Build editor (mode)

The Build editor mode in Instruments of Destruction is what we use to create our vehicles, or load & modify existing Showcase vehicles or Steam Workshop vehicles.

The editor is comprised of 4 different sections: The Top Toolbar (Topbar), the Object picker, Advanced controls and Inputs panel (after pressing **A**).

## Top Toolbar (Topbar)

### **Settings**

In-game Settings menu. Similar to a traditional "Pause" menu. You cannot change options like Graphics, Display or Audio from here. You have to go to the Main Menu first to change those options.

*Keybind : **[Esc]***

### **Vehicle (menu)**

This menu contains the following options :

*Keybind : **[V]***

#### Save Vehicle

Save the vehicle locally to one of the 210 save slots. This will save an IODV file to:

```
AppData\LocalLow\Radiangames\Instruments

```

A maximum of only **210** local vehicles can be saved. This does not affect Steam Workshop (you can have as many as you like!)

#### Showcase Vehicles

Load one of the Showcase vehicles that you have unlocked via progressing through the Single player campaign.

#### Steam Workshop

Upload or Browse a vehicle to/from the Steam Workshop.

The workshop itself is located here.

#### Reset Vehicle

Here we can completely erase and reset our vehicle back to just the starting Cab.

### Repeat Placement

Repeat the placement of the previously placed object. Works only with object which have two opposed connectors.

### Play

Play the map with our currently loaded vehicle.

### Game mode

Text displaying what Game Mode we are currently in.

### Mirror

Mirror mode will mirror object placement, rotation and any other settings to both sides of the vehicle, basing on orange floating arrows appearing at the center of the vehicle.

### Show Advanced

This will display the Advanced options panel (see the Advanced options section below)

### Vehicle Budget (Cost, Mass, Parts)

How much the vehicle will cost, it's weight, and how many parts we've used out of the Vehicle budget.

## Advanced options (shown with A)

### Color picker

Brings up 16 different color palettes to choose from. These are also known as "**Color Groups**" because once selected, the object you're changing the color of will be moved to that 'group'.

### Move object

These are onscreen buttons that mimic the same actions as the Arrow Keys on your keyboard (Up, Down, Left & Right).

### Input controls

The object's available input controls and checkboxes to Enable (default) or Disable them.

### Connector

Which of the orange 'connector' nodes is connected to another object.

Invalid/disabled when all nodes are connected.

### Strength

How strong the motion/action is for the object. Sometimes this is also considered a "Speed" setting.

### Angle

A button to change the angle of the object itself in the editor (same as rotating with **R**).

### Direction

The direction of the object's movement. Currently only Forward and Reverse are available (for all Motion objects).

### Delete object

This will simply Delete the selected object. This is the same as pressing **X** or **Del** on your keyboard.

### Object thumbnail

A small thumbnail showing the selected object.

### Activate mode

The different activation modes that are selectable for that object.

Some of these are:

### Tune Strength

The Tune Strength option is a range from **0.1** to **3.0**.

This option can also be considered a "speed" or "power" option as well, especially when using Wheels or Flight objects.

### Reinforced

With this option checked, the object will be Reinforced and won't bend as much (or at all) under heavy weight or strain.

This option also adds more Weight to the object itself, and will increase the Cost for it as well.

## Input mapping (shown with A)

The Input mapping panel is for Assigning keys to Parts (objects) and for remapping controls to other keys (aka Binding).

We can also change the input method by clicking the **Show Inputs** text or using the **<** and **>** arrows to navigate between methods.

There are also 2x **Reset** options, one for **Input Mappings** and the other for **Part Controls**.