List of Objects
objects missing from list:
- Lamp Strip Verlet - Circuits/Decoration
List of placeable objects
General Progression
Image | Name | Type | Layer | Description |
---|---|---|---|---|
TBA | Monster | monster
|
The monster which the player controls. | |
TBA | Chamber | chamber
|
A highly customizable Chamber. For more information and a list of all Chamber types, see the full description below. | |
Hive/Checkpoint | hive_place
|
The hive or checkpoint used to save the game and heal at. | ||
Goal | goal
|
The level goal used to end the level and/or return to the overworld/next level. | ||
Level Summary | level_summary
|
A large panel that displays a level's name and details. | ||
Sequence Entrance | sequence_entrance
|
A very large machine that acts as a level entrance. | ||
Portal | portal
|
A door in the background that can send the player to another portal in an instant. Can also be used as decoration when it has no target. | ||
TBA | Morph | morph
|
A Morph will get rid of a certain area of Tiles to form a new path for the Monster. For more information, see the full description below. | |
Power Node | power_node
|
A Power Node used to recharge the Monsters' Defensive Ability. It has a few customizable properties and can be Reinforced. | ||
Cocoon | cocoon
|
A placeable cocoon, similar to the one the player can create in the goo. When consumed, adds 5 nodes to the monster.
Has no custom properties. | ||
TBA | Upgrade Container | upgrade_container
|
An Upgrade Container that can be assigned an UpgradeType , which will be consumed once the player breaks it. For more information and a list of all Upgrade Types, see the full description below. | |
TBA | Broken Upgrade Container | upgrade_container IsBroken
|
A Broken Container that cannot be interacted with. | |
Plain Door | plain_door
|
A plain door which can be opened as a monster or human. It has a few properties which can change its strength and whether it's locked or not. | ||
Obstacle | obstacle
|
An obstacle, most commonly a vent grating but also has variations for: wood, brick and reinforced metal which all need different levels of an offensive ability to break or alternatively a sticky bomb which can destroy any type. | ||
Rivet | rivet
|
A Rivet that can be ripped out from its flat side using Harpoon Vortex (Harpagorrhea) or be broken from its back side using Dash (Xiphorrhea). | ||
TBA | Glass/Window | glass_wall
|
Can have any size and has a reinforced toggle which makes it unbreakable. In its normal state it can be broken using some abilities and by throwing objects at it. | |
TBA | Water | water
|
A pool of water that can be either normal water or a Biomass deposit. It can have its height changed after receiving a signal. |
Enemies
Image | Name | Type | Layer | Description |
---|---|---|---|---|
(2x scale) |
Humans / Soldiers | human human_corpse
|
A human can be either a civilian or a soldier depending on whether they're holding a weapon or not and, if so, which weapon they're holding. Depending on the weapon, they can wear heavy armor that makes them unable to be consumed by the monster. For more information, see the full description below. | |
(2x scale) |
Mech | mech
|
A Mech which Humans can enter and control. It doesn't do anything by itself and has two directions it can face. | |
TBA | Sentry Drone Seating | sentry_drone
|
A Sentry Drone Seating which can release a Sentry Drone once the monster gets within proximity or can be triggered through an input. | |
TBA | Scout Drone | scout_drone
|
A Scout Drone, which flies towards the monster and attacks it with its fans. | |
TBA | Scout Drone Holder / Missile Tank | missile_tank
|
A large Tank which releases 4 Scout Drones once the monster gets within proximity. | |
(2x scale) |
Turret | turret
|
An automated rotating Turret with a customizable angle and speed. It has 3 projectile types:
|
Circuits
Image | Name | Type | Layer | Description |
---|---|---|---|---|
TBA | Block Door | block_door
|
A block door which opens immediately, it can be as large as you want but only in length, it will always be two tiles wide. | |
TBA | Door | door
|
A door which can be opened using an output signal. | |
TBA | Floodgate | floodgate
|
A floodgate which is a very large gate that has both a vertical and horizontal variant. | |
Elevator | elevator
|
An Elevator which can travel inbetween two Markers. For a more detailed explanation, see Guide:Mapping_Elevator. | ||
TBA | Generic Interaction | generic_interaction
|
A generic interaction that can be used as an output signal, can display a custom text and have a custom animation assigned to it. Can be interacted with as both human and monster using the Spacebar. For a more detailed explanation, see Guide:Mapping_GenericInteraction. | |
TBA | Tooltip Trigger | tooltip_trigger
|
A trigger which, once inside, will display any text at the bottom of the screen. It can also be used as a normal trigger that as an output signal. For a more detailed explanation, see Guide:TooltipTrigger. | |
TBA | Growing Tentacle | growing_tentacle
|
A Tentacle which can grow a specified path. For a more detailed explanation, see Guide:Mapping_GrowingTentacles. | |
TBA | Jammer | jammer_receiver
|
A Jammer which can be assigned certain enemies and once those enemies are dead, it will give an output signal. For a more detailed explanation, see Guide:Mapping_Jammer. | |
TBA | Lamp | lamp
|
Not to be confused with Lights, a Lamp with various different Sprites/looks that is very customizable with its coloring, intensity, radius, etc. as well as whether it's hanging or not. See the full Description below for a full list of all lamp sprites. | |
TBA | Laser | laser_beam
|
A laser which has multiple directions and can output a signal if interrupted. For a more detailed explanation, see Guide:Mapping_Lasers. | |
(2x scale) |
Nuclear Core | nuclear_core
|
A Nuclear Core that can be inserted into a Nuclear Generator.
Has no custom properties. | |
Nuclear Core Dispenser | nuclear_core_dispenser
|
A Nuclear Core Dispenser that releases a Nuclear Core when it receives an input signal.
Has no custom properties. | ||
Nuclear Generator | nuclear_generator
|
A Nuclear Generator which requires a Nuclear Core to activate. Once activated, it sends an output signal. | ||
(2x scale) |
Palm Reader | palm_reader
|
A Palm Reader which you can interact with as both monster and human. Can be hooked up to a Palm Scanner. For a more detailed explanation, see Guide:Mapping_PalmScanner. | |
Palm Scanner | palm_scanner
|
Can be used with a Palm Reader to serve as an output signal, requires player to interact with it as a human in the Ultimate Impersonation (Parasitism 2) form - else it will not work. For a more detailed explanation, see Guide:Mapping_PalmScanner. | ||
Switch/Lever | switch
|
A switch which activates an output, most commonly used for opening doors or triggering other events. | ||
TBA | C4 | c4
|
An explosive charge that can be activated with a signal. | |
TBA | Sticky Bomb | sticky_bomb
|
A freely rotatable Sticky Bomb Holder which will release a Sticky Bomb onto the Monster if it passes through. It has an On and Off state. | |
TBA | Instakill Grid | instakill_grid
|
A grid on the background that, when activated, deals damage to anything in contact with it. It kills the monster on contact. | |
Turbine | turbine
|
A freely rotatable Turbine with an On and Off state. It has collision and can damage the player as well as humans. |
Destructibles
Image | Name | Type | Layer | Description |
---|---|---|---|---|
Cabinet | destructible TypeStr: cabinet
|
A grabbable Cabinet with 8 different variations. | ||
Drawer | destructible TypeStr: drawer
|
A grabbable drawer. | ||
TBA | Empty Container | destructible TypeStr: empty_jar
|
An Empty Container that cannot be interacted with. | |
TBA | Small Lab Equipment | destructible TypeStr: lab_glassware lab_burner lab_microscope lab_tube_rack |
Various small Lab equipment. Includes: Glassware, Burner, Microscope and a Tube Rack. They can each be grabbed and thrown around. | |
Locker | destructible TypeStr: locker
|
A static locker that you can rip the door off of. | ||
Mainframe | destructible TypeStr: mainframe
|
A grabbable Mainframe. | ||
Table/Desk | destructible TypeStr: OFFICE_DESK
|
A grabbable Table. | ||
TBA | Sink | destructible TypeStr: empty Type: 1 Variant: 1
|
A sink which can be broken. | |
TBA | Toilet | destructible TypeStr: empty Type: 0 Variant: 0
|
A toilet which can be broken. | |
TBA | Mounted TV | destructible TypeStr: TV
|
A Mounted TV on a wall in the background, it has no collision, includes multiple variants (listed in properties below) and can be broken by quickly moving past it. | |
TBA | Urinal | destructible TypeStr: urinal
|
A Urinal which can be broken. | |
Vending Machine | destructible TypeStr: vending_machine
|
A grabbable Vending Machine. | ||
Junkyard Crane | destructible TypeStr: junkyard_crane
|
A junkyard crane which cannot be interacted with. | ||
Junkyard Crane Clamp | destructible TypeStr: junkyard_crane_clamp
|
A crane clamp which starts static but can be grabbed and thrown around, after which it turns dynamic. | ||
Minecart | destructible TypeStr: minecart
|
A grabbable Minecart which starts static. | ||
(2x scale) |
Minecart Buffer Stop | destructible TypeStr: buffer_stop
|
A Buffer Stop which has two variants, each facing a different way. | |
Minecart Wreck | destructible TypeStr: minecart_wreck
|
A grabbable Minecart Wreck. | ||
Mech Wreck | destructible TypeStr: mech_wreck
|
A grabbable Mech Wreck. | ||
Forklift Wreck | destructible TypeStr: forklift_wreck
|
A grabbable Forklift Wreck. | ||
Ship Window | destructible TypeStr: ship_window
|
A ship window that can be placed as a detail in the background. It has a transparent hole in the middle so you can use it to allow sight outside of the level and at a parallax. | ||
(3x scale) |
Chair | destructible TypeStr: office_chair
|
A grabbable Office Chair which has two variants of facing either left or right. | |
TBA | Monitor | destructible TypeStr: computer_monitor_desktop computer_monitor_sheet computer_monitor_game
|
A grabbable Monitor with three texture variants that has an On and Off state. | |
(4x scale) |
Computer | destructible TypeStr: computer
|
A grabbable Computer tower. |
Decorations
Image | Name | Type | Layer | Description |
---|---|---|---|---|
TBA | Default Light | light
|
Not to be confused with Lamps, a light gives off natural light and does not have a texture. It very has customizable properties like the Lamp. | |
TBA | Fog | fog
|
Fog. The best Object. It's fog, I don't know. You can use different types of Fog to enhance the visual look of the level. For more information, see the full description below. | |
TBA | Eternal Fog | eternal_fog
|
Eternal Fog can be used to enhance the visual look of a level by adding a coloured overlay which, even if used lightly, can massively improve how a level looks. | |
TBA | Parallax | parallax
|
A Parallax which can be used and stacked in the background to make it more visually interesting. It has a lot of customizable properties, including a texture, colour and depth. For more information and a list of all Parallax Textures, see the full description below. | |
TBA | Lightning Bolt | lightning_bolt
|
A Lightning Bolt which will light up the background every now and then. | |
Dot Matrix Display | dot_matrix_display
|
A large display which can display any Message. | ||
Fan | destructible TypeStr: fan
|
A spinning fan in the background which cannot be interacted with. It has an On and Off state. | ||
Exit Sign | exit_sign
|
An Exit sign with different variations. | ||
Simple Plant | simple_plant
|
A Simple Plant with a few variants of Sprites. For more information, see the full description below. | ||
Seaweed/Vine | verlet Sprite: vine
|
A Jungle Vine Verlet. | ||
Shrub | verlet Sprite: leaf_large
|
A Fern with customizable properties. | ||
Burned Stalk Verlet | verlet Sprite: stalk_burned
|
A Burned Stalk Verlet. | ||
Cable Verlet | verlet Sprite: lamp_cord
|
A Cable/Lamp Cord Verlet. | ||
Chain Verlet | verlet Sprite: large_chain
|
A Chain Verlet. | ||
Police Tape Verlet | verlet Sprite: do_not_cross_tape
|
A Police Tape Verlet. | ||
Hive Tendril Verlet | verlet Sprite: monster_tendril_large
|
A Hive Tendril Verlet. | ||
TBA | Decal | chamber_decal
|
Chamber Decals which can have a customizable Color, size and use the Sprite of any Texture in the game. | |
TBA | Ambient Sound | ambient_sound
|
Ambient Sounds which can improve the atmosphere by adding audio cues that play in the background in certain places. For more information and a list of all/most Sounds, see the full description below. |
Monster
Class (string):
- Values:
any / infiltrator / enforcer / exterminator
The mass size class of the monster. Overwritten if that monster's Depth Property is changed at any point.
any
: 1 Biomass, is AIinfiltrator
: 5 Biomassenforcer
: 10 Biomassexterminator
: 15 Biomass
Depth (int): Determines the amount of biomass the monster spawns with.
Depth and Biomass are not the same, and do not match most of the time.
Depth | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Biomass | 1 | 2 | 3 | 4 | 5 | 8 | 8 | 6 | 7 | 8 | 9 | 10 | 13 | 13 | 13 | 11 | 12 | 13 | 14 | 15 |
IsOverworldSpawn (bool):
IsPlayer (bool): Sets monster as player. If there are multiple, it chooses the one closest to the bottom of the Object Layer in Tiled, and the game doesn't load the last checkpoint on death.
StartsInJar (bool): Makes the monster come out of an Upgrade Container. The monster needs to be on top of the container for it to work.
If the container is not present, the monster comes out of its starting position instead.
Destructible
DestroyedVariant (int):
IsOn (bool):
Type (int):
TypeStr (string):
Variant (int):