| PROP
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Selecting any entry in the Spawn Menu switches the variant to the fourth variant, the Prop Arm. Pressing Primary fire without anything selected opens the Spawn Menu. When an entity has been selected, Primary fire spawns the selected entity directly against the floor, wall, or ceiling the player is looking at. The range of this function is not infinite and the entity only spawns if a blue silhouette of it is visible. If the Snapping cheat is enabled, the entity's spawned rotation and position is fixed to a spot of an invisible grid closest to where the player is looking. If the Spawn with Physics cheat is enabled, objects spawned falls according to gravity.
The Spawn Menu is divided into different categories depending on the type of entity being spawned. The icons in this menu can be configured to use PITR's drawn versions of the icons through the Sandbox terminal or the settings.
SANDBOX TOOLS :^)
Consists of icons which allow the player to switch to the other Spawner Arm variants, as well as "brushes" exclusive to the Sandbox.
Brushes
The Spawner Arm can create scalable material volumes with various properties. The selected brush hovers in the player's palm, and a three-axis cursor directly appears on the surface where the player is looking at to indicate the first corner. Placing this corner creates a scaling blue silhouette of the brush which ends at a second cursor always in front of the player. Brushes are affected by the Spawn with Physics cheat. Regardless of size, they can be pulled with the Whiplash when physics are enabled, but not when they are frozen. The Blue Sandbox Terminal tracks how many boxes have been spawned from this menu in the current save file.
All names listed were taken (and shortened) from the internal names displayed by the Alter menu.
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Name
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Description
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Properties
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Cube
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A white grid, development-like texture
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Metal Cube
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A stone-like surface
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Wood Cube
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Strong destructible, can be ignited.
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- Can be made weak or indestructible.
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Grass
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Same texture as the Sandbox's grass.
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Grass
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Same texture as the Sandbox's grass.
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Water
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Transparent light blue water, behaves like water in the rest of the game.
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Hot Sand
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Sand from the Greed layer. Burns enemies and players who make physical contact with it.
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- Damage and cooldown between damage dealt can be adjusted. Deals 10 damage by default with a cooldown of 1.
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Lava
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Damages player and enemies who are inside of it.
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- Damage and cooldown between damage dealt can be adjusted. Deals 50 damage by default with a cooldown of 1.
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Acid
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Acid from the Gluttony layer. Acts like both Water and Lava combined. Damages players and enemies who are inside of it.
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- Damage and cooldown between damage dealt can be adjusted. Deals 20 damage by default with a cooldown of 1.
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Armor
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Deflects attacks like Hideous Masses and other armored targets.
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Invisible
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A completely invisible surface.
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- Becomes visible when the player has a
Spawner Arm equipped.
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Sandbox
The Sandbox section contains various miscellaneous props which can only be spawned in the Sandbox.
| Image
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Name
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Description
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Properties
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Barrel
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Light brown metal barrel.
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Explosive Barrel
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Bright red barrel with a white label with the word "BOOM" badly scribbled on it.
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- Strong Destructible. Can be made weak and/or unbreakable.
- Changes to "triggered" barrel (Weak) when damaged, exploding when damaged again or after a few seconds.
- Detonates immediately when exposed to an explosion or similar shockwave.
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Crate
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Small wooden box.
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- Weak Destructible. Can be made strong and/or unbreakable.
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Barrier
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Gray stone barricade.
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- Strong Destructible. Can be made weak and/or unbreakable.
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Ramp
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A wooden ramp.
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- Weak Destructible. Can be made strong and/or unbreakable.
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Stone Ramp
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Light gray stone ramp.
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Maurice
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A small inactive version of Malicious Face.
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- Strong Destructible. Can be made weak and/or unbreakable.
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Melon
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A large watermelon.
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- Weak Destructible. Can be made strong and/or unbreakable.
- Breaks in half when damaged; each half is Weak regardless of settings.
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Prop Tree
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A fake tree from Limbo.
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- Strong Destructible. Can be made weak and/or unbreakable.
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Jump pad
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A jump pad.
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- Bounces everything that touches its face in the direction it is aimed.
- Adjustable force (55 by default).
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Green Hookpoint
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The Green variant of the Hookpoint.
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- Frozen option does nothing.
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Blue Hookpoint
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The Blue variant of the Hookpoint.
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- Frozen option does nothing.
- Adjustable force (0 by default).
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Special
The Sandbox section contains the Checkpoint and Spawn Point which, like the Brushes, can only be spawned in the Sandbox.
| Image
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Name
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Description
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Properties
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Checkpoint
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A translucent magenta bar with thin white lines going across the top and bottom. Centered white text reads in all caps: "CHECKPOINT"
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- Changes the player's respawn location when interacted with.
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Spawn Point
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A translucent blue bar with thin white lines going across the top and bottom. Centered white text reads in all caps: "SPAWN POINT"
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- Determines where the player spawns when loading a Sandbox Save.
- If multiple Spawn Points are present, the player is sent to the nearest one when the save is created.
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Enemies
This section allows the player to spawn almost every enemy in the game. Enemies which the player has not encountered yet in the main campaign are replaced with a question mark icon, and cannot be spawned.
The following enemies cannot be spawned with the Spawner Arm:
Bosses spawned by the Spawner Arm do not have their intros or death dialogues, and have shortened death animations.
Items
This section includes Held Objects such as
Skull Keys and the
Torch, alongside empty variations of their altars, the
Soap, the
Blood Orb and
Dual Wield Orb, the
Landmine, and the exclusive
Crystal of Madness.
When looking at walls, ceilings, or the surface of any object, altars align themselves accordingly. They are also affected by the Snapping cheat.
Unlockables
| Image
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Name
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Description
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How to unlock
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Florp
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A large rodent. Can be picked up and violently tossed aside.
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Can be found in a nest inside one of the smokestacks of the Ferryman's ship in 5-2: WAVES OF THE STARLESS SEA or at the end of the Agnes Gorge Trail in 7-S: HELL BATH NO FURY. The spawn option unlocks once the player picks up Florp.
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KITR
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A masterfully modeled cat that follows the player around and kills enemies.
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Can be found in the Developer Museum under the staircase before the garden. The spawn option unlocks once the player approaches KITR and she begins to follow them.
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| MOVE
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The Move Arm allows the player to move entities spawned by player. Using primary fire targets the entity in front of the player and force it to follow where the player is looking. The entity being moved glows blue and ignores collision with map geometry until the player lets go. Entities being moved also maintain their horizontal rotation relative to the player's point of view. The player themselves still has collision with the entity being moved and can interact with it with Arms or slamming. Entities with the Disallow Manipulation property set to true cannot be moved with the Spawner Arm.
Pressing secondary fire while an entity is being moved freezes its position, until interacted again with the Move arm. Using the scroll wheel while moving an entity moves it away or towards the player. Released entities maintain momentum from being moved by the player moving, turning, or using the scroll wheel.
Gutterman corpses can be moved with the Move arm, but not
Malicious Face corpses.
With the Experimental Arm Rotation debug cheat enabled (which can only be enabled with external tools), the moved object rotates to face the player when looking up and down. With the Sandbox Arm Debug debug cheat enabled, an extra UI panel appears over the Move Arm's view model which displays the held entity's name, layer, and tag.
| ALTER
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The Alter Arm alters the properties of spawned entities. Using primary fire on a spawned entity freezes it and opens a menu to the right side of the screen, displaying the entity's internal name and properties which can be altered.
If the entity is destroyed while in the Alter Arm's menu, the following prompt appears:
Altered object was destroyed.
Size
Allows the selected entity to have its size changed on the X, Y, and Z axis. The Uniform toggle allows the entity to be scaled in all three dimensions uniformly by a given decimal or by pressing the Bigger and Smaller buttons. Disabling this toggle allows it to be stretched differently per axis.
Prop
- Frozen entities are suspended mid-air and have their AIs disabled. Entities can also be frozen with the Move arm by using secondary fire while being moved.
- Disallow Manipulation protects the entity from the functions of the Move and Destroy arms.
- Disallow Freezing prevents the entity from being frozen via the Move arm, however entities can still be frozen via the Alter arm menu.
Radiance
Radiance can be enabled and scaled from 0.5x up to 10x. Individual health, damage, and speed values can also be scaled from 0.0x to 10x. Values larger than 10x cannot be inputted through the Alter arm and must be changed via the Debug menu instead.
Enrage
Enemies which have an enraged state can have it toggled through this property. The Eternal Rage property forces the enemy to remain in its enraged state regardless of how much time has passed.
Enemy
- Boss Health Bar display's the enemy's health bar at the top of the screen as if it were a boss. Enemies such as
V2 and
Flesh Prison have their corresponding smaller bars displayed as well. The health bar always displays the enemy's total health in red and is not divided into phases like in the main campaign.
- Sandified toggles whether the enemy is sandified, and Puppeted toggles whether an enemy has puppeted stats and visuals. Enabling Sandified on Puppeted enemies destroys them instantly.
- Enemy behavior can be modified to ignore the player or target other enemies.
Other Settings
- Brushes have the Prop settings, a Material Block setting which determines the size of the box on the X, Y, and Z axis, and a Hurt Zone setting for Lava, Acid and Sand which determines damage (0 to 200) and the cooldown in seconds (0 to 10). These damage settings only apply to the player, as lava and acid can still instakill enemies.
- Props have a Breakable category. When Weak is toggled, the prop breaks easily from enemy projectiles and player attacks, including the
Whiplash. Conversely, the Unbreakable option makes the prop immune to damage and takes priority over the Weak option.
Jump Pads have a Force option which is 55 by default and can go from 0 to 400.
Blue Hookpoints have a Force option which determines how much extra speed the player gains when the player reaches the Hookpoint. The Hookpoint is at 0 by default and the setting can go from -50 to 200. Positive numbers send the player faster after reaching the Hookpoint, -1 stops the player upon reaching it and lower numbers send the player backwards.
Dual Wield Orbs have an Infinite Uses toggle which determines if the orb is consumed after interacted with, and a Juice slider which determines the duration of the power-up (notably, not in seconds). The setting is 30 by default and goes from 0 to 100.
- Skull Key Altars have settings that determine whether the altar currently has a skull, and the type of altar.