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Nothing is a preview: the shapes you draw have real collision,\nthe enemies you place have their real AI, and the room you save is the room the\ngame loads.",[182,183],"video-player",{"caption":184,"src":185},"The Worldshaper in use: building a room with the editor's tools, then playing it.","\u002Fimages\u002Fdocumentation\u002Fworldshaper.mp4",[187,188,189,190,193,194,197],"note",{},"In the base, ",[191,192,179],"code",{}," only opens once a hub or the base editor has been started from\nthe ",[177,195,196],{},"F7"," CultTweaker panel.",[199,200,202],"h2",{"id":201},"tools","Tools",[204,205,206,222],"table",{},[207,208,209],"thead",{},[210,211,212,216,219],"tr",{},[213,214,215],"th",{},"Icon",[213,217,218],{},"Tool",[213,220,221],{},"What it does",[223,224,225,253,266,299,315,328,345,358,371,384,397,410,423,436,449,462,475],"tbody",{},[210,226,227,235,238],{},[228,229,230],"td",{},[231,232],"img",{"alt":233,"src":234},"","\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FSelect.png",[228,236,237],{},"Select",[228,239,240,241,244,245,248,249,252],{},"Pick, move, resize and re-depth objects. ",[191,242,243],{},"Shift","-click multi-selects, ",[191,246,247],{},"Ctrl","-drag copies, ",[191,250,251],{},"Ctrl+G"," groups.",[210,254,255,260,263],{},[228,256,257],{},[231,258],{"alt":233,"src":259},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FShape.png",[228,261,262],{},"Shape",[228,264,265],{},"Draw the terrain itself, with real collision, from sprite shape profiles.",[210,267,268,273,276],{},[228,269,270],{},[231,271],{"alt":233,"src":272},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FStructures.png",[228,274,275],{},"Structure",[228,277,278,279,282,283,286,287,290,291,294,295,298],{},"Place vanilla and custom structures. Custom ones sit in a ",[177,280,281],{},"Custom"," group; the browser also carries the DLC dungeon dressing (",[177,284,285],{},"DLC Dungeon \u002F Ewefall",", ",[177,288,289],{},"DLC Dungeon \u002F Rot","), the ",[177,292,293],{},"Art"," groups and ",[177,296,297],{},"Tile Decorations",".",[210,300,301,306,309],{},[228,302,303],{},[231,304],{"alt":233,"src":305},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FEnemies.png",[228,307,308],{},"Enemy",[228,310,311,312,298],{},"Place enemies, including bosses (under \"Bosses (inside rooms)\") and everything under ",[177,313,314],{},"Custom (mods)",[210,316,317,322,325],{},[228,318,319],{},[231,320],{"alt":233,"src":321},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FNPCs.png",[228,323,324],{},"NPC",[228,326,327],{},"Place custom NPCs with their dialogue and quests.",[210,329,330,335,338],{},[228,331,332],{},[231,333],{"alt":233,"src":334},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FPodiums.png",[228,336,337],{},"Podium",[228,339,340,341,344],{},"Place reward podiums. A ",[177,342,343],{},"Weapon"," dropdown pins which weapon the podium hands out, vanilla or custom.",[210,346,347,352,355],{},[228,348,349],{},[231,350],{"alt":233,"src":351},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FTriggers.png",[228,353,354],{},"Trigger",[228,356,357],{},"Volumes that run action sequences: cutscenes, camera moves, screen text, lighting, music.",[210,359,360,365,368],{},[228,361,362],{},[231,363],{"alt":233,"src":364},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FDoors.png",[228,366,367],{},"Door",[228,369,370],{},"Connect rooms and control where each exit leads.",[210,372,373,378,381],{},[228,374,375],{},[231,376],{"alt":233,"src":377},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FWhiteboard.png",[228,379,380],{},"Whiteboard",[228,382,383],{},"Draw planning marks over the room.",[210,385,386,391,394],{},[228,387,388],{},[231,389],{"alt":233,"src":390},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FLighting.png",[228,392,393],{},"Lighting",[228,395,396],{},"Ambient, sun and fog values for the room, plus a weather override.",[210,398,399,404,407],{},[228,400,401],{},[231,402],{"alt":233,"src":403},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FMusic.png",[228,405,406],{},"Music",[228,408,409],{},"Change the room's FMOD music event.",[210,411,412,417,420],{},[228,413,414],{},[231,415],{"alt":233,"src":416},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FClear.png",[228,418,419],{},"Clear",[228,421,422],{},"Wipe the scenery, the terrain, the placed objects or every trigger.",[210,424,425,430,433],{},[228,426,427],{},[231,428],{"alt":233,"src":429},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FLoad%20Map.png",[228,431,432],{},"Load Map",[228,434,435],{},"A full-screen browser of saved rooms, with a picture and details of the map you pick.",[210,437,438,443,446],{},[228,439,440],{},[231,441],{"alt":233,"src":442},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FLevel.png",[228,444,445],{},"Level",[228,447,448],{},"Assemble rooms into a level blueprint.",[210,450,451,456,459],{},[228,452,453],{},[231,454],{"alt":233,"src":455},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FDungeon%20Builder.png",[228,457,458],{},"Dungeon Builder",[228,460,461],{},"Turn level blueprints into a playable dungeon map.",[210,463,464,469,472],{},[228,465,466],{},[231,467],{"alt":233,"src":468},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FSave.png",[228,470,471],{},"Save",[228,473,474],{},"Save the room under a name, through the game's own naming modal.",[210,476,477,482,485],{},[228,478,479],{},[231,480],{"alt":233,"src":481},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FPreview.png",[228,483,484],{},"Preview",[228,486,487],{},"Hide the editor's UI and look at the room the way a player would.",[173,489,490],{},"The world editor adds two of its own:",[204,492,493,503],{},[207,494,495],{},[210,496,497,499,501],{},[213,498,215],{},[213,500,218],{},[213,502,221],{},[223,504,505,518],{},[210,506,507,512,515],{},[228,508,509],{},[231,510],{"alt":233,"src":511},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FWorld%20File.png",[228,513,514],{},"World File",[228,516,517],{},"New, open and save a world map.",[210,519,520,525,528],{},[228,521,522],{},[231,523],{"alt":233,"src":524},"\u002Fimages\u002Fculttweaker\u002Feditor-icons\u002FWorld%20Layers.png",[228,526,527],{},"World Layers",[228,529,530],{},"The sprite and Spine layers a world map is drawn from.",[173,532,533],{},"Picking a tool opens its panel at the right edge; the shortcuts for whatever is\nin your hand are always listed at the left. The tools that have a screen of\ntheir own - Load Map, Level, Dungeon Builder - are covered further down.",[535,536,237],"h3",{"id":537},"select",[173,539,540],{},[231,541],{"alt":542,"src":543,"format":544,"loading":545,"quality":546,"width":547},"The Select tool, with a signpost selected and its details in the panel","\u002Fimages\u002Fdocumentation\u002FWorldshaper-select.png","webp","lazy","72",1280,[173,549,550,551,554],{},"The panel names what you have picked and shows its position, its scale and a\npicture of it, along with how much is behind it - scripts, child objects and\nrenderers - which is the quickest way to tell a single prop from a whole\nassembly. ",[177,552,553],{},"Flipped horizontally"," mirrors it in place.",[173,556,557,558,560],{},"Dragging is colour-coded: the yellow handle moves, the blue ones resize, and\n",[191,559,243],{}," with a blue handle stretches one axis only.",[562,563,565],"h4",{"id":564},"layers-multi-select-and-groups","Layers, multi-select and groups",[173,567,568,569,572,573,576],{},"The ",[177,570,571],{},"Layers"," panel at the left edge, opened with the ",[191,574,575],{},"+"," beside the shortcut\nhints, lists every object in the room by what placed it - Shapes, Podiums,\nEnemies, NPCs, Structures, Props and Triggers - under the same names the tools\nuse.",[578,579,580,584,589],"ul",{},[581,582,583],"li",{},"Click a row to select that object with the Select tool. The tree follows your\nselection in the world and scrolls to it, and section headers stay pinned while\nyou scroll.",[581,585,586,588],{},[191,587,243],{},"-click two rows to select the run between them, like a file list.",[581,590,591],{},"It is built for big rooms: a base town of six hundred objects scrolls and\nhighlights without lag.",[173,593,594,597,598,600,601,604],{},[177,595,596],{},"Multi-selection"," lives on the Select tool: ",[191,599,243],{},"-click adds an object to the\nselection or takes it out. Move and depth drags move everything together, one\nundo puts the whole drag back, and ",[191,602,603],{},"Del"," removes the lot.",[173,606,607,610,611,613,614,616],{},[177,608,609],{},"Groups"," are made with ",[191,612,251],{},": two or more selected objects become a group,\nand picking any member picks the group. ",[191,615,251],{}," on a whole group dissolves it,\nand both are undoable. Groups are saved with the map and come back on load; the\nLayers panel shows each group as a folder whose row selects the whole group.",[535,618,262],{"id":619},"shape",[173,621,622],{},[231,623],{"alt":624,"src":625,"format":544,"loading":545,"quality":546,"width":547},"The Shape tool, with a terrain outline's nodes shown and the shape list in the panel","\u002Fimages\u002Fdocumentation\u002FWorldshaper-shape.png",[173,627,628,629,632],{},"The dropdown at the top is the material the terrain is drawn from -\n",[191,630,631],{},"Biome1_Grass"," and the rest of the game's sprite shape profiles.",[204,634,635,644],{},[207,636,637],{},[210,638,639,642],{},[213,640,641],{},"Control",[213,643,221],{},[223,645,646,654,662,670,678,686],{},[210,647,648,651],{},[228,649,650],{},"Show Collision",[228,652,653],{},"Draws the collider over the shape so you can see what it actually blocks",[210,655,656,659],{},[228,657,658],{},"Shape Has Collision",[228,660,661],{},"Whether the outline blocks anything at all",[210,663,664,667],{},[228,665,666],{},"Vanilla Floor Collision",[228,668,669],{},"Keeps the room's original floor collision underneath",[210,671,672,675],{},[228,673,674],{},"Open Ended",[228,676,677],{},"Leaves the outline unclosed, for a ledge rather than an island",[210,679,680,683],{},[228,681,682],{},"Collider Detail",[228,684,685],{},"How closely the collider follows the outline",[210,687,688,691],{},[228,689,690],{},"Collider Offset",[228,692,693],{},"Pushes the collider in or out from the drawn edge",[173,695,696,699,700,703,704,706,707,710,711,714,715,718,719,722,723,725],{},[177,697,698],{},"New Shape (screen centre)"," starts another one, and every shape in the room is\nlisted below with its point count; ",[191,701,702],{},"-"," and ",[191,705,575],{}," walk through them and ",[191,708,709],{},"X"," deletes\none. On the shape itself, ",[191,712,713],{},"LMB"," drags a node, ",[191,716,717],{},"Ctrl+LMB"," inserts one, ",[191,720,721],{},"RMB","\nremoves one, and ",[191,724,603],{}," deletes the whole shape.",[535,727,275],{"id":728},"structure",[173,730,731],{},[231,732],{"alt":733,"src":734,"format":544,"loading":545,"quality":546,"width":547},"The Structure tool with the Build Menu Structures browser open","\u002Fimages\u002Fdocumentation\u002FWorldshaper-structure.png",[173,736,737,738,741,742,744,745,703,747,749,750,753,754,757,758,761,762,298],{},"A search box and a category dropdown - ",[177,739,740],{},"Build Menu Structures",", the DLC dungeon\ndressing, the ",[177,743,293],{}," groups, ",[177,746,297],{},[177,748,281],{}," - over a grid of\neverything in that group. The name of the current pick sits under the grid, and\nfour toggles change how placement behaves: ",[177,751,752],{},"Multi-select randomised placement",",\n",[177,755,756],{},"Break apart randomised sets",", a ",[177,759,760],{},"Structure quick pick dock"," for what you\nhave been using, and ",[177,763,764],{},"Place see-through",[535,766,308],{"id":767},"enemy",[173,769,770],{},[231,771],{"alt":772,"src":773,"format":544,"loading":545,"quality":546,"width":547},"The Enemy tool with the enemy browser open on Enemy Forest Swordsman","\u002Fimages\u002Fdocumentation\u002FWorldshaper-enemies.png",[173,775,776,777,780,781,784],{},"The same shape of browser: search, a category dropdown that starts on ",[177,778,779],{},"All","\nwith the count beside it, and a grid. The selected enemy is named under the grid,\nand ",[177,782,783],{},"Clear Selection"," puts the tool down without placing anything.",[535,786,324],{"id":787},"npc",[173,789,790],{},[231,791],{"alt":792,"src":793,"format":544,"loading":545,"quality":546,"width":547},"The NPC tool, hovering a tile to preview RatNPC","\u002Fimages\u002Fdocumentation\u002FWorldshaper-npcs.png",[173,795,796,799],{},[177,797,798],{},"Search scanned NPCs"," covers everything CultTweaker found at startup, grouped\nby where they come from. Hovering a tile blows it up into a portrait with the\nNPC's name, drawn from the NPC's own spine - so a custom one looks here exactly\nas it will in the room.",[535,801,337],{"id":802},"podium",[173,804,805],{},[231,806],{"alt":807,"src":808,"format":544,"loading":545,"quality":546,"width":547},"The Podium tool set to hand out a custom weapon","\u002Fimages\u002Fdocumentation\u002FWorldshaper-podiums.png",[173,810,811,812,815,816,819,820,823,824,827,828,831],{},"Two dropdowns: what kind of podium it is, and what it hands out. Custom rewards\nare listed as ",[191,813,814],{},"Mod\u002FName",", so ",[191,817,818],{},"TEST1\u002FTestFlail"," is the ",[191,821,822],{},"TestFlail"," weapon from the\n",[191,825,826],{},"TEST1"," mod. ",[177,829,830],{},"Equip clears all"," makes the room's other podiums disappear once\nthe player takes one, the way a vanilla weapon choice does.",[535,833,354],{"id":834},"trigger",[173,836,837,838,841],{},"A trigger is a volume that runs a sequence of actions when the players enter it.\nIt can also be marked a ",[177,839,840],{},"blocking volume",", which turns it into an invisible\nwall for players and enemies, drawn in red, with enemy pathfinding routed around\nit as it is moved and resized.",[173,843,844],{},[231,845],{"alt":846,"src":847,"format":544,"loading":545,"quality":546,"width":547},"The Trigger tool with a volume placed and the camera actions listed","\u002Fimages\u002Fdocumentation\u002FWorldshaper-triggers.png",[173,849,850],{},"The header names the trigger, its size in tiles and how many actions it carries.",[204,852,853,861],{},[207,854,855],{},[210,856,857,859],{},[213,858,641],{},[213,860,221],{},[223,862,863,871,879,891,899],{},[210,864,865,868],{},[228,866,867],{},"Fire once",[228,869,870],{},"The sequence runs a single time instead of on every entry",[210,872,873,876],{},[228,874,875],{},"Lock control while playing",[228,877,878],{},"Takes input off the players while the sequence runs",[210,880,881,884],{},[228,882,883],{},"Trigger method",[228,885,886,887,890],{},"What sets it off - ",[177,888,889],{},"On player step"," and the rest",[210,892,893,896],{},[228,894,895],{},"Show volumes in play",[228,897,898],{},"Leaves the volume drawn outside the editor, for testing",[210,900,901,904],{},[228,902,903],{},"Re-arm All Triggers",[228,905,906],{},"Arms everything in the room again, so a fire-once sequence can be tried repeatedly",[173,908,909,910,913,914,917,918,921,922,924],{},"Actions are built underneath: pick a category, pick a ",[177,911,912],{},"Target"," if the action\nneeds one, then press the action itself; every action is listed below. While\npicking, ",[191,915,916],{},"V"," sets the camera offset from the view you are looking at and ",[191,919,920],{},"Esc","\nabandons the pick; ",[191,923,247],{},"-drag copies a trigger and everything on it.",[562,926,928],{"id":927},"player","Player",[204,930,931,943],{},[207,932,933],{},[210,934,935,938,940],{},[213,936,937],{},"Action",[213,939,912],{},[213,941,942],{},"Behaviour",[223,944,945,956,967,981,992,1003],{},[210,946,947,950,953],{},[228,948,949],{},"Move players to trigger",[228,951,952],{},"another trigger's Id",[228,954,955],{},"Walks the players to that volume's centre.",[210,957,958,961,964],{},[228,959,960],{},"Move players to object",[228,962,963],{},"a clicked object",[228,965,966],{},"Walks them to that object, falling back to the authored position.",[210,968,969,972,978],{},[228,970,971],{},"Talk to custom NPC",[228,973,974,975],{},"a registered ",[191,976,977],{},"InternalName",[228,979,980],{},"Runs that NPC's dialogue tree and waits for it.",[210,982,983,986,989],{},[228,984,985],{},"Play animation on players",[228,987,988],{},"an animation on the player skeleton",[228,990,991],{},"Plays it once, or loops it for 2 \u002F 5 \u002F 10 s.",[210,993,994,997,1000],{},[228,995,996],{},"Play animation on object",[228,998,999],{},"anything in the room with a spine",[228,1001,1002],{},"Plays one of its animations once or on a loop, with a choice of what happens when it ends so an enemy or NPC can return to its idle.",[210,1004,1005,1008,1011],{},[228,1006,1007],{},"Hub spawn point",[228,1009,1010],{},"—",[228,1012,1013],{},"A mark, not a step: the trigger's position is where a hub's arrival walks the player to. A hub cannot be saved without one.",[562,1015,1017],{"id":1016},"camera","Camera",[204,1019,1020,1030],{},[207,1021,1022],{},[210,1023,1024,1026,1028],{},[213,1025,937],{},[213,1027,912],{},[213,1029,942],{},[223,1031,1032,1042,1052,1063,1073,1088,1098,1108,1119],{},[210,1033,1034,1037,1039],{},[228,1035,1036],{},"Look at object",[228,1038,963],{},[228,1040,1041],{},"Frames it for 0.5-8 s, then hands the camera back.",[210,1043,1044,1047,1049],{},[228,1045,1046],{},"Look at trigger",[228,1048,952],{},[228,1050,1051],{},"The same, aimed at that volume's centre.",[210,1053,1054,1057,1060],{},[228,1055,1056],{},"Set camera offset",[228,1058,1059],{},"framed in the editor",[228,1061,1062],{},"Shifts the camera relative to whatever it follows.",[210,1064,1065,1068,1070],{},[228,1066,1067],{},"Reset camera offset",[228,1069,1010],{},[228,1071,1072],{},"Back to centred on the players.",[210,1074,1075,1078,1081],{},[228,1076,1077],{},"Set camera zoom",[228,1079,1080],{},"1-10",[228,1082,1083,1084,1087],{},"Follow distance; smaller is closer, ",[191,1085,1086],{},"10"," is the rig's own resting value.",[210,1089,1090,1093,1095],{},[228,1091,1092],{},"Reset camera zoom",[228,1094,1010],{},[228,1096,1097],{},"Back to whatever the rig was on before a trigger touched it.",[210,1099,1100,1103,1105],{},[228,1101,1102],{},"Camera shake",[228,1104,1010],{},[228,1106,1107],{},"Shakes the camera.",[210,1109,1110,1113,1116],{},[228,1111,1112],{},"Play camera effect",[228,1114,1115],{},"chromatic aberration, vignette, desaturate, shake, letterbox in\u002Fout",[228,1117,1118],{},"Runs the effect and waits for it.",[210,1120,1121,1124,1131],{},[228,1122,1123],{},"Play cutscene",[228,1125,1126,1127,1130],{},"a video in ",[191,1128,1129],{},"CustomCutscenes",", or a vanilla one",[228,1132,1133],{},"Plays fullscreen and waits for it to end.",[562,1135,1137],{"id":1136},"screen-text","Screen text",[204,1139,1140,1149],{},[207,1141,1142],{},[210,1143,1144,1146],{},[213,1145,937],{},[213,1147,1148],{},"Where",[223,1150,1151,1159,1167],{},[210,1152,1153,1156],{},[228,1154,1155],{},"Caption",[228,1157,1158],{},"Bottom left, left aligned.",[210,1160,1161,1164],{},[228,1162,1163],{},"Title",[228,1165,1166],{},"Top centre.",[210,1168,1169,1172],{},[228,1170,1171],{},"Fullscreen text",[228,1173,1174],{},"Centred, over a screen dimmed to 75%.",[173,1176,1177],{},"Each takes a typed title and subtext.",[562,1179,1181],{"id":1180},"enemies-and-ambient","Enemies and ambient",[204,1183,1184,1194],{},[207,1185,1186],{},[210,1187,1188,1190,1192],{},[213,1189,937],{},[213,1191,912],{},[213,1193,942],{},[223,1195,1196,1207,1218,1229,1240,1251],{},[210,1197,1198,1201,1204],{},[228,1199,1200],{},"Pause enemy AI",[228,1202,1203],{},"every enemy in the room, or a clicked one",[228,1205,1206],{},"Freezes it where it stands - no decisions, no movement, the pose held. Does not wait.",[210,1208,1209,1212,1215],{},[228,1210,1211],{},"Resume enemy AI",[228,1213,1214],{},"the same two choices",[228,1216,1217],{},"Hands it back to its own AI, at the animation speed it had.",[210,1219,1220,1223,1226],{},[228,1221,1222],{},"Apply lighting",[228,1224,1225],{},"a saved lighting profile, or \"Vanilla lighting\"",[228,1227,1228],{},"Cross-fades the room's lighting over 1 \u002F 2 \u002F 4 s, or instantly, then moves on. Vanilla restores the biome's own values.",[210,1230,1231,1234,1237],{},[228,1232,1233],{},"Change music",[228,1235,1236],{},"an FMOD music event",[228,1238,1239],{},"Starts the track and keeps it looping. Does not wait.",[210,1241,1242,1245,1248],{},[228,1243,1244],{},"Open world map",[228,1246,1247],{},"a saved world map",[228,1249,1250],{},"Opens it and waits until it closes - a hub's travel portal.",[210,1252,1253,1256,1258],{},[228,1254,1255],{},"Return to base",[228,1257,1010],{},[228,1259,1260],{},"Ends any run and sends the players home, as the dungeon portal does. Nothing after it runs.",[535,1262,367],{"id":1263},"door",[173,1265,1266],{},[231,1267],{"alt":1268,"src":1269,"format":544,"loading":545,"quality":546,"width":547},"The Door tool, with two of the four doors enabled","\u002Fimages\u002Fdocumentation\u002FWorldshaper-doors.png",[173,1271,1272,1275,1276,1279,1280,298],{},[177,1273,1274],{},"All four doors are required to save"," - a room blueprint carries a north, east,\nsouth and west door whether or not a given level uses them. Each has its own\ntoggle, ",[177,1277,1278],{},"Enable All Doors"," turns the lot on at once, and the volumes themselves\nare dragged around the room's edge with ",[191,1281,713],{},[535,1283,393],{"id":1284},"lighting",[173,1286,1287],{},[231,1288],{"alt":1289,"src":1290,"format":544,"loading":545,"quality":546,"width":547},"The Lighting tool with the ambient, sun and fog sliders","\u002Fimages\u002Fdocumentation\u002FWorldshaper-lighting.png",[173,1292,1293],{},"Everything here is a live slider - the room relights as you drag.",[204,1295,1296,1306],{},[207,1297,1298],{},[210,1299,1300,1303],{},[213,1301,1302],{},"Group",[213,1304,1305],{},"Values",[223,1307,1308,1316,1324,1332],{},[210,1309,1310,1313],{},[228,1311,1312],{},"Ambient",[228,1314,1315],{},"R, G, B",[210,1317,1318,1321],{},[228,1319,1320],{},"Sun",[228,1322,1323],{},"R, G, B, Sun Intensity, Shadow Strength, Exposure",[210,1325,1326,1329],{},[228,1327,1328],{},"Fog",[228,1330,1331],{},"R, G, B, Fog Near, Fog Far, Fog Height, Fog Spread",[210,1333,1334,1337],{},[228,1335,1336],{},"Weather",[228,1338,1339,1342],{},[177,1340,1341],{},"Override weather",", then which weather and how strong",[173,1344,1345,1346,1350,1351,1355],{},"The values are saved with the room. Cross-fading to a ",[1347,1348,1349],"em",{},"saved profile"," during play\nis the trigger action ",[1352,1353,1222],"a",{"href":1354},"#enemies-and-ambient",", not this panel.",[535,1357,406],{"id":1358},"music",[173,1360,1361],{},[231,1362],{"alt":1363,"src":1364,"format":544,"loading":545,"quality":546,"width":547},"The Music tool with the FMOD event list open","\u002Fimages\u002Fdocumentation\u002FWorldshaper-music.png",[173,1366,1367,1368,1371,1372,286,1375,286,1378,753,1381,286,1384,1387,1388,1391],{},"One dropdown of the game's own FMOD events, listed as ",[191,1369,1370],{},"bank\u002Fevent"," -\n",[191,1373,1374],{},"base\u002Fbase_main",[191,1376,1377],{},"cave\u002Fcave",[191,1379,1380],{},"forest\u002Fforest_main",[191,1382,1383],{},"haunted_marshes\u002Fhaunted_marshes",[191,1385,1386],{},"death_cat_battle\u002Fdeath_cat_battle"," and the\nrest, including the credits and the Devolver splash. ",[177,1389,1390],{},"Vanilla (no override)"," at\nthe top leaves the room playing whatever it normally would.",[535,1393,419],{"id":1394},"clear",[173,1396,1397],{},[231,1398],{"alt":1399,"src":1400,"format":544,"loading":545,"quality":546,"width":547},"The Clear tool's four buttons","\u002Fimages\u002Fdocumentation\u002FWorldshaper-clear.png",[173,1402,1403,1404,1407,1408,1411,1412,1415,1416,298],{},"Four buttons, each wiping one kind of thing: ",[177,1405,1406],{},"Clear Scenery"," for the vanilla\ndressing, ",[177,1409,1410],{},"Clear Terrain"," for the shapes, ",[177,1413,1414],{},"Clear Placed Objects"," for\neverything you put down, and ",[177,1417,1418],{},"Clear All Triggers",[199,1420,1422],{"id":1421},"the-whiteboard","The whiteboard",[173,1424,1425],{},[231,1426],{"alt":1427,"src":1428,"format":544,"loading":545,"quality":546,"width":547},"The Whiteboard tool, with a stroke drawn over the room","\u002Fimages\u002Fdocumentation\u002FWorldshaper-whiteboard.png",[173,1430,568,1431,1433,1434,1437,1438,1441,1442,1445,1446,298],{},[177,1432,380],{}," tool draws freehand over the room, in the world, to plan with:\na ",[1347,1435,1436],{},"Show whiteboard"," toggle, ",[1347,1439,1440],{},"Draw"," with a size slider and nine colours, ",[1347,1443,1444],{},"Erase","\nwith its own size, and ",[1347,1447,1448],{},"Clear all",[173,1450,1451,1452,1454],{},"Strokes are never selectable and never part of the room. They show only while the\neditor is open, are saved with the map, and travel to the other player live as\nyou draw. One drag is one stroke and one undo; an erase drag is one undo too, and\n",[1347,1453,1448],{}," wipes the board in a single undoable step. The chosen colour shows a\nwhite border instead of being covered, and the brush lands exactly under the\ncursor.",[199,1456,1458],{"id":1457},"saving-and-loading","Saving and loading",[173,1460,1461,1464,1465,1468,1469,1472,1473,1476,1477,1480,1481,1484,1485,298],{},[191,1462,1463],{},"Ctrl+S"," quicksaves under the current name; the Save tool names a new map through\nthe game's own naming modal, with a live overwrite warning. Rooms are saved to\n",[191,1466,1467],{},"CustomNodeBlueprints",", levels to ",[191,1470,1471],{},"CustomLevelBlueprints",", dungeon maps to\n",[191,1474,1475],{},"CustomDungeonMaps",", world maps to ",[191,1478,1479],{},"CustomWorldMaps",", base edits to\n",[191,1482,1483],{},"CustomBaseMaps"," and menu presets to ",[191,1486,1487],{},"CustomMainMenus",[173,1489,1490,1491,1494,1495,1498],{},"A room blueprint is a ",[177,1492,1493],{},"full snapshot",": loading always clears the room first, so\na deleted object is simply absent from the snapshot and vanilla scenery is\ncaptured as props. Structures and custom enemies are stored ",[177,1496,1497],{},"by name",", never by\nenum id, because vanilla ids shift between game versions and custom ones are\nminted at runtime.",[173,1500,1501],{},"Every object saved by pre-release 6 also carries an id, so it can be told apart\nfrom its neighbours across a save, a load and a second machine. Maps saved by\npre-release 5 still open.",[173,1503,568,1504,1506],{},[177,1505,432],{}," browser is a full screen with a picture and details of the map\nyou pick, and click-to-enlarge on the picture.",[173,1508,1509],{},[231,1510],{"alt":1511,"src":1512,"format":544,"loading":545,"quality":546,"width":547},"The Load Map browser, with a map selected and its contents listed","\u002Fimages\u002Fdocumentation\u002FWorldshaper-loadmap.png",[173,1514,1515,1516,1518],{},"Saved rooms are tiled by name and date. Picking one fills the left-hand pane with\nits picture, when it was saved, how much it takes on disk, and a count of what is\nin it - terrain shapes, props, structures, enemies, NPCs, podiums, triggers,\ndoors and the vanilla objects the room kept. If the room you are standing in has\nunsaved changes, the pane warns you before ",[177,1517,432],{}," discards them.",[199,1520,1522],{"id":1521},"dungeon-builder-and-levels","Dungeon builder and levels",[173,1524,568,1525,1527],{},[177,1526,445],{}," tool assembles rooms into a floor:",[578,1529,1530,1533,1536,1539],{},[581,1531,1532],{},"Hand-built floor layouts (\"custom walk\") on a visual layout screen, or a random\nwalk tickbox",[581,1534,1535],{},"Auto-connecting doors, fixed entrance and exit rooms, and a choice of vanilla\npodium entrance and exit rooms",[581,1537,1538],{},"A pool of maps per room, one picked at random per run",[581,1540,1541],{},"Combat and Reward room markers",[173,1543,1544],{},"On the layout screen:",[204,1546,1547,1557],{},[207,1548,1549],{},[210,1550,1551,1554],{},[213,1552,1553],{},"Gesture",[213,1555,1556],{},"Does",[223,1558,1559,1569,1577,1585,1594],{},[210,1560,1561,1566],{},[228,1562,1563,1565],{},[191,1564,247],{}," + left click",[228,1567,1568],{},"Add a room in that cell, doored to everything it touches",[210,1570,1571,1574],{},[228,1572,1573],{},"Left click",[228,1575,1576],{},"Select a room; drag to move it",[210,1578,1579,1582],{},[228,1580,1581],{},"Right click a room",[228,1583,1584],{},"Open or close the door between it and the selection",[210,1586,1587,1591],{},[228,1588,1589],{},[191,1590,603],{},[228,1592,1593],{},"Delete the selected room",[210,1595,1596,1606],{},[228,1597,1598,1600,1601,1600,1604],{},[191,1599,1463],{}," \u002F ",[191,1602,1603],{},"Ctrl+Z",[191,1605,920],{},[228,1607,1608],{},"Quicksave, undo, close",[173,1610,1611],{},[231,1612],{"alt":1613,"src":1614,"format":544,"loading":545,"quality":546,"width":547},"The level layout screen, with two rooms placed and the Rooms panel open","\u002Fimages\u002Fdocumentation\u002FWorldshaper-leveleditor.png",[173,1616,1617,1618,703,1621,1624,1625,1628,1629,1632],{},"Rooms are numbered in the order the run visits them, and the coloured tab on a\ncell's edge marks its doors. Selecting one opens its settings on the right:\n",[177,1619,1620],{},"Entrance",[177,1622,1623],{},"Exit"," mark where the floor starts and ends, ",[177,1626,1627],{},"Room kind","\nchooses what sort of room it is, and ",[177,1630,1631],{},"Modifier"," applies one of the game's room\nmodifiers.",[173,1634,1635,1636,1639,1640,1643,1644,1647],{},"Under ",[177,1637,1638],{},"Maps"," is that room's pool: search the saved rooms and pick as many as\nyou like, and the run draws one of them at random. Leave the pool empty - it says\nso - and ",[1347,1641,1642],{},"any"," saved map can come up there. ",[177,1645,1646],{},"Clear Map Selection"," empties it\nagain.",[173,1649,568,1650,1652,1653,1655,1656,1658,1659,1662,1663,1665,1666,298],{},[177,1651,458],{}," is a full-screen map drawn with the game's own artwork.\nNodes are placed freely: ",[191,1654,247],{},"+click places, right-click links or cuts, ",[191,1657,603],{},"\ndeletes, and placing beside a selected node links it automatically. Any node can\nlead to any other, links follow a node as it is dragged, ",[177,1660,1661],{},"Preview Map"," shows\nthe result, and the builder checks live whether the map will actually play. Close\nit with ",[191,1664,920],{},", the X button or ",[191,1667,179],{},[173,1669,1670],{},[231,1671],{"alt":1672,"src":1673,"format":544,"loading":545,"quality":546,"width":547},"The dungeon builder, with fourteen nodes over six layers and the map reported playable","\u002Fimages\u002Fdocumentation\u002FWorldshaper-dungeoneditor.png",[173,1675,1676,1677,1680,1681,1684],{},"The panel keeps a running readout: how many nodes over how many layers, how many\nof them play a level of yours rather than a vanilla floor, and which floor the\nrun starts on. ",[177,1678,1679],{},"Type for new nodes"," is what the next node will be, and each\nnode is labelled in the map with its type, its layer and what it leads to.\n",[177,1682,1683],{},"Playable"," in the corner is the live check - it tells you the map will actually\nrun before you try it.",[173,1686,1687],{},"Where a run's exit door leads depends on the layer it is on:",[204,1689,1690,1700],{},[207,1691,1692],{},[210,1693,1694,1697],{},[213,1695,1696],{},"Where the run is",[213,1698,1699],{},"What the exit door does",[223,1701,1702,1710,1718],{},[210,1703,1704,1707],{},[228,1705,1706],{},"Below the top layer",[228,1708,1709],{},"Opens the map selector to pick the next floor",[210,1711,1712,1715],{},[228,1713,1714],{},"On the top layer",[228,1716,1717],{},"Shows the completion screen - the run is over",[210,1719,1720,1723],{},[228,1721,1722],{},"Map not playable or missing",[228,1724,1725],{},"Shows the completion screen",[199,1727,1729],{"id":1728},"the-base-editor","The base editor",[173,1731,1732,1733,1735],{},"The base editor, started from the ",[177,1734,196],{}," panel, edits your real town - structures,\nterrain and paths - with the same F4 tools. Every change is kept in the mod's own\nfiles; the game's save is never written to.",[204,1737,1738,1751],{},[207,1739,1740],{},[210,1741,1742,1745,1748],{},[213,1743,1744],{},"Tier",[213,1746,1747],{},"What",[213,1749,1750],{},"Can be",[223,1752,1753,1764,1775],{},[210,1754,1755,1758,1761],{},[228,1756,1757],{},"Editable",[228,1759,1760],{},"What this mod placed, and inert scenery - trees, rocks, grass",[228,1762,1763],{},"moved, resized, deleted",[210,1765,1766,1769,1772],{},[228,1767,1768],{},"Move only",[228,1770,1771],{},"Everything else of the player's: shrines, temples, beds, farm plots, dungeon doors, the town centre, the build totem",[228,1773,1774],{},"moved",[210,1776,1777,1780,1783],{},[228,1778,1779],{},"Protected",[228,1781,1782],{},"Followers and their pets, and the placement region object",[228,1784,1785],{},"nothing",[173,1787,1788],{},"Structures that block the camera while you edit turn see-through.",[199,1790,1792],{"id":1791},"hubs-and-the-build-totem","Hubs and the build totem",[173,1794,1795,1796,1799],{},"A ",[177,1797,1798],{},"hub"," is a safe town built in the emptied DLC town. The F7 panel offers three\nentries:",[204,1801,1802,1812],{},[207,1803,1804],{},[210,1805,1806,1809],{},[213,1807,1808],{},"Panel control",[213,1810,1811],{},"What happens",[223,1813,1814,1824,1834],{},[210,1815,1816,1821],{},[228,1817,1818],{},[177,1819,1820],{},"New Hub",[228,1822,1823],{},"Travels to the base, raises the town room, empties it, opens the editor on a blank hub",[210,1825,1826,1831],{},[228,1827,1828],{},[177,1829,1830],{},"Edit Hub",[228,1832,1833],{},"The same trip, then rebuilds the saved hub in the room for editing",[210,1835,1836,1841],{},[228,1837,1838],{},[177,1839,1840],{},"Visit Hub",[228,1842,1843],{},"The same trip, then rebuilds it and leaves the player in it",[173,1845,1846],{},[231,1847],{"alt":1848,"src":1849,"format":544,"loading":545,"quality":546,"width":547},"A hub open in the editor, with the reduced hub toolbar along the bottom","\u002Fimages\u002Fdocumentation\u002FWorldshaper-hubeditor.png",[173,1851,1852,1853,1855],{},"A hub is edited with the same ",[191,1854,179],{}," tools, minus the ones a town has no use for:\nthere are no enemies, podiums or doors in the hub toolbar, and no level or\ndungeon screens.",[173,1857,1858,1859,1861,1862,1864,1865,1867],{},"Every hub needs a trigger carrying the ",[177,1860,1007],{}," action - that is where\narrivals walk in, and a hub cannot be saved without one. Add ",[1347,1863,1255],{}," or\n",[1347,1866,1244],{}," triggers as portals.",[173,1869,1870],{},[231,1871],{"alt":1872,"src":1873,"format":544,"loading":545,"quality":546,"width":547},"The same hub being played, with the day counter and quest tracker running","\u002Fimages\u002Fdocumentation\u002FWorldshaper-hub.png",[173,1875,1876],{},"Visited, it is an ordinary part of the game: the day clock runs, quests track,\nand followers go about their business in it.",[173,1878,568,1879,1882],{},[177,1880,1881],{},"build totem"," lets a hub's structures be built during play through the\ngame's own build menu, at costs you set. Building costs and refunds are kept in\nthe hub rather than the save, and a placement region stops hub building from\nreaching your real town.",[199,1884,1886],{"id":1885},"world-maps","World maps",[173,1888,1889,1890,1893],{},"The world editor, opened from the F7 panel's ",[177,1891,1892],{},"World Maps"," section, builds a\ncustom overworld in the shape of the DLC's Ewefall map: a full-screen travel menu\nbuilt from the map's own art, with travel nodes that unlock outward from what the\nplayer has completed. The vanilla DLC map is never touched, and completion lives\nin the mod's own per-save-slot file.",[173,1895,1896],{},[231,1897],{"alt":1898,"src":1899,"format":544,"loading":545,"quality":546,"width":547},"A custom world map with a base node, a boss node and a locked node","\u002Fimages\u002Fdocumentation\u002FWorldshaper-worldeditor.png",[173,1901,1902,1903,1906],{},"Nodes sit on the map's own artwork and are joined by dashed paths. Each carries\nthe vanilla styling for its kind, its own label, and - where one is set - its\nlock: the node here asks for eight keys and shows ",[191,1904,1905],{},"???"," until it is opened.",[1908,1909,1914],"pre",{"className":1910,"code":1912,"language":1913,"meta":233},[1911],"language-text","CustomWorldMaps\u002F\n    \u003CMapName>\u002F\n        config.json      the map (layers + nodes)\n        *.png            sprite layers and node icons, referenced by file name\n        \u003CSpineFolder>\u002F   one spine per subfolder: skeleton .json + .atlas + pages\n    progress_slot\u003CN>.json    per-save-slot completion (managed by the mod)\n","text",[191,1915,1912],{"__ignoreMap":233},[173,1917,1918,1921],{},[177,1919,1920],{},"F6"," flips between edit and play view.",[535,1923,1925],{"id":1924},"nodes-and-unlocking","Nodes and unlocking",[173,1927,1928,1929,1932],{},"Positions are in the canvas's 1920x1080 reference space. A node's ",[191,1930,1931],{},"Id"," is a\nstring it keeps forever - progress is keyed on it, so renaming a node orphans\nprogress earned under the old id.",[173,1934,1935,1936,1939,1940,1943,1944,1947,1948,1951],{},"States follow the DLC cascade: a ",[177,1937,1938],{},"completed"," node's children become\n",[177,1941,1942],{},"selectable",", its grandchildren become a grey ",[177,1945,1946],{},"preview"," (\"???\"), and\neverything further stays ",[177,1949,1950],{},"hidden",". States only ever upgrade when branches meet.\nOn top of that:",[578,1953,1954,1971,1977,1987,1997],{},[581,1955,1956,1959,1960,1600,1963,1600,1965,1968,1969,298],{},[191,1957,1958],{},"InitialState"," (",[191,1961,1962],{},"Hidden",[191,1964,484],{},[191,1966,1967],{},"Selectable",") is what a node is before\nany completion reaches it. The starting node is authored ",[191,1970,1967],{},[581,1972,1795,1973,1976],{},[177,1974,1975],{},"Base"," node is home: selecting it closes the map, it never completes, and\nits children unlock from the start.",[581,1978,1795,1979,1982,1983,1986],{},[177,1980,1981],{},"Key"," node banks ",[191,1984,1985],{},"KeysGranted"," keys when completed, once however often it\nis replayed.",[581,1988,1795,1989,1992,1993,1996],{},[177,1990,1991],{},"Lock"," node surfaces where a selectable node would be, priced at ",[191,1994,1995],{},"KeysCost","\nkeys, and blocks its branch until opened. An opened lock passes completion\nstraight through. A lock is the one node that asks before it acts.",[581,1998,1999,2002,2003,2006],{},[191,2000,2001],{},"RequiredCompletedCount"," plus ",[191,2004,2005],{},"RequiredNodes"," holds a node at preview until N\nof the listed nodes are completed.",[173,2008,2009,2010,2002,2013,2015,2016,2019,2020,2022,2023,2026,2027,2029,2030,2033],{},"A node's destination is ",[191,2011,2012],{},"TargetKind",[191,2014,912],{},": a saved ",[177,2017,2018],{},"dungeon map"," from\n",[191,2021,1475],{},", a saved ",[177,2024,2025],{},"level"," from ",[191,2028,1471],{},", or ",[177,2031,2032],{},"None",",\nwhich completes on the spot when selected. Completion is recorded only when a run\nentered from the map ends in the success path - dying records nothing.",[173,2035,2036,2039],{},[191,2037,2038],{},"NodeType"," chooses which vanilla node style is borrowed:",[204,2041,2042,2051],{},[207,2043,2044],{},[210,2045,2046,2048],{},[213,2047,2038],{},[213,2049,2050],{},"Vanilla style",[223,2052,2053,2062,2072,2085,2096],{},[210,2054,2055,2059],{},[228,2056,2057],{},[191,2058,1975],{},[228,2060,2061],{},"The home node",[210,2063,2064,2069],{},[228,2065,2066],{},[191,2067,2068],{},"Dungeon",[228,2070,2071],{},"A standard Ewefall dungeon",[210,2073,2074,2082],{},[228,2075,2076,1600,2079],{},[191,2077,2078],{},"MiniBoss",[191,2080,2081],{},"Boss",[228,2083,2084],{},"The miniboss \u002F boss nodes",[210,2086,2087,2093],{},[228,2088,2089,1600,2091],{},[191,2090,1981],{},[191,2092,1991],{},[228,2094,2095],{},"The key and lock nodes, with their extra outline",[210,2097,2098,2103],{},[228,2099,2100],{},[191,2101,2102],{},"Reward",[228,2104,2105],{},"The reward cache",[535,2107,571],{"id":2108},"layers",[173,2110,2111,2112,2115],{},"Sprite layers are the PNG at its authored pixel size, tinted and scaled as\nconfigured. Spine layers render on the canvas and animate even while the world is\npaused; for them, ",[177,2113,2114],{},"scale 1 means the size the game draws that skeleton at",",\nmatching what 1 means for a sprite.",[2117,2118,2119,2120,2123],"caution",{},"The game's Spine runtime draws a canvas skeleton with a single texture, so world\nmap spines should use a ",[177,2121,2122],{},"single-page atlas",". A multi-page skeleton renders its\nfirst page correctly and misdraws the rest.",[173,2125,2126,2129],{},[191,2127,2128],{},"ParallaxDistance"," (0 pinned, 1 moves most) drifts a layer toward the mouse in\nplay view. The editor keeps everything pinned so placement is exact.",[199,2131,2133],{"id":2132},"the-menu-editor","The menu editor",[173,2135,2136,2139,2140,2143,2144,2147],{},[177,2137,2138],{},"Customize Menu"," on the title screen opens the main menu editor. Looks are\nsaved as named presets under ",[191,2141,2142],{},"CustomMainMenus\u002F",", a folder each with a\n",[191,2145,2146],{},"config.json"," beside its art, and the chosen preset dresses the menu on every\nlaunch.",[578,2149,2150,2156,2162],{},[581,2151,568,2152,2155],{},[177,2153,2154],{},"Look"," tool: palette pick and blend, background colour, hue \u002F saturation\n\u002F brightness, dither, grain, the glitch effect, and a negative effect for the\nfield behind the lamb.",[581,2157,568,2158,2161],{},[177,2159,2160],{},"Centrepiece"," tool: skin, animation, position, scale and rotation for the\nlamb - or a custom spine dropped into the preset's folder.",[581,2163,568,2164,2166],{},[177,2165,1163],{}," tool: replace the logo with any PNG, move, resize or hide it, and\nset, move, recolour or hide the edition line.",[173,2168,2169,2170,2173,2174,2177],{},"Drop a PNG into a preset's folder to use it as the title; drop a spine folder\n(",[191,2171,2172],{},".json"," + ",[191,2175,2176],{},".atlas"," + pages) to stand it where the lamb is.",[199,2179,2181],{"id":2180},"editing-together","Editing together",[173,2183,2184,2185,2188,2189,2191,2192,2194],{},"With ",[177,2186,2187],{},"COTL MP Steam"," on both machines - a build that includes editor sync -\npress ",[177,2190,179],{}," in the base while in a session and the world pauses for both\nplayers. The other player is invited in chat and can press ",[177,2193,179],{}," to edit with\nyou.",[578,2196,2197,2200,2203,2206,2209,2212],{},[581,2198,2199],{},"Your selection is cyan, theirs is amber, on the object, its outline, their\ncursor and in the layer list.",[581,2201,2202],{},"An object the other player has selected or is dragging is locked until they let\ngo.",[581,2204,2205],{},"Moves, resizes and reshapes show on the other screen while the mouse is still\ndown, not only on release; lighting changes fade in.",[581,2207,2208],{},"Saving from either side saves on the host's machine; the guest receives the\nfiles.",[581,2210,2211],{},"Custom dungeon levels work in a session: the host starts a level, the guest\nfollows into the same layout with the same rooms, and both can edit the rooms\ntogether.",[581,2213,2214,2215,2218,2219,2222,2223,2226],{},"If the two rooms ever disagree, the ",[177,2216,2217],{},"Resync"," button in the shortcut panel\nputs them back in step. ",[191,2220,2221],{},"MapEditor \u002F NetVerbose"," in the config logs every change\nsent and received, and a ",[177,2224,2225],{},"Sync self-test"," button runs the room through the\nsync on one machine.",{"title":233,"searchDepth":2228,"depth":2228,"links":2229},2,[2230,2244,2245,2246,2247,2248,2249,2253,2254],{"id":201,"depth":2228,"text":202,"children":2231},[2232,2234,2235,2236,2237,2238,2239,2240,2241,2242,2243],{"id":537,"depth":2233,"text":237},3,{"id":619,"depth":2233,"text":262},{"id":728,"depth":2233,"text":275},{"id":767,"depth":2233,"text":308},{"id":787,"depth":2233,"text":324},{"id":802,"depth":2233,"text":337},{"id":834,"depth":2233,"text":354},{"id":1263,"depth":2233,"text":367},{"id":1284,"depth":2233,"text":393},{"id":1358,"depth":2233,"text":406},{"id":1394,"depth":2233,"text":419},{"id":1421,"depth":2228,"text":1422},{"id":1457,"depth":2228,"text":1458},{"id":1521,"depth":2228,"text":1522},{"id":1728,"depth":2228,"text":1729},{"id":1791,"depth":2228,"text":1792},{"id":1885,"depth":2228,"text":1886,"children":2250},[2251,2252],{"id":1924,"depth":2233,"text":1925},{"id":2108,"depth":2233,"text":571},{"id":2132,"depth":2228,"text":2133},{"id":2180,"depth":2228,"text":2181},"CultTweaker's in-game editor - tools, layers, groups, triggers, dungeons, hubs, base editing, world maps, the menu editor and co-editing over Steam.","md",null,{},{"title":22,"icon":25},{"title":168,"description":2255},"VxNAJNm5XD-WWbkXRD11_9DiUm9h9kzMiCVDp1YSVtA",[2263,2265],{"title":17,"path":18,"stem":19,"description":2264,"icon":20,"children":-1},"Install CultTweaker with BepInEx and COTL_API, learn the content folder layout, the config file and every hotkey.",{"title":27,"path":28,"stem":29,"description":2266,"icon":30,"children":-1},"Export a Spine 3.8.99 skeleton, load it as the Lamb, configure skins, hide slots and control fleece transmog.",1789208919113]