![]() ![]() Alarm Clock: Use a belt to wind up the clock and set off the alarm. As long as it's wound up the cat thinks it's a real mouse and can eat it. Wind-up mouse: Similar to the toy soldier, but is as fast as Milton and it will turn around if it hits a wall. Unlike Tim, he will not turn around (or even stop marching) if he bumps into something, cannot enter houses and doesn't fall asleep if hit too hard. Would be a one-off like jack since the belt should probably be left behind once he's activated so he's free to walk outside its range. Toy Soldier: Wind him up like a jack-in-the-box and then he'll walk forward, either indefinitely or for a short duration. Space Heater: While it has power anything that touches it catches fire as if it had touched a lit candle and it can heat the coffee maker, but it does not produce light.īall of Paper: Flammable, but once it is lit it burns down to nothing after a few seconds. Powered Antigravity Pad: Provides antigravity only when it has power. If rotational energy is provided from outside it instead acts as a conveyor belt. Or maybe it even saps the horizontal momentum of anything at all that rolls on top of it. Treadmill: Anything which walks (Tim, Milton, the cat, others if added) instead stays in place but creates rotational energy. ![]() (To make it easier to actually use that behavior it should probably automatically straighten itself out to point the right direction)įeather: Even lighter than the paper plane, falls very slowly no matter what. If it has significant horizontal velocity it falls much slower or even tilts upward. ![]() Paper Airplane: Very light, strongly affected by wind. I get the feeling this one's already on the todo list. (Not sure what should happen after he catches the cat, eating her doesn't seem appropriate). Wall that is extra bouncy (but distinct from the trampoline since it applies to all sides and stretches like a wall).ĭog: Behaves similar to cat, but it considers the cat and the can opener to be food and does not chase mice or fish. Weight threshold is adjustable like for the trapdoor. Pressure Plate Outlet: Power is on if enough weight is placed on it. Laser Door/Hatch: Opens when the corresponding laser colour is applied (or closes if it is cut off). Sonic Door/Hatch: Opens when a sound (or combination of sounds) from a sound block, Radio or Glockenspiel/Xylophone are played. Megaphone: Increases the range of a sound part from source to another sonic part. (Touch the switch on the left or right to activate). Music Box: Open the lid to see the ballerina dance to the tune. Glockenspiel/Xylophone: Balls/parts roll/walk down this musical instrument and create sounds as they go over each note (like a ramp can be rotated to be left or right). Paper Clip: Stick together when influenced by an electromagnet. Pulls metallic/magnetic parts towards it when activated and they are in range. Positive side attracts Negative side of another Bar Magnet. Vibrations cause parts to oscillate that are within range of the speaker. Wind Generator: Generator that produces electricity from wind parts directly. Chairlift/Zipline: Tim can climb in and pedal to travel across a rope line. Carousel/Ferris Wheel: Operate with rotational energy as a goal objective. Spin the rotisserie with rotational energy and light the fire pit to cook the chicken. Hand Crank: Generates rotational energy when Toolman Tim operates it. Revolving Door (from above): Parts enter the top or bottom and are spun through and out the other side. More that match different background themes. Grass, sand, high friction walls (like old TIM games) Billiards Pocket: Goal objective to get ball in. Golf Flag (Hole): Get the golf ball in as an objective. Bowling Pin(s): Knock them down goal objective. Soccer Goal: Goal Objective to score a goal. Basketball Hoop: Goal objective to score a goal. ![]()
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