Dev Tools

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Dev Tools[edit source]

The Dev Tools are a collection of in-game tools used by the developers for testing the game and editing map properties. They are a good starting point for modders, as the tools are fairly easy to use, and provide some basic modding capabilities. They can be installed from the Tools section of RainDB.

Controls[edit source]

The following keyboard shortcuts are available for use once the Dev Tools have been activated in-game.

Main controls[edit source]

Key Function
O Enables/Disables Dev Mode. While Dev mode is active, some yellow text will be shown at the top of the screen showing that it is active, and also showing the current map name.
H Opens/closes the main Dev Tool interface.
M Shows various useful debug information, like number of creatures active in the region, exact time left until the rain, creature relationship statuses, numerical identifiers for pipes and spawn locations, and pixel/tile coordinates at the mouse location. A tip for expanding functionality can be found on the DebugMouse page.
P Displays tile accessibility for each creature type. Use arrow keys to select a creature type, then click a tile in the room to see every place the creature can reach from that tile.
Q Fills Slugcat's food meter by one pip.
R Restarts the cycle from the shelter.
A Reduces physics tickrate when held, making the game run in slow-motion.
S Increases physics tickrate when held, making the game run as fast faster (150% speed max in vanilla, potentially more if a mod uncaps FPS)
V Teleports Slugcat to the location of the mouse.
W Flings slugcat in the general direction of mouse motion. Works incorrectly in multiscreen rooms.
F Pulls batflies towards the location of the mouse.
B Drags all creatures/entities to the location of the mouse (except Slugcat and Batflies).
G Flings all vultures skywards.
N Offsets the camera based on the mouse position.
E Sets the migratory destination of every creature in the region to the current room.
U Reloads all sound samples.
I Shows a log of all sound effects played.
K Shows UnityEngine.Debug.Log (normally routed to ConsoleLog.txt) output on screen (Extended Devtools).

Menu controls[edit source]

These are additional Dev Tools commands available on the title screen/region select screens.

Menu controls
Key Function
N+Jump Allows you to reposition the layers in the background image with the mouse.
B Saves the new positions of the layers to file.

Cutscene controls[edit source]

These are not useful in the current version of Dev Tools, as you can't save these changes, and the cutscene doesn't pause while this mode is active, like it probably is supposed to.

Cutscene controls
Key Function
M Activate/Deactivate cutscene editing mode.
Left Click Select and drag keyframes around.
J Add a new keyframe.
K Remove a keyframe.
O Change depth of selected keyframe.
L Offset all keyframes.
I Test playback of cutscene.

Interface Tabs[edit source]

Once opened the Dev Tool interface is broken up into five different tabs,

This tab mostly contains settings for base room visuals, such as palette, cloud cover and terrain wetness.

General Controls[edit source]

Control Function
Save Saves the current effects and room settings to a file inside the region's World folder, named ROOMNAME_settings.txt Most effects are not applied instantly, and thus need to be saved, and then reloaded by dying and returning to the room to see the changes.
Inherit from template Will set the values stored in a specific template the region has to this room.
Save as template Saves the current room's settings as a template for easy re-use.

Room settings menu[edit source]

G.O[edit source]

Controls the game over sequence when the rain timer expires.

  • Rain: As it says on the tin.
  • Flood: Room will slowly fill up from its set water height.
  • Flood and rain: The sky is death, and the room floods
  • None: Will cause no visual effects, and screen rumbling will be disabled
  • Thunder: Lightning effects in the room will speed up animation.However no actual deadly effects will happen. To do an under hang style lightning walls effect. you will need to add an "ElectricDeath" room effect with a 100% modifier.
Various controls
Control Function
Rain Intensity Increases or decrease how hard the rain will impact the player. Default is 100%. Lower amounts will eventually not kill the player, but instead only hamper their jumps.
Rumble Intensity Similar to rain intensity, Controls the screen shake of the room when the rain timer expires. This does not apply to rooms with a G.O of "none", as by default those will not shake anyway.
Ceiling Drips Controls how wet a room is. The higher the value, the more drips will spawn. This will only apply for a few moments at the beginning of a cycle, unless "Wet terrain" is turned on.
Waves Speed, length, and amplitude of water waves.
Clouds Changes the cloud cover of an area. Will be forced to 100% when the room has the sun disabled. ( This is changed in the official editor when exporting a level. )
Grime Creates an oil like film over the edges and raised bits of tiles. Also causes minor distortions on the screen.
Random Item Density Controls how often rocks will spawn on the ground of the room.
Random Item Spear Percent How often those random rocks will be spears
Water Light The modified intensity of light sources placed underwater.

Palette Menu[edit source]

Palette[edit source]

Palette menu controls
Control Function
Palette Rooms in Rain World use palettes to decide how they draw on screen.

These colors can be changed during run time and easily modified and saved to tweak rooms on the fly. By default there are 35 palettes in vanilla rainworld. However more can be added through modding.

Effect color A/B Controls the palette of effects applied from the official editor.

The official editor can paint effects to use one of these palettes specifically. Allowing you to draw plants using palette A, and daddy corruption using palette B, to name an example. Both palettes can be configured like the normal palette menu.

Fade Palette Changing this from "none" will enable a percent slider for every camera in the room, and will allow you to select a secondary palette.

These sliders will allow you to fade between the primary palette, and this secondary fade palette. Allowing you to do visual transitions as you progress through rooms, or to simply create a blended set of colors between two specific palettes. The image below shows a fade at 0%, 50% and 100%. Slowly changing the room's colors between the two palettes based on the slider.

Fadepalette example.png

Effects Library[edit source]

This menu will allow you to select various effects you want to happen in a room. However, most of these will require the room to be saved, and then reloaded. Simply dying, and returning to the room will do this. Clicking an effect in this menu will add it, and again will remove it. Most effects require a save + reload, so do not be surprised if the effect does not show up at all when you add it at first!






MSC Effect Description Showcase
No ZeroG Decreases gravity, at 100% you will gain zeroG controls like the inside of Five Pebbles.
No BrokenZeroG Controls how often the above effect shuts down and turns back on.

Allows you to have partial anti-gravity with different levels of gravity, and not just fully on or off gravity.

No SSSwarmers Causes neurons to spawn randomly throughout the room.
No SSmusic Plays Random gods at the intensity of the percent slider.

Requires zero gravity. Fades in and out when gravity is broken.

No ElectricDeath Causes sparks and zaps when the raintimer expires. Any value under 100% will only cause visual sparks. at 100% it will knock slugcat around, and eventually kill them.
No BorderPushBack Will shove slugcat away with increasing force.

NOTE: Checks camera boundaries instead of geometry boundaries, its behaviour is thus resolution dependent.

No DayNight Allows the room to have a night mode.

Must be used in tandem with the DayNightSettings object.

Yes RoomWrap Objects and creatures that leave one side of the room will appear on the other side as well.
Yes DustWave Makes a terrifying sandstorm sweep across the room when the rain timer runs out.
No SkyBloom Increases how fuzzy/bloomy the sky's light is.

Applying the effect

No LightBurn How overwhelming the "baked in" light placed in the official editor is. A good example is the bright lights seen near the start of the Miros bird tunnel in subterranean.

File:Effect 3.png

No SkyAndLightBloom A mix between skybloom and light burn at the same time is more intense.

Applying the effect

No Bloom Similar to SkyBloom, but applies to lights.

File:Effect 5.png

No Fog Creates a white cloudy effect at layer 1. Not compatible with SkyBloom, LightBurn, SkyAndLightBloom and Bloom.

File:Effect 6.png

No SunBlock Makes it so sun light doesn't show as if a shadow is covering everything.Allows the two projector effects below to work properly.
No ProjectedScanLines Adds vertical and horizontal projected lines that slowly scroll across the room.
No SuperStructureProjector Causes glowing lines and circles around CoralNeurons,

the percent slider controls flashing symbols and lines in various intensities.

No Darkness Darkens the room's palette.
No Brightness Brightens the room's palette.
No Contrast Increases contrast on the room's palette.
No Desaturation Desaturates the room's palette.
No Hue Shifts the hue of the room's palette.
No DarkenLights Darkens the light color on the room's palette.
No WaterLights Changes the visuals of light emitting objects that are underwater.
No SkyDandelions Adds floating puffs in the air, a Sky Islands effect.

The effect at 100%

No Lightning Creates flashes, and makes the terrain glow. Certain palettes break this effect. Plays a zapping sound effect.
No BkgOnlyLightning Similar to above, However it only causes the background to flash, and does not require special palettes.

Plays a zapping sound effect.

No ExtraLoudThunder Changes the thunder sound effects of Lighting/BkgOnlyLightning to a louder and more violent version.
No GreenSparks Underhang, and the Legs' green sparkles.
No VoidMelt Void fluid camera effect seen near the end of the game. Covers the screen in maple syrup. Causes slowdown automatically.
No CorruptionSpores Spawns black specks that float in the air, as seen near unfortunate development.

Requires zero gravity, or broken zero gravity at full strength to appear.

No AboveCloudsView Draws the Wall's background in the room. This is tied directly to the room's Y location on the map.

The top of the wall is at Y -2064. Use the regions map file to place your room at the height required for the effect you need.

No RoofTopView Draws the city above FivePebble's in the background, and applies a dusty effect behind slugcat as they move and jump.
No VoidSpawn Causes void free void spawn to appear swimming throughout the room.
No FairyParticles Generates screen-wide particles.

Should be used in tandem with the FairyParticlesSettings placed object.

No Coldness Causes slugcat to emit cold breath particles.
No HeatWave Applies a heat distortion shader over the room.
No DustPuffs Causes slugcat to emit puffs of dust under their steps.
No VoidSpawn Causes void free void spawn to appear swimming throughout the room.
Yes Advertisements Overseers will show random advertisement projections.
No Flies Spawns small flys that buzz around the room and land on objects.
No FireFlies Spawns tiny glowing yellow bugs throughout the room, that grow in intensity as the cycle progresses.
No TinyDragonFly Spawns tiny bugs that fly around plants.
No RockFlea Spawns tiny bugs that hop around on the ground in clusters.
No RedSwarmer Spawns small, bright red bugs that fly around slowly.
No Ant Spawns small jumping bugs.
No Beetle Spawns small beetles that slowly fly around the room.
No WaterGlowWorm Spawns small worms that swim around in water.
No Wasp Spawns small wasps that quickly dart between walls.
No Moth Spawns small white moths which slowly flutter around the room.
No LightRain Causes a gentle cosmetic version of death rain to be constantly present.
No LightRain Causes the death rain to be constantly present.

Not hard enough to kill, but only to push around.

No BulletRain Causes bullet rain to be constantly present.
No BulletRainFlux Causes bullet rain to fluctuate in intensity and presence.

Requires the BulletRain effect.

No WaterFluxFrequency Adjusts how fast water in the room fluctuates.
No WaterFluxMinLevel Adjusts the lowest point the water will descend to.
No WaterFluxMaxLevel Adjusts the highest point the water will rise to.
No WaterFluxMinDelay Adjusts how long the water should pause at the lowest level.
No WaterFluxMaxDelay Adjusts how long the water should pause at the highest level.
No WaterFluxSpeed Adjusts how quickly the water should fluctuate.
No WaterFluxOffset Shifts the WaterFlux cycle to happen later.
No WaterFluxRumble Adjusts how much the room should rumble while the water is fluctuating.
No LethalWater Makes water deadly to anything that touches it.
No SilenceWater Turns off the default ambient water noises.
No WaterViscosity Adjusts how thick the water is.
No WaterDepth Adjusts the visual sublayer the water appears on.

Default is sublayer 0 or 1, but this effect allows the water to be placed on any sublayer, even behind the playable area.

Yes InvertedWater Puts water on the ceiling.
No DirtyWater Changes the water's appearance to be more dirty.
Yes FastFloodDrain When precycle flooding is ending, makes the room drain faster.
Yes FastFloodPullDown When precycle flooding is ending, treats the room as if it were lower.
No LavaSurface Changes the water's appearance to be more like lava.
No VoidSea Spawns voidworms, draws a fade. Swimming downward, or falling downwards, will eventually bring you to the void sea.

Triggers the ending sequence when entered.

No FakeGate Adds various dysfunctional visuals to make the room look like a gate.
No PixelShift Moves the camera center when playing in a thinner resolution. Used to keep relevant details on-screen.
Yes BrokenPalette Changes the room's palette to use the 1.5 broken palette.

Note: Some effects are mutually exclusive - if multiple of these effects are applied, not all of them will work properly. Some of them are partially compatible, but most of them override entirely. The order of these is the priority - effects that are higher in the list will override lower ones.*

SkyBloom, SkyAndLightBloom, Lightning, LightBurn, Fog, Bloom, VoidMelt

Allows placing various devtools objects.

General controls[edit source]

Save[edit source]

Saves the current objects to a file inside the region’s World folder, named ROOMNAME_settings.txt Some objects do not spawn instantly, and thus need to be saved, and then reloaded by dying and returning to the room to see the changes.

Mouse input:[edit source]

Objects can be grabbed with the left mouse button. Releasing will put them down. Dragging the object to the bottom left into the trash bin box will remove it. Some objects will only be removed completely by reloading the room entirely.

Object Library[edit source]

Object Description Requires Reload
LightSource Spawns a light that changes color based on its location. The secondary dot can be grabbed to stretch out the distance the light covers, and the slider sets how bright it is. No
FlareBomb Spawns a bomb. Yes
PuffBall Spawns a puffball. Yes
TempleGuard Spawns a guardian Yes
LightFixture Spawns a light with a specific state and style of flickering. Such as fire or filtration system red lights. Is turned on and off by the BrokenZeroG effect. Yes
Dangle fruit Spawns edible blue fruit that hang from vines. Dot’s position is where the top of the fruit will be, not the vine’s base. Refresh time between cycles can be set with the sliders. Yes
CoralStem Places one of the nerve tree plants from inside Five Pebbles. Center dot is the root. Secondary dot is the default direction and the base.If not in zero gravity the plant will flop limply down. Yes
CoralStemWithNeurons Spawns the same object as above, except with neuron flies around it. May require zero gravity to spawn neurons. Yes
CoralNeuron Spawns a long red climbable noodly creature from inside Five Pebbles. Center dot is one end, Secondary dot is the other end. Acts as if it is always in zero gravity. Yes
CoralCircuit Spawns a breakable block of coral and neurons from inside Five Pebbles. Acts as if it is always in zerogravity. Center dot controls location, Second dot controls the size of it. Yes
WallMycelia Spawns tiny black and blue tendrils that talk to neurons, and attach to CoralNeurons. Act as if always in zero gravity. Yes
ProjectedStars Adds the constellation looking projections found within five pebbles. Center dot controls location, Second dot controls the size of it. Just like the SuperStructureProjector and the ProjectedScanLines effects from the effects tab, The stars will only work if the SunBlock effect is added. Yes
ZapCoil Adds a blue zapping and sizzling effect the tile it is placed over. Meant to be used with the ZapCoil objects in the tile editor. Strangely, it turns off and on with the BrokenZeroG effect, even though this is never seen happening in the main game. Yes
SuperStructureFuses Causes blinking lights and flicking dots. It is often used with the Superstructure material in the official editor’s tile editor. However it can be placed under any tileset, and will cause it to flash red and blue in various ways. Yes
GravityDisruptor Causes a visual distortion, blue lights, and will forcibly make slugcat push away and orbit it when close enough. Is intended to be used with the gravity machine tile/prop in the official editor. Will turn on and off automatically if brokenZeroGravity is enabled. Yes
Spotlight Adds a configurable light that comes from a specific direction. The location of the Spotlight is configurable with four dots the same way configuring a decal works.The light color and layer are also configurable. No
DeepProcessing Causes a blue sparkling effect in background layers. The layer and intensity can be adjusted using the slider. The four points can be stretched as needed. No
Corruption Spawns Daddy Longlegs corruption on walls. Only the tendrils will pull you into walls, the small tumors will simply slide you around harmlessly. Tendrils are spawned automatically. The main dot controls location, second dot controls the size of the area affected.Warning: This object will crash in arena mode. Yes
CorruptionTube Spawns a climbable blue tendril between two points. Yes
CorruptionDarkness Spawns a black distorted shadow that normally appears near the corruption inside Five Pebbles. Yes
StuckDaddy Spawns a Daddy Longlegs locked to a specific location. This spawns a new daddy, and does not require any creature to be added to the World file.Note: It must be placed within corruption to spawn. Yes
SSlightrod Glowing laser lights inside Five Pebbles. Can be adjusted in both brightness, and depth into the background. No
CentipedeAttractor Draws centipedes towards it at the start of a cycle. These centipedes will even ignore slugcat till they reach their destination. Yes
DandelionPatch Spawns a patch of skyisland puffballs along the ground. Yes
GhostSpot Triggers an echo at this location. Requires advanced modding setups to add echos. Yes
DataPearl Spawns a generic white pearl. Yes
UniqueDataPearl Spawns a data pearl with a set lore index. Requires advanced modding setup to add lore pearls. Yes
SeedCob Spawns a popcorn plant, the top of the plant is at the dot. The root will automatically try to find the ground under it. Refresh time between cycles can be set with the sliders. Yes
DeadSeedCob Same as above, except it starts eaten, and will never refill. Yes
WaterNut Spawns a blue waterNut that can be popped in water. Dot is the center of the nut, The plant will find ground to take root on. Refresh time between cycles can be set with the sliders. Yes
Jellyfish Spawns a jellyfish at the dot’s location. Refresh time between cycles can be set with the sliders. Yes
KarmaFlower Spawns a karma flower. Dot is the root of the plant. Refresh time between cycles can be set with the sliders. Yes
Mushroom Spawns a mushroom. Dot is the center of the cap, the room will find the ground automatically. Yes
SlimeMold Places glowing edible molds on the walls and floor. Refresh time between cycles can be set with the sliders. Yes
Flylure Spawns batfly luring plants. The dot is the root of the plant. Refresh time between cycles can be set with the sliders. Yes
CosmeticSlimeMold Same as SlimeMold just smaller and not edible. Yes
CosmeticSlimeMold2 Another SlimeMold variant Yes
FirecrackerPlant Spawns a firecracker, dot is the root of the plant. Refresh time between cycles can be set with the sliders. Yes
VultureGrub Spawns a vultureGrub. Refresh time between cycles can be set with the sliders. Yes
DeadVultureGrub Same as above, except prekilled. Yes
VoidSpawnEgg Adds a little void ghost thing that is trapped and can be freed if touched by slugcat. Only visible when slugcat has obtained the mark from Five Pebbles. May need other unknown conditions to be visible. Yes
ReliableSpear Spawns a spear in this location with a much higher chance then normal. If you need a required spear, use the official level editor to place one in the room’s file. Yes
SuperjumpInstructions Trigger rectangle will cause the long jump tutorial text to display. The four points can be stretched as needed. Yes
ProjectedImagePosition Wip, but presumably makes the yellow overseer project an image. Yes
ExitSymbolShelter Forces a door’s symbol to show as a save room. Often used on the other side of gates, where you cannot control what the door links to, but still need it to show a save room on the other side. Yes
ExitSymbolHidden Will cause a door’s symbol to hide. Used to make the entrances to scavenger caches, or to hide doors under corruption in Five Pebbles. Yes
NoSpearStickZone Spears will always bounce off walls inside this circle. Yes
LanturnOnStick Spawns a scavenger lantern on a pole. Used often by scavenger merchants. Yes
ScavengerOutpost Scavenger toll. Trade pearl for passage through. Second dot sets range from main dot. Direction from the middle dot to the second dot controls the angle of the dear totem’s pole. The skull and pearls hanging from it can be changed using the random seed sliders, and the angle the skull faces with the “angle” slider. Requires scavengers to be added to the world file, and scavenger doors be placed in the world. Scavengers will naturally migrate to it. Will also spawn a cache of spears around it for the scavengers. Yes
TradeOutpost Scavenger merchant. Trade pearls for items. Second dot sets range from main dot. Yes
ScavengerTreasury Spawns random scavenger items in the radius around it. Explosive spears, bombs, and lanterns. Yes
ScavTradeInstruction Displays pearl trading tutorial Yes
CustomDecal Spawns a distort-able decal that can be placed and changed as needed. No
InsectGroup Spawns a several insects who stay inside the boundaries of the circle. Amount of insects is determined by the density. Yes
PlayerPushback Pushes the player away from a point with increasing force. Yes
MultiplayerItem Adds an item of choice that can spawn in arena mode.
SporePlant Wip
GoldToken Spawns an arena unlocking scanplant. center dot is the location of the token, second dot is the roots. Can be configured to show up only in specific difficulties Yes
BlueToken Same as above, except for creature unlocks Yes
DeadTokenStalk Same as above, but has nothing to unlock. Yes
NeedleEgg Spawns a noodlefly egg. Dot is the egg itself, it will attach to a ceiling on its own. Yes
BrokenShelterWaterLevel If a shelter is configured to be broken on a certain difficulty, it can be flooded to a certain water level. This will set that height. Yes
BubbleGrass Spawns in the bubble grass object that allows for longer breathing.
Filter Spawns a zone where objects can be configured to only spawn on certain difficulties. Yes
ReliableIggyDirection Wip
Hazer Spawns a squid like creature called a Hazer. Will make a huge cloud of ink when thrown. Yes
DeadHazer Spawns a dead Hazer. Yes
Rainbow Spawns a rainbow that will appear with a certain percent at the beginning of a cycle. The rainbows size, thickness, and fade can be controlled with the slider. The dots change it’s location and arch. No
LightBeam Spawns a ray of light that can be distorted and moved around by the four points that make up this object’s rectangle. Sliders control the depth per layer, as well as how bright it is per layer. The white adjustment is between using a palette color, and using white. No
NoLeviathanStrandingZone Creates an area that pushes leviathans, useful for placing down in places where leviathans get stuck.


This editor tab allows you to place various sounds into the room. Omni-directional sounds will play regardless of your location in the room, and from all directions. Directional sound is similar, you can control the direction the player will hear the sound from their speakers in. Finally spot sounds will play from a specific location in the room, with a configurable fading distance. All sounds can have their pitches and volume tweaked to fit the mood of the room. Take a peak at rooms in the vanilla game to get a sense of how loud sounds normally are in game.

General Controls[edit source]

Save[edit source]

Saves the current sounds to a file inside the region’s World folder, named ROOMNAME_settings.txt.

Mouse input[edit source]

Positional sounds can be grabbed with the left mouse button. Releasing will put them down. Dragging the sound to the bottom left into the trash bin box will remove it.

While this tab is open, and the Bkg Drone volume is above 0%, you you can move your mouse from the left of the screen to the right, to preview the varying levels of threat music your region has. The left being the lowest, and right being maximum threat.

Various controls
Control Function
Bkg Drone The volume of procedural enemy encounter music. 28% is the default volume in most areas.
No Threat Drone Vol ???
"Create sound" controls
Sound type Desription
Omnidirectional Sounds selected with this option selected will play at a set volume regardless of location in the room.

Clicking the sound again in the list will remove it.

Directional Sounds selected with this option will play from a specific direction from the speakers. regardless of slugcat’s location in the room. Clicking the sound again in the list will remove it.
Spot Sounds placed with this option will have a radial tool to control where they are heard at their maximum volume, and how far their noise tapers out around them.

Dragging the sound into the bottom left trash box will remove it.


This tab is unfinished
This tab is lacking some / all of critical information.


While you will be able to edit and tweak the map ingame, the in game map will only be loaded again on a full restart of Rainworld. It will often be broken as well due to previous exploration of the map. To properly test your map, you will need a backup file from before you entered the region, or to reset the file entirely, and restart the game again. This tool is very picky, and often rendering/exporting the map will fail until you restart Rainworld.

General controls[edit source]

NOTICE! Although general controls are behind the map (and are slightly darker due to this), they still function exactly the same!

Save:[edit source]

Saves the current map properties. Layout, dev view, enemy preferences, and all. To the region’s properties text file, and map text file.

NOTICE! It is important to ALWAYS save before you leave the map tab! The map will reset to its previous state if you change to another tab, or close dev tools! Changing between canon/dev modes will not reset the map. However saving often in this tab is a good habit.

Modes:[edit source]

There are two specific map modes, canon, and dev. Canon mode is the maps appearance ingame, and dev mode allows you to set specific properties of rooms, such as creature’s attraction to it, and their sub region.

Dev View =[edit source]

Connections on dev map

This mode displays every room tied to the region, their names, and their doors. Lines are drawn between connected doors. Disconnected doors will show an unconnected diagonal line. Doors that do not have a proper connection in their destination room will point into the center of that room’s icon instead of to a door. Properly linked doors will show two lines. One going from each room to the proper door on the other end.

The placement of these rooms will not change the map that the player sees in game, nor does it affect room settings that require specific map heights like “AboveCloudsView”, and can be aligned to your convenience.

Understanding Entrance Types:[edit source]

There are various doors in and out of rooms. These not only include the doors slugcat can use to travel between rooms, but also creature dens, and unique doors; Such as the automatically added sky doors for vultures. The dev view outlines each door in every room connected to the region. Allowing you to easily see which rooms have specific doors as you edit the World File. The specific doors are as follows:

  • Gray Squares are for pipes that travel between adjacent maps. These should not be used for creature spawns.
  • Light Blue Squares are spawn locations in the sky for Vultures.
  • Dark Blue Squares are underwater spawn locations for Leviathans.
  • Dark Gray Squares are travel locations for Scavengers.
  • Brown Squares are spawn locations for Garbage Worms
  • Bright Green Squares are spawn locations for Batflies
  • Pale Green Squares are side entrances that can be used by Miros Birds
  • Magenta Squares are the standard creature spawn locations for all other types of creatures.

Reset Dev Positions:[edit source]

Holding N and pressing this button will move all rooms to their canon locations. Not used often, Really only useful if you somehow have lost a room off screen.

Room Attractiveness Tool:[edit source]

This tool allows you to select an enemy, or enemy class from the right hand menu, and specifically tweak what rooms they love, avoid, are neutral to, stay in, or are not allowed inside of while wandering the map. This does not apply to when an enemy is in pursuit of slugcat, or to tamed creatures. Who will follow you into rooms that are forbidden to them, but try to leave as soon as they return to their normal lurking mode.

The menu on the right allows you to select a specific enemy, and then the tool’s mode at the bottom. Clicking a map screen while “cycling” will change it between the various attractiveness options. Clicking the TOOL button will change it to setting specific modes. Clicking “apply tool to all rooms” with a specific mode selected, will paint every room to that mode. Helpful if you want an enemy to only wandering one or two rooms of a huge map, but don’t want to set every other room to forbidden manually.

Sub Regions Tool:[edit source]

This mode will allow you to click map screens, and to change them between the various sub regions inside the map region’s properties.txt file. The NONE sub region is a special flag that will not display an area name until you have entered another sub region. Save rooms and gates automatically have their sub region forcefully set to NONE, and cannot be changed.

Canon View[edit source]

Canon view of the map

This mode is for constructing the map that the player will actually see in game. If you require the actual location of the room in X and Y you will need to open the map_XX.txt file in the region. As some unique effects require specific heights. More details can be found in the Room Settings Tab.

Render Map:[edit source]

This button will export the canon map as a texture, containing the three layers the map uses to draw the in game map. In some cases this will fail. Often due to using it multiple times, or tweaking the map too much. It is a very picky tool. Restarting the game will fix this, and allow you to export properly again. Be sure to save after you export the canon map, as failing to save before you leave the map tab will result in the map resetting to the last save.

Create Def. Mat. Rectangle[edit source]


This section is unfinished
This section is lacking some / all of critical information.

Rendering Minimaps[edit source]

Example of a rendered map .png file

Minimaps can be constructed and rendered through the Map Tab. The map tab has four different editing modes: Canonical View, Subregion View, Attractiveness View, and Dev View. For minimap editing, you want to be in the Canon View.

While in Dev view, click and drag a room to reposition it. Click and drag anywhere else to scroll the canvas around. While holding the N key, click a room to change what layer it is in. There are three layers, green being the closest, grey being the middle, and red being the furthest back. In general, you should avoid overlapping any rooms that are in the same layer as each other. Overlapping rooms that are in different layers is fine.

You can click the Save button to save your changes. You should do this periodically to avoid losing any progress. When you are finished positioning all the maps how you want them, click the Render button to generate the final minimap. (This render step tends to fail a lot, see the troubleshooting section below for solutions)

Troubleshooting[edit source]

When rendering the minimap, sometimes it will fail. It will either generate a completely empty map (the rendered map image will just be an empty green rectangle), or it will generate a map, but all the map interconnections will be undefined (when you view the minimap, the dotted lines that connect the rooms will either be missing, or will curve all over the place randomly).

Here is the most reliable procedure I’ve found to have success in rendering the final map:

  • When you are done making your changes, hit the save button, but do not hit the render button.
  • Exit the game, and either start a new save file, or revert to a save file from before you entered the region for the first time.
  • Enter the region fresh, and as soon as you enter the region, go to dev mode, open the dev view map and render it.
  • The map should be correctly rendered now.


This tab is unfinished
This tab is lacking some / all of critical information.

Trigger tab view

General controls[edit source]

Save[edit source]

Saves the current effects and room settings to a file inside the region’s World folder, named ROOMNAME_settings.txt Most effects are not applied instantly, and thus need to be saved, and then reloaded by pressing R and returning to the room to see the changes.

Inherent from template[edit source]

Will set the values stored in a specific template the region has to this room.

Save as template:[edit source]

Saves the current room’s settings as a template for easy re-use.

Triggers Menu[edit source]

Triggers are the mechanism in which some in-game events occur, such as specific songs playing, projections being displayed by the player guide overseer, or information text being displayed at the bottom of the screen. Clicking one of the four options in the bottom right-hand box will place a trigger of that type, which can be moved just like other devtools objects.

Trigger Options[edit source]

Triggers have a number of settings which determine what the trigger does and under what circumstances.

Trigger setting Description
Active from cycle The minimum total cycle requirement for the trigger to activate.
Active up to cycle The maximum cycle limit for the trigger to activate - if the player has a cycle count higher than this number, the trigger will not activate.
Fire chance A random percentage chance for the trigger to activate, from 0% to 100%.
Trigger delay How many seconds between the requirements for the trigger being met and the event occurring.
Karma req The minimum karma the player needs for the trigger to activate (from 0 to 5)
Can only fire once/Can fire multiple times Self-explanatory, determines whether the trigger only fires once or not.
No entrance requirement/Entrance XX Determines whether the player can enter from any entrance pipe, or whether they need to come through a specific one. When an entrance is selected, a red line will connect this entrance and the options box.
White, Yellow, Red Determines which gamemodes the trigger fires on - Survivor, Hunter or Monk. A gamemode’s name being displayed means that the trigger will fire in said gamemode.

Event Types[edit source]

The lowest button on the options box lets you pick what type of event you want to add.

MusicEvent[edit source]

Plays a song from the soundtrack.

  • The first button lets you pick the song you want to play. Files for these songs can be found in *Rain World, or many of them can be found online.
MusicEvent options
Option Description
Play volume The volume the song plays at.
Fade in In seconds, how long the song takes to reach full volume.
Song priority If this song’s priority is higher than another’s, then this song will continue to play if the other trigger is activated. If the priority is lower, then the higher one will play instead of it.
Drone volume WIP, presumably adds a background drone sound at the set volume.
Fade out at threat The threat level at which the song fades out and is overtaken by the threat music.
Rest cycles If this trigger can activate multiple times, the number of cycles for the trigger to wait before being able to fire again.
Room transitions How many rooms the song will continue playing through.
One song per cycle Whether or not the same song can activate multiple times in one cycle.
Play once/loop Determines whether the song plays once or loops
Continue at death Continue playing the song when the player dies.
Continue through gate Continue playing the song when the player uses a region gate.

StopMusicEvent[edit source]

As the name says, stops one or more MusicEvents.

The first button lets you pick the song you want to stop/exclude.

  • Priority: If a song has a higher priority than the trigger, it won’t stop.
  • Fade out: Same as fade in, but fading out to silence.
  • Stop all songs/stop specific song/stop all but specific song: Self-explanatory, song selected at the top of the box is what this refers to.

PoleMimicSubtleReveal[edit source]

Causes a pole mimic to flutter slightly when activated.

ShowProjectedImageEvent[edit source]

Shows player guide overseer projections

RoomSpecificTextMessage[edit source]

Causes specific text prompt to appear. Prompts are hardcoded by room name[verify]

BringPlayerGuideToRoom[edit source]

Forces player overseer to current room

Trigger Types[edit source]

  • Spot: The most commonly used trigger; activates when slugcat walks into a specific circular area of the room. This is indicated by a white area-of-effect which can be moved and scaled.
  • SeeCreature: WIP, presumably activates upon a certain creature being seen.
  • RegionBump: Activates either when the region is entered or at the beginning of a cycle where the region name and cycle count is shown.
  • PreRegionBump: Seemingly functions the same way as RegionBump.