List of Objects

From Carrion Wiki
Jump to navigation Jump to search

objects missing from list:

  • Lamp Strip Verlet - Circuits/Decoration

List of placeable objects

General Progression

Image Name Type Layer Description
TBA Monster monster
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
The monster which the player controls.
TBA Chamber chamber
  • Icon ObjectLayer.png Chambers
A highly customizable Chamber.
For more information and a list of all Chamber types, see the full description below.
Hive.png Hive/Checkpoint hive_place
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
The hive or checkpoint used to save the game and heal at.
Goal.png Goal goal
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
The level goal used to end the level and/or return to the overworld/next level.
Level summary.png Level Summary level_summary
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A large panel that displays a level's name and details.
Sequence entrance.png Sequence Entrance sequence_entrance
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A very large machine that acts as a level entrance.
Portals.png Portal portal
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.png Power Node power_node
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Power Node used to recharge the Monsters' Defensive Ability. It has a few customizable properties and can be Reinforced.
Cocoon.png Cocoon cocoon
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Broken Container that cannot be interacted with.
Plain door.png Plain Door plain_door
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.png Obstacle obstacle
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.png Rivet rivet
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png 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
Humans.png
(2x scale)
Humans / Soldiers human
human_corpse
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.
Mech.png
(2x scale)
Mech mech
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Scout Drone, which flies towards the monster and attacks it with its fans.
TBA Scout Drone Holder / Missile Tank missile_tank
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A large Tank which releases 4 Scout Drones once the monster gets within proximity.
Turret variants.png
(2x scale)
Turret turret
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
An automated rotating Turret with a customizable angle and speed.
It has 3 projectile types:
  • bullet (default)
  • flame
  • scout_probe

Circuits

Image Name Type Layer Description
TBA Block Door block_door
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A door which can be opened using an output signal.
TBA Floodgate floodgate
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A floodgate which is a very large gate that has both a vertical and horizontal variant.
Elevator.png Elevator elevator
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
An Elevator which can travel inbetween two Markers.
For a more detailed explanation, see Guide:Mapping_Elevator.
TBA Generic Interaction generic_interaction
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Tentacle which can grow a specified path.
For a more detailed explanation, see Guide:Mapping_GrowingTentacles.
TBA Jammer jammer_receiver
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A laser which has multiple directions and can output a signal if interrupted.
For a more detailed explanation, see Guide:Mapping_Lasers.
Nuclear core.png
(2x scale)
Nuclear Core nuclear_core
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Nuclear Core that can be inserted into a Nuclear Generator.

Has no custom properties.

Nuclear core dispenser.png Nuclear Core Dispenser nuclear_core_dispenser
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Nuclear Core Dispenser that releases a Nuclear Core when it receives an input signal.

Has no custom properties.

Nuclear generator.png Nuclear Generator nuclear_generator
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Nuclear Generator which requires a Nuclear Core to activate. Once activated, it sends an output signal.
Palm reader.png
(2x scale)
Palm Reader palm_reader
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.png Palm Scanner palm_scanner
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.png Switch/Lever switch
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A switch which activates an output, most commonly used for opening doors or triggering other events.
TBA C4 c4
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
An explosive charge that can be activated with a signal.
TBA Sticky Bomb sticky_bomb
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grid on the background that, when activated, deals damage to anything in contact with it. It kills the monster on contact.
Turbine.png Turbine turbine
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.png Cabinet destructible

TypeStr: cabinet
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Cabinet with 8 different variations.
Drawer.png Drawer destructible

TypeStr: drawer
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable drawer.
TBA Empty Container destructible

TypeStr: empty_jar
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
An Empty Container that cannot be interacted with.
TBA Small Lab Equipment destructible

TypeStr:
lab_glassware
lab_burner
lab_microscope
lab_tube_rack
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
Various small Lab equipment. Includes: Glassware, Burner, Microscope and a Tube Rack. They can each be grabbed and thrown around.
Locker.png Locker destructible

TypeStr: locker
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A static locker that you can rip the door off of.
Mainframe.png Mainframe destructible

TypeStr: mainframe
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Mainframe.
Office desk.png Table/Desk destructible

TypeStr: OFFICE_DESK
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Table.
TBA Sink destructible

TypeStr: empty
Type: 1
Variant: 1
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A sink which can be broken.
TBA Toilet destructible

TypeStr: empty
Type: 0
Variant: 0
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A toilet which can be broken.
TBA Mounted TV destructible

TypeStr: TV
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Urinal which can be broken.
Vending machine.png Vending Machine destructible

TypeStr: vending_machine
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Vending Machine.
Junkyard crane.png Junkyard Crane destructible

TypeStr: junkyard_crane
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A junkyard crane which cannot be interacted with.
Junkyard crane clamp.png Junkyard Crane Clamp destructible

TypeStr: junkyard_crane_clamp
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A crane clamp which starts static but can be grabbed and thrown around, after which it turns dynamic.
Minecart.png Minecart destructible

TypeStr: minecart
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Minecart which starts static.
Buffer stop.png
(2x scale)
Minecart Buffer Stop destructible

TypeStr: buffer_stop
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Buffer Stop which has two variants, each facing a different way.
Minecart wreck.png Minecart Wreck destructible

TypeStr: minecart_wreck
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Minecart Wreck.
Mech wreck.png Mech Wreck destructible

TypeStr: mech_wreck
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Mech Wreck.
Forklift wreck.png Forklift Wreck destructible

TypeStr: forklift_wreck
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Forklift Wreck.
Ship window.png Ship Window destructible

TypeStr: ship_window
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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.
Chair.png
(3x scale)
Chair destructible

TypeStr: office_chair
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Monitor with three texture variants that has an On and Off state.
Computer.png
(4x scale)
Computer destructible

TypeStr: computer
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A grabbable Computer tower.


Decorations

Image Name Type Layer Description
TBA Default Light light
  • Icon ObjectLayer.png Lights
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
  • Icon ObjectLayer.png Fog
  • Icon ObjectLayer.png Fog+
  • Icon ObjectLayer.png 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
  • Icon ObjectLayer.png Fog
  • Icon ObjectLayer.png Fog+
  • Icon ObjectLayer.png 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
  • Icon ObjectLayer.png Parallax
  • Icon ObjectLayer.png Parallax+
  • Icon ObjectLayer.png 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
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Lightning Bolt which will light up the background every now and then.
Dot matrix display.png Dot Matrix Display dot_matrix_display
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A large display which can display any Message.
Fan.png Fan destructible

TypeStr: fan
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A spinning fan in the background which cannot be interacted with. It has an On and Off state.
Exit sign.png Exit Sign exit_sign
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
An Exit sign with different variations.
Simple plant.png Simple Plant simple_plant
  • Icon ObjectLayer.png Objects
  • Icon ObjectLayer.png Objects+
  • Icon ObjectLayer.png Objects++
A Simple Plant with a few variants of Sprites.
For more information, see the full description below.
Seaweed verlet.png Seaweed/Vine verlet

Sprite: vine
  • Icon ObjectLayer.png Verlets
A Jungle Vine Verlet.
Shrub verlet.png Shrub verlet

Sprite: leaf_large
  • Icon ObjectLayer.png Verlets
A Fern with customizable properties.
Burned stalk verlet.png Burned Stalk Verlet verlet

Sprite: stalk_burned
  • Icon ObjectLayer.png Verlets
A Burned Stalk Verlet.
Cable verlet.png Cable Verlet verlet

Sprite: lamp_cord
  • Icon ObjectLayer.png Verlets
A Cable/Lamp Cord Verlet.
Chain verlet.png Chain Verlet verlet

Sprite: large_chain
  • Icon ObjectLayer.png Verlets
A Chain Verlet.
Police tape verlet.png Police Tape Verlet verlet

Sprite: do_not_cross_tape
  • Icon ObjectLayer.png Verlets
A Police Tape Verlet.
Hive tendril verlet.png Hive Tendril Verlet verlet

Sprite: monster_tendril_large
  • Icon ObjectLayer.png Verlets
A Hive Tendril Verlet.
TBA Decal chamber_decal
  • Icon ObjectLayer.png Decals
Chamber Decals which can have a customizable Color, size and use the Sprite of any Texture in the game.
TBA Ambient Sound ambient_sound
  • Icon ObjectLayer.png AmbientSounds
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 AI
  • infiltrator: 5 Biomass
  • enforcer: 10 Biomass
  • exterminator: 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):