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Pack Editor Documentation
This page exists for general documentation of the pack editor.
The pack editor allows you to connect several "nodes" together. There are 12 node types, and by combining them you can make a level pack.
When playing a pack, you start at the root node and begin to traverse the pack. Each node does a different thing. Most nodes will perform their action and move you to the next node, though some are more complex than that.
Level nodes are special because they will only traverse to the next node once you beat their level.
Here is the pack editor in its initial state. You can see 4 nodes connected:
Root -> Music -> Level -> End
When this pack is played, it will start at the root node, then move to the music node (which will play the track the node is configured to play), and then move to the level node. It will stay on the level node until you beat its level, after which it will finally move to the end node, where the pack ends.
You can look around by clicking the background and dragging. You can also use middle mouse, which will work regardless of what your mouse is on.
You can use the scroll wheel to zoom in and out as well.
You can move nodes by left-clicking them and dragging.
You can connect nodes by right-clicking, dragging the connection to a second node, and releasing.
A connection may fail for several reasons. If it does, the node at "fault" will shake.
You can add more nodes by pressing the plus-shaped button at the top. This will open a window where you can choose any node by clicking on it.
Hotkey: A
You can add level nodes by pressing the top leftmost icon. It will present you with all the levels you have saved locally. You can import any of them into the pack by left clicking.
Remember, once you put a level in a pack, it is not "linked" to the original anymore, and any changes made to one are not reflected in the other; they become totally separate.
The Judge Hammer allows you to destroy nodes and remove connections. Clicking on a node will bring out several X-shaped buttons - Each corresponding to a connection, and one corresponding to destroying the node.
Hotkey: W
The Wrench allows you to configure nodes. For more information on the options that nodes have, see the Nodes section.
Hotkey: S
Shortcut: You can also press right-click while moving a node around.
The Placechanger tool allows you to swap two nodes and their connections, and to duplicate nodes. You can swap by clicking on two nodes as long as the swap is valid (e.g. you can't swap a Random node connected to two other nodes with a Redirect node, since redirect can only have one exit.)
You can duplicate a node by clicking on it, and then holding left-click on an empty region. Does not work for nodes that you can only have one of (Root, Out of Bounds, Thumbnail)
Hotkey: D

Undos the last action taken.
Hotkey: CTRL+Z
The Play tool allows you to playtest your pack, starting from any node. Clicking it will bring up a menu with selectable burdens, in case you want to playtest with them. Then, to start the playtest, simply click on the node to start from.
To stop the playtest, leave like you would leave any level (Either by hovering the mouse in the top left, and pressing the button that appears - or pressing backspace)
Allows you to set the pack's name, description, and password brand.
The password brand is an anti-datamining measure of sorts - Players who obtain your pack must input this brand to view it in the pack editor. Of course, since it is stored in the pack, and thus on the player's computer (and since this project is open-source), there are many ways to circumvent it. But its job is to be an annoying enough hindrance so most people won't bother. If it didn't exist, the edit button would be a very accessible "find the solution to every meta puzzle in the pack" button.
*Jukebox Statue Vinyl Scratch Sound*
YOU'RE NOW LISTENING TO
*Lightning Bolt Sound*
232.3
*Mon Statue Glitter Sound*
VOID RADIO FM
*Add Statue Explosion*
WHERE WE PLAY NOTHING BUT VOID, VOID, AND MORE VOID
*Erasure Helmet Shattering Sound*
*DIS Siren*
THIS AIN'T YOUR PRIMEVAL FIGHTER'S STATION
*MESSISSÄ starts playing*
The node the pack will start from. It cannot be connected to. You can use the wrench to configure whether or not the pack should start with the player falling down.
The most basic node. It does nothing and can be connected to one other node. It can be used for organization.
Cannot be connected to and from - this node just allows you to write a comment using the wrench tool.
This node defines the level thumbnail. The first level connected to it will be the level that is displayed in the preview. (That level does not have to be accessible in the pack!)
This node cannot be connected to, and only one of it can exist in the pack.
You can connect this node to several other nodes, and when passing through it, it will choose which path to take at random.
More information on the Branefuck page
Levels have no music property in packs. Instead, you use the music node. When passing through this node, the selected track (which can be set using the wrench) will begin to play.
The music node is special, because it is one of two nodes that has an effect on the pack even when you aren't passing through it. When you use a Bee statue with locusts, or warp by changing the Brane count in the UI, Endless Void will determine what music to play by traversing the pack backwards:
- If it encounters two paths backwards while going back, and none of them are music nodes, it will stop looking, and no music will play.
- If it encounters a music node as the only path backwards - or one of the paths backwards is a music node - it will begin to play that music node's music.
The brand node allows you to define which brands are carvable in the pack. You can change the brand using the wrench tool. It cannot be connected to.
The brand node is special, because it is one of two nodes that has an effect on the pack even when you aren't passing through it. If a brand node exists anywhere in the pack, it will be possible for the player to carve that brand in a valid brand room, like the Void Lord brands in the vanilla game. If the player falls into the void after carving one of the user defined brands, they will be taken to this node.
For a level to be a valid brand room, it must have a 6x6 playable area in the center, with walls surrounding it. You can validate that a level is a valid brand room by using the wrench on it. It will be written in plain text.
If the player warps to a Brane count that doesn't exist in the pack, via UI manipulation or Bee Statue shenanigans... They will be taken to this node. (If it doesn't exist, EV will take them to the root node).
This node cannot be connected to, and only one of it can exist.
When passing through this node, it will change the current palette. The palette that is chosen can be configured using the wrench tool. Note that this palette update is local to the pack (reverts once the player exits the pack) and overridable (can be changed in settings).
This node ends the pack and brings the player to a results page. It cannot connect to any other node.
The level node will make the player play a level when passed through. Unlike normal levels, pack levels don't have burdens or music defined - they use what you currently have.
Level nodes can be connected to as many other nodes as there are exits inside its level.
For example, the level node above can be connected up to 3 nodes, because its level has 3 exits.
Exits are automatically numbered by EV - It starts from the top-left going right, and it iterates on the tiles and objects row-by-row. (In the case where a secret exit object is present in the same position as an exit tile, the normal exit will get the smaller number)
(For secret exits, if they have an offset, it is not considered during the numbering)
If you have the Judge Hammer selected, this numbering becomes visible on the level node itself (like in the image above).
Once a level is beaten, the path that will be taken is determined by the number of the exit the player took. You can use this to create non-linear packs.
If you take an exit that has no corresponding path, it will use the highest numbered path that exists. If none exist, the pack will be exited with an error.
The name of the level node can be changed by configuring it with the Wrench. As the in-game warning states, you should not change a level node's name if you have distributed your pack, since these names are used in the save file.
The brane count of a level can also be changed using the Wrench. When connecting two level nodes, the exit node will get the other level node's brane count plus one. This is purely a convenience feature, though, as you can override it after connection.
You can seamlessly transition into the level editor from the pack editor to edit a level node's level by using the Wrench and clicking the pencil icon. Once you're done, you can leave back to the pack editor using the giant LEAVE button in the level settings window.
Note that the music selection widget in here is unrelated to the level you're editing. It's so you can put on whatever music you want while editing the level.
Every time a level node is reached, Endless Void saves the player's progress to a file. This save includes all relevant game state, including persistent Branefuck memory.
If you want to reset your progress outside of the pack, you will find a familiar statue next to the pack's delete button.