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Valuables · R.E.P.O. v0.4.0 · read from a local copy

The tray that carries several valuables

What stands on the tray is kept as a group of things of its own.

One of R.E.P.O.'s valuables is a tray: it keeps the things standing on it as a set of its own, with particles and colliders for them, and it is a trap as well, with the flags and the timer the other trap valuables carry.

What the game establishes

In play

Not every valuable is a single object. This one is a tray, and what stands on it is kept as its own group: the game holds the things on the tray together, which is why a tray of small valuables moves as one piece rather than as a stack that falls apart.

It is a trap before it is a prize. The game keeps whether the trap has been triggered, whether it is active, whether it has started, whether it works on a timer, and the rarity level it activates at.

Its cargo has its own effects. There are particles belonging to the tray, so what it holds is drawn rather than only being carried.

Its cargo has its own collision as well. The tray keeps colliders for the things on it, which is what lets the game treat them as a group while they are being hauled.

It knows whether it is the copy that matters locally, and monsters can be set to come and investigate it.

What this entry does not tell you: how many things a tray holds, what each of them is worth, or how long its timer is. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.