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### [Kongregate has closed forums as of July 29th.](https://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/1916549)
# Please suggest things on the #Suggestions channel on the [MaD2 Discord](http://www.discord.gg/MaD2).
* * *
### Got an item idea?
Use the [Item Requests](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/508538-item-requests) thread!
### Got a power/environment idea?
Suggest it in this thread. Note that I won't reply unless I think it's not possible to make, though. I'll go through the thread when I do another relevant patch and collect all your ideas then.
### Got an awesome feature idea for MaD2?
Suggest it in this thread, but please see the [FAQ](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/513429-content-faq) before suggesting to see if it's been covered before.
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What do we do with the old suggestions thread?
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##### CONTRACT SERIES
Basically Contracts, but put in a series. Useful for series.
Of course.
##### FEAUTRED LEVELS
Levels featured by 0rava.
Basic levels, advanced, puzzles, all the like.
------------
##### increase terminal velocity to 9999
The faster, the better.
##### ARENA ENVIRONMENT
Why doesnt this exist
##### THE ABILITY TO LINK A RAGDOLL TO YOUR USERNAME
It would be cool to search XSpeedDemon (in some sort of new menu) and get my ragdoll, or do the same for Idklol, Catchy, etc.
Mostly for roleplaying though
##### collision link
Instead of joints used to prevent items from colliding from eachother, links would be much better, so it wouldn't take up so many joints.
##### daily level
Chooses a random level from any time, and suggests people to play it. However, it must have over 1,000 plays.
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^^ I'm revisiting the old thread and typing up answers to all the suggestions there. Roadmap style.
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Zoom?
Bring back Grid Cut?
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* ###### `Arena Environment [and environments in general]`
**Possibly.** I'll probably do another environment update at some point. Just make sure you describe the environments in sufficient detail.
* ###### `Grid Cut`
**Possibly** to be added as a Power *and* as item functionality eventually, unless there's an issue with that many cuts (the cutter is different from MaD1.)
* ###### `Collision Link`
**Maybe.** Collision is an existing joint property, so it was easy to implement as a toggle. Would have to make a whole new system for links like this.
* ###### `Contract Series`
**Maybe.** There's a thing in the Kong API that might make this possible, but I'll have to investigate it.
* ###### `Featured Levels`
**Unlikely.** Honestly, I don't have the time for that. It'd be fully manual work, and my schedule is filled with updating the game, not playing it.
* ###### `Increase terminal velocity to 9999`
**Nope.** There's no velocity clamping on the game's side for general movement. Portals and Loop Sides velocity is limited because infinite speed causes issues (falling through portals or out of the map completely.)
* ###### `The ability to link a ragdoll to your username`
**Nope.** The game can't fetch your dolls from the API, so it'd be manual work for me since I'd have to add all your dolls manually, which is not happening.
* ###### `Daily Level`
**Nope.** The game can't query single levels from the Kong API, only display the browser UI.
* ###### `Zoom`
**Nope**, unfortunately. It'd be super useful, but see FAQ.
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#### DURATION SLIDER
Slider for how much it takes for an item to be broke.
0% [Unbreakable] - [One Touch Shatter] - 100%
45% = Brittle
55% = Breakable
1% = You're gonna need alot to break this object
-------------
(For Contracts)
##### ON-SCREEN TIMER
For example, lets say you only have 1:00 to protect the target, then kill everyone.
If all objectives aren't completed when the time runs out, you fail the contract.
(Note: The count down can just be some transparent text at the top of the screen.)
##### ability to change properties with details tool
Just like how you can change the skin color with the Details Tool, you should be able to change properties too.
(Friction, Weight, etc)
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~~Crappy Achievements, (aka do a certain action so many times)~~ Violates FAQ
Anything covered in Glue to stick on that side of an item?
Make anything smaller than 1? (a.k.a .1)
Weight more than 300?
~~Tiny things like lever switches, switch~~ Laziness or FAQ problems
Springy Joint (works like a spring between two items)
~~Sentient Beings~~ FAQ Violation
~~A Rough AI~~ FAQ Violations and Crimes aganist Humanity
Also could you compile all the suggestion into one list so its easier to read and see whats been suggested so far?
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**A way to multiselect a certain type of item on the entire screen**
e.g. A way to select ALL of the crumblers on screen and change/move them.
This would help with character making I guess.
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> could you compile all the suggestion into one list so its easier to read and see whats been suggested so far?
I might if there are too many repeating ideas, but honestly it's probably not worth the work to keep a masterlist that detailed up to date. The formatting also starts breaking at some point, I've noticed it before with master posts.
I'll likely stick to doing grading posts every once in a while once enough suggestions accumulate, and then try to implement the approved ideas into patches whenever possible.
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## I'll build it.
I actually find enjoyment out of these kind of things.
(~good thing is I check the forums daily rarely~)
# The Masterlist of perviously suggested Ideas
## Items that are striked though have or will be added
_____________________________________________________________
### I can do better than that.
* **Toggle for the spawn ragdoll.**
I'm thinking a single Save you can choose as your default view whenever you Reset.
### Yep.
* **~~A Property that triggers everthing linked to it when touched~~**
[Added in the April update](http://i.imgur.com/T6UvnsY.gif) -- Note that it toggles the trigger on every collision
* **A paranoid drone should have special comments around the alien looking drone and other items like that**
Yep.
* **A way to edit the speed of an objects spin**
Definitely possible
* **~~A Door with a lock and a key than opens the door~~**
Added in the Spring Update
**Give darkness particles some brighter shades so they'll be more visible in default Labs.**
Yep.
* **When Armour is equipped you should be able to trigger the head or hand to equip**
Should be possible, I'll try to include it in one of the armour improvement patches.
* **~~Better Fire?~~**
I've smoothened the sprite a bit in the next patch.
* **~~Blight Spreads~~**
Already in the game since last update
* **Clingy Environment (Like the Spectrus)**
Why not?
* **Could you add some mor crafting?**
Any generic resource-based crafting or item combining won't happen (i.e 2 iron + wood = sword) but specific item combinations are doable (firearm+attachment / dust forge+oven / bleach+ammonia / keycard+reader / etc.)
* **~~Glassify/Glitch/Gas Power~~**
These and more are coming in a Power Update at some point.
* **More Particles**
At some point. They're super low priority because scouring them takes a bunch of time for little to no profit (The feature isn't very much used at all.)
* **Radiation that lingers after nukes are detonated**
as a seperate Dirty Bomb item. The nukes currently in-game are just about making everything go away. an alternate Reset button if you will
* **~~Reset Ragdoll - QoL hotkey that deletes all ragdoll parts/ shrapnel and spawns a new one.~~**
[Added in the April Update.](http://i.imgur.com/XtcyOxN.gif) -- It's basically a bit faster than quickloading if your contraption is built around the default spawn position.
* **~~Scaling menus manually by dragging an edge~~**
To a degree. The Spawn Menu [will be able to](http://i.imgur.com/qBQ4ABD.gif) (WIP) resize 1:1 ratio, but not freeform horz/vert. Most of the menus wouldn't benefit from horizontal resizing because they're built fully vertically.
* **Timer for Contracts**
I'd definitely like to expand on the Contracts. but probably in an update specifically about Contracts
* **Updating the Downloadable Version**
I'm Currently in the process of applying for Steam Direct. I'll releast there later this year if all goes as planned
### Possibly.
* **Arena Environment [and environments in general]**
I'll probably do another environment update at some point. Just make sure you describe the environments in suffiecient detail.
* **Controllable Objects**
I might incorperate this into the "Doll Tool" (Its already added) Before the update goes live, in some way. But haven't hammered out the details yet.
* **~~Grid Cut~~**
To be added as a Power _and_ as item fucntionality eventually, unless there's an issue with that many cuts (the cutter is different from MaD1)
* **Multiselect a certain type of item on the entire screen**
It's definitely possible ot select them, but I'm not sure how the selection would work toolwise
* **Scrolling through environments larger than game window is kind of tedious. With some button pressed, it would act like grabbing the canvas and moving the players view.**
The camera is really awful and I'd love to add this.
* **~~Splitting drag tool into Editor Strength and Human Strength~~**
~~Really like it. Could be great for roleplays/contracts.~~ Added in [This Update](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/751830-spring-update#posts-11226941)
* **~~Stab Tool - Stab in the direction the item is facing. Rotate using mousewheel/arrows.~~**
~~This has been requested a bunch, and I'd like to add it, but I'm not 100% sure if the drag joints work too well with the stabbing motion.~~ Added in [This Update](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/751830-spring-update#posts-11226941)
* **Trigger on effect property**
**ex: When an explosive goes off it makes the item that has this property and is linked go off**
Should be possible for some of the effects, but obviously not all of them (e.g Deleting)
* **Property that makes items unable to collide with anything, not even 0 weight objects.**
I'll probably add it as a seperate property at some point. Best of both worlds and all that.
* **Re-implement armor health bars somehow.**
At some point. They were really cluttery, and combining the bars properly is more problematic than it might sound like.
* **Add a comfirmation before reseting a level. Just a quick "Are you sure you want to reset the level?" that can be toggled on an off.**
Definitely doable, at some point.
### Maybe.
* **A Property for Drones that only allows them to target alive items.**
It'd be the first specific item Property so that needs a whole new implementation and all. Needs testing.
* **A property that allows you to turn on and off collision**
It'd be the first trigger property so i don't know if it'd break anything
* **A property that makes an item unmovable.**
Can't remember if the physics engine supports something like this (similar to the Fixed Rotation property)
* **A property that makes an item penetrate stuff, just the way the steam arrows do**
The projectiles that pass through stuff work a bit weird, they're not great for very fast moving projectiles so that's why bullets don't use the functionality in general.
They can basically only cut while they're exactly overlapping another item, so it wouldn't exactly work like a nice penetrating projectile should.
I've been looking into making the bullets better in general, but haven't found a nice enough solution yet.
* **Add a Property that prevents items from becoming untriggered execpt by Trigger Tool**
Needs testing to see if it's feasible to implement
* **Add a thing that applies properties to projectiles but not the gun itself**
Not sure how hard that'd be to implement.
* **An *Item* the Removes/enables the VFX only for linked items on trigger**
I'm prety sure this won't work, but I'll se if it's possible. It's just a bit complicated to mess with how individual items generate their particles.
* **Can you add these for the properties setting?: Projectile only / Main object only / Both objects?**
More complex than it sounds without a quite massive rework. I've looked into it a couple times in the past, but it's just very dodgy because it'd essentially require tripling ALL of the properties (individual tickboxes for projectile/gun/both) which would obviously massively bloat the UI lists and complicate things in general.
* **Changing the damage of the weapon's projectile, and the amount of projectiles per shot**
Maybe as attachments.
* **Collision Link**
Collision is an existing joint property, so it was easy to implement as a toggle. Would have to make a whole new system for links like this.
* **Contract Series**
There's a thing in the Kong API that might make this possible, but I'll have to investigate it.
* **Giving Black Holes negative gravity to reverse their effects**
Maybe as a seperate item. I try to keep the Trigger Forces positive for the Detail menu's sake. If it freely allowed you to enter negative forces, you could break half the items by pressing "-".
* **I would like the ability for inflamed items [e.g. Candle -> Candle, or Candle -> Dynamite] to be able to transfer their flame to another item**
I'll have to see if it's too complex (even if it doesn't sound like it.)
* **Lob Tool - Draw an arc, then throw the item along it. Similar to using throwables in many games.**
I'm not sure how accurate the arc drawing would be at all (Especially with various properties and flying items)
* **Locked level – an uneditable level/roleplay/whatever that can be editable if you have a correct password.**
My worry is that the save format isn't really safe enough to add this. I'm sure some naughty person would make a tool that fishes the password from the compressed string. I'll see if there's something in the Kong API that'd help.
* **Mass reskinning with detail tool**
Not sure if this'd be worth the (more complex than it might sound like) work, sounds like a pretty edge case scenario (just skin the items before spawning if you want multiple with the same colours.)
* **Midas touch Power?**
As Usual, I can't promise any specific items/content before trying out the functionality first. I'm also concerned it'd be too similar to Petrify. Would have to add a nice spin to make it interesting. Also you might want to consider making/requesting the item model to improve your chances. I can't remember an existing model off the bat.
* **Pin Motors?**
The current joint used for Pins doesn't support a motor. Would have to add a new joint type. and I'm honestly not sure if the motor joint can be jointed to the background
* **Some way to tighten or loosen ropes**
I would like to add ways of interacting with existing joints in general, but it may be very very complex.
* **~~Rubbing a burning doll on a floor/object will make it stop burning**
Might be hard to balance but I can definitely see if it'll work.~~ Added in [This Update](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/751830-spring-update#posts-11226941)
* **Rubble Property 10x damage and weight while falling**
I'm not sue if it's interesting enough to warrant its own property (why not make the rubble heavier with the weight setting?)
* **~~Weight more than 300?~~**
~~I might be able to bump it a bit (say 500), but is has to be limited for stability reasons as well.~~
* **Would making items transparent (in the game) be possible?**
I honestly can't remember if there was an issue with this. Needs testing.
* **Bleed Values - Each body part should have a bleed rate value.**
Will Test.
* **Level's Blood Rate - If you're doing a dramatic scene, increased/decreased difficulty, or anything like that, you should be able to change the global bleed rate.**
Maybe. Really hard to judge without testing.
* **Grid placement that allows you to place on the points of the pause gris so that placement can be more accurate.**
Should be possible. Needs testing and some elegant way to toggle it (Kinda running out of modifier keys.)
* **Make items linked to an armor peice disintegrate when the armor peice is destroyed.**
Might work, will Have to test.
### Unlikely.
* **A mirror that reflects lasers**
Technically possible, but it justs gets really complex. Rays are "fire and forget", meaning they don't contain and kind of information themself, so I'd have to remmake all the ray items to check for mirrors, which is just a pain
* **A Tool that shows stats of an item when you hover over it, such as temperature, angle and ,if it is alive then, health.**
Unlikely as a tool, too similar to Detail Tool. Maybe as an item.
* **A ragdoll has a chance to get scars, which cannot be cleaned by normal means. It can only be cleaned by first-aid kit (not medkit)**
All Effects are drawn in a single canvas, anything permanent would require a separete new layer, which in turn would complicate cutting and rendering
It's also something I'm not too fond of from a design perspective since dolls are supposed to very disposable in the first place.
* **Change the width and length of items?**
It's technically possible for models, but would also cause too many issues so it's unlikely to happen. For example if you stretched a firearm, the shooting point would be all wonky.
* **Clickable Level Link - They’re links that you can click to lead to another level, or roleplay.**
This one is kind of weird, because you wouldn't be able to link to the next level in the series (because you can't know the link before creating the level. You'd have to share series in a backwards order...)
* **Could you have it so when you stab the doll with something it will stay there and not go through it?**
See [FAQ > Stabbing]. Some arrows and ballista bolts have specific models that fake stabbing but this method isn't really feasible for stuff like swords (Otherwise the tip would just go right through when swung.)
* **Customized Weapons**
Would Require model combining, and probably remaking the firearm system. Attachments are probably as modular as it's going to get.
* **Durability Slider for how much it takes for an item to be broke.**
There'sno middle-ground for breaking. It either happens or it doesn't currently
* **Featured Levels**
Honestly, I don't have the time for that. It'd be fully manual work, and my schedule is filled with updating the game, not playing it.
* **Lasers and other sharp things should be able to cut rope joints.**
Joints don't have collisions. the cut toll only works because it specifically checks *every joint* on stage when cutting, which isn't a possibility for sharp objects (it'd have to do it constantly = lag.)
* **Mass Flip [or custom item flip]**
Custom items are essentially saves, so flipping one would require first parsing the save, then flipping all the items, re-positioning them and all their joints, and finally fixing the display order since everything was just respawned. It’s technically possible as described, but it’s just so very very complex I doubt I’ll be tackling it any time soon.
* **Springy Joint (works like a spring between two items)**
The version of Box2D Mad2 uses doesn't have a joint like that, and adding one might be problematic to say the least.
* **Undo button?**
Simply difficult to make properly. See FAQ
* **X-Axis Lock and Y-Axis lock property.**
Would require using Kinetic bodies (Box2D's term), which would be kinda iffy when there are none currently, so they might mess things up.
* **Projectile Properties - This is a set of properties only affects the projectiles of the certain item.**
Super Complex. I've covered it previously in more detail somewhere (Can't find it now.)
* **Water Concept - Pouring something that releases water, like a bucket of water bottle, will fill up containers like a barrel. Filled containers will "Bleed" water when they tip over or are cut.**
Sounds nice, but actually pretty complex to implement.
* **Temporary Properties - For example: Explodes - the item would explode at start.**
Might work, but would be a lot of work. Would probably require a whole update around them. Not 100% ruling it out, but not happening for the foreseeable future.
### Nope.
**A special dimension that BAN HAMMER-ized items go to? You could go there an the BAN HAMMER would have no effect (or it could just send them back to the normal realm)**
Far too specific to make an environment around a single item.
* **Anything covered in Glue to stick on that side of an item**
Sticky is an item-wide property
* ** Change settings with Detail Tool (Friction, Weight, etc)**
They're spawn settings, and tied to the Spawn Menu. Would require some wonky stuff to respawn the item with different settings.
* **Ctrl + Z to undo any change you made or you forget to save**
(Optional) Autosaving is coming in the Spring Update, so you'll be able to fall back if you wish. Exact step by step Undo/Redo is covered by FAQ (not feasible.)
* **Creating custom radii for items with AoE OR having different shaped Radii.**
Nope. Body queries happen on the engine level in a rectangular [AABB](https://en.wikipedia.org/wiki/Minimum_bounding_box#Axis-aligned_minimum_bounding_box)
* **Customizable power colors**
Most powers are tied to static particles.
* **Daily Level**
The Game can't query single levels from the Kong API, only displayed the browser UI.
* **Increase terminal velocity to 9999**
There's no velocity clamping on the game's side for general movements. Portals and Loop Sides velocity is limited because infinite speed causes issues (falling through portals or out of the map completely.)
* **Invisible Skins [*](http://www.kongregate.com/forums/9794/topics/509569?page=11#posts-10360446)**
Unfortunately. I'd love to add this, but it's so complex. Transparency is handled separately from skins, it’s per layer. So the list would have to include EVERY layer, making picking, changing, and saving them a total pain.
* **Make anything smaller than 10%?**
It's for stability. Very tiny objects don't behave well at all
* **Maybe a wiring system like in The Powder Toy?**
Nope. Technically possible, but it'd be such a massive amount of work at this point. It'd either conflict with Links or overwrite them, meaning having to remake a hundred items.
* **Switch between Old Menu Options and New menu Options**
Can't upkeep two different versions, It'll just lead to massive amounts of spaghetti. The new layout is here to stay, but feedback is of course welcome.
* **One Way Links**
Covered Previously [here]()
Your best bet is to use the various ray/projectiles triggers for one way stuff
* **Smooth Flames / Particles**
Smoothing is pretty resource intensive, so it's reserved for blood (since it's considered omnipresent.)
* **Shape tool: It will make shapes like in mad lab and u can save it as a custom item.**
It'd either only support a single layer shapes (kinda not worth the work it'd take to implement), or be super complex and bloat the already massive save strings.
* **The ability to link a ragdoll to your username**
The game cna't fetch your dolls from the API, so it'd be a manual work for me since I'd have to add all your dolls manually, which is not happening.
* **Zoom**
unfortunately. It'd be super useful, but see FAQ
* **Bullets should penetrate through the arms and hit the chest instead of having to kill the arm then the chest.**
Physics.
* **Sharp Setting - Controls on how sharp the item is.**
Things either cut or they don't, there's no middle ground (and adding one would be a bunhc of work since there are hundreds of sharp items.)
* **Would be nice so that armor could retain the joints after the armor is equipped.**
They destroy joints on equip to make the autosnapping work properly. the Teleport gets really iffy with joints.
* **The duration limit for some items (like the timer) should be at the minimum of 0.01, intead of just one.**
The duration is in frames. 0.01 would still take one frame.
* **Would there be a way to make particles appear behind objects?**
There's only one particle bitmap (for performance) where everything is drawn, and it's on top.
* **have you ever considered making more merchandise for MaD2? I don't know if making stuff like that is possible because I have no idea how the MaD2 shirts are created, but it would be cool to see this stuff in e-stores.**
No plans for any other merch unless someone approaches me. Too much effort and logistics to make any decent merch. The shirts are handled by Amazon, I just filled some paperwork and they do all the rest. Nobody has bought one in any case.
* **Hunger/Thirst. Like other features can be toggled on/off. After maybe 5 minutes a doll can start starving or be dehydrated.**
Ragdolls don't require sustenance. They're ragdolls.
* **Partial cuts, for example: If you cut 3/4 of a dolls arm, the lower part of the cut will be dangling off of the last quarter.**
Too hard to make work properly. Would have to add as a special case to the cutter (that normally only works when a cut is through an item.)
* **A physical neck for the doll**
The doll is beautiful!
* **Radio. Can play music from youtube, pandora, etc. Dosent have to be a physical thing.**
Open whatever you want to play in another tab. Would be pretty complex to implement in-game.
* **Duels can basically get an X ammount of people(actual players) and make them be able to control a part of the screen, and have certain weapons.**
MaD2 is a single player game, anything else would require tons of work.
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^ Go ahead. Linked to your post in the OP.
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How about the left toolbar acting like the right toolbar and not moving the items,library ect. stuff when I accidently move the left toolbar or something else happens. Also, could there be a way to control ragdolls? I mean this by moving them like puppets, but without the strings visible above the ragdoll.
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> How about the left toolbar acting like the right toolbar and not moving the items,library ect. stuff when I accidently move the left toolbar or something else happens.
Can you elaborate? That's not exactly clear. Both of the toolbars open the rest of the menus next to them when moved.
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### Power: Confetti
Functionality: Does nothing but spread confetti.
In relation to this item:
> *Originally posted by **[UltraRecon_King](/forums/9794/topics/507589?page=425#11098164)**:*
> # Confetti Cannon
> 
> **START SPRAYING THAT FUCKING CONFETTI**
### Environment: Water
Rocky environment with **geisers**
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a way to link back limbs.
or some prosthetics
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^ You can use the revolute tool to do that.
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Hi. Maybe this place is wrong to post my question, but any planes about MaD2 on Android/Iphone?
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^ Nope, [read the FaQ.](http://www.kongregate.com/forums/9794-mutilate-a-doll-2/topics/513429-content-faq#posts-9430073)
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> *Originally posted by **[catchyname888](/forums/9794/topics/721182?page=1#11101235)**:*
> ^ You can use the revolute tool to do that.
but it's too hard and boring.
anyway, another suggestion would be radiation that lingers after nukes are detonated
and another suggestion would be a mirror that reflects lasers. also lasers and other sharp things should be able to cut rope joints.
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* ###### `Timer for Contracts`
**Yep.** I'd definitely like to expand on the Contracts, but probably in an update specifically about Contracts.
* ###### `Radiation that lingers after nukes are detonated`
**Yep** as a separate Dirty Bomb item. The nukes currently in-game are just about making everything go away, an alternate Reset button if you will.
* ###### `Multiselect a certain type of item on the entire screen`
**Possibly.** It's definitely possible to select them, but I'm not sure how the selection would work toolwise.
* ###### `Weight more than 300?`
**Maybe.** I might be able to bump it a bit (say 500), but it has to be limited for stability reasons as well.
* ###### `Durability Slider for how much it takes for an item to be broke.`
**Unlikely.** There's no middle-ground for breaking. It either happens or it doesn't currently.
* ###### `Springy Joint (works like a spring between two items)`
**Unlikely.** The version of Box2D MaD2 uses doesn't have a joint like that, and adding one might be problematic to say the least.
* ###### `Lasers and other sharp things should be able to cut rope joints.`
**Unlikely.** Joints don't have collisions. The cut tool only works because it specifically checks *every joint* on stage when cutting, which isn't a possibility for sharp objects (it'd have to do it constantly = lag.)
* ###### `A mirror that reflects lasers`
**Unlikely.** Technically possible, but it just gets really complex. Rays are "fire and forget", meaning they don't contain any kind of information themself, so I'd have to remake all the ray items to check for mirrors, which is just a pain.
* ###### `Change settings with Detail Tool (Friction, Weight, etc)`
**Nope.** They're spawn settings, and tied to the Spawn Menu. Would require some wonky stuff to respawn the item with different settings.
* ###### `Anything covered in Glue to stick on that side of an item?`
**Nope.** Sticky is an item-wide property.
* ###### `Make anything smaller than 10%?`
**Nope.** It's for stability. Very tiny objects don't behave well at all.
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A property that allows you to turn on and off the collision?
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