a player in a hint-like box ContraptionSaver.MessageAll(Message) // Send a message to all players in the chat area // Other ContraptionSaver.ConvertModel(Model) // Convert a model path to a valid one // Timers ContraptionSaver.Timers.Add(Time, Function, ...) // Add a timer that uses pcall // Selection ContraptionSaver.Clear(Player) // Clear a players selection ContraptionSaver.Deselect(Player, Entity) // Deselect an entity ContraptionSaver.Select(Player, Entity) // Select an entity ContraptionSaver.SelectConnected(Player, Entity) // Select entity and all entities connected