Luke870_Lots_of_Entities= Entity Showcase
Luke870_Lots_of_Entities_Lots_of_Entities= Modded Entity Showcase
poem_Luke870_Lots_of_Entities_Lots_of_Entities_A=


Luke870_Lots_of_Entities_hub_end= Skip to End

Luke870_Lots_of_Entities_hub_berry= Berries

Luke870_Lots_of_Entities_hub_booster= Boosters

Luke870_Lots_of_Entities_hub_bumper= Bumpers

Luke870_Lots_of_Entities_hub_cassette= Cassette Entities

Luke870_Lots_of_Entities_hub_cloud= Clouds

Luke870_Lots_of_Entities_hub_block= Crumble/Dash/Falling Blocks

Luke870_Lots_of_Entities_hub_dream= Dream Entities

Luke870_Lots_of_Entities_hub_holdable= Holdables

Luke870_Lots_of_Entities_hub_kevin= Kevins

Luke870_Lots_of_Entities_hub_move= Move Blocks

Luke870_Lots_of_Entities_hub_refill= Refills

Luke870_Lots_of_Entities_hub_spring= Springs

Luke870_Lots_of_Entities_hub_swap= Swap Blocks

Luke870_Lots_of_Entities_hub_switch= Switches

Luke870_Lots_of_Entities_hub_zip= Zip Movers

Luke870_Lots_of_Entities_hub_vmisc= Vanilla Miscellaneous

Luke870_Lots_of_Entities_hub_misc= Miscellaneous

Luke870_Lots_of_Entities_hub_gravity= Gravity

Luke870_Lots_of_Entities_hub_bounce= Bounce Helper

Luke870_Lots_of_Entities_hub_nail= Nail

Luke870_Lots_of_Entities_hub_template= Templates

Luke870_Lots_of_Entities_hub_grapple= Grapple

Luke870_Lots_of_Entities_hub_mario= Mario Entities

Luke870_Lots_of_Entities_hub_mode= Other Mechanics



Luke870_Lots_of_Entities_berry_dream= (Communal Helper) The dream berry is a winged berry that will only fly away when a dream block is entered.

Luke870_Lots_of_Entities_berry_key= (Crystalline) The key berry is a berry that will open a locked door if it is collected near the door.
It is not tracked as a collectible in the menu, it only serves to open doors.

Luke870_Lots_of_Entities_berry_core= (Frost Helper) The core berry is a berry that will only appear if the room is entered in the correct core mode.
If the core mode is switched in the room, then switched back, the berry will not reappear.

Luke870_Lots_of_Entities_berry_rotten= (Cherry Helper) The rotten berry will kill you if you try to collect it.
It can only be collected by entering a special custom trigger (indicated to the right).

Luke870_Lots_of_Entities_berry_redless= (Communal Helper) The redless berry is a berry that will go away if you are “red” (flashing red due to low stamina).
It does not collect on the floor and you need to enter a special trigger to collect it (indicated to the left).

Luke870_Lots_of_Entities_berry_explode= (Communal Helper) The exploding berry will disappear if a pufferfish in the room explodes.
It does not go away if the berry is trailing you but has not yet been collected.
There is also a small window of time between the explosion and the berry disappearing where it can be collected.

Luke870_Lots_of_Entities_berry_seed= (Maddie's Helping Hand) The multi room seeded berry is a berry that can have many seeds throughout a map, and you can touch the floor without them going away.

Luke870_Lots_of_Entities_berry_grabless= (bits & bolts) The grabless berry is a challenge berry that will disable grabbing, walljumping, and/or climbjumping. 
It will persist through death and will only collect at either a golden collect trigger or a grabless berry collect trigger.

Luke870_Lots_of_Entities_berry_speed= (Collab Utils 2) The speed berry is a berry that will start a timer after the first room transition after it is collected, and will be collected when a speed berry collect trigger is entered (indicated to the right).
The timer will stop when the berry is collected and the time will be saved. 
You can set three times (gold, silver, bronze) as goals. (The berry will explode once bronze time is passed.

Luke870_Lots_of_Entities_berry_golden= This is a normal golden berry; it is here so you can grab it and retry to quickly reset all berries that have been collected.



Luke870_Lots_of_Entities_booster_refill= (Frost Helper) The blue boosters will not refill your dash.
The green and pink boosters will add one to your current dash count (This value can be changed).

Luke870_Lots_of_Entities_booster_lavender= (Vortex Helper) Lavender boosters will give you a small boost immediately after exiting the booster.

Luke870_Lots_of_Entities_booster_boosting= (Femto Helper) A short time after exiting a boosting booster, you will receive a pufferfish explosion boost. 

Luke870_Lots_of_Entities_booster_spiral= (Communal Helper) Spiral boosters will move out a short distance before rotating around the original point.
The amount rotated can be customized, as well as the time each step takes.

Luke870_Lots_of_Entities_booster_dream= (Communal Helper) The dream booster is a booster that allows you to travel through solid tiles.
There is a version that can go in any direction, and one where the direction and distance can be set.

Luke870_Lots_of_Entities_booster_spiraldream= (Communal Helper) This is a combination of the spiral and dream boosters, with many of the same settings, but also allowing you to start in the spiral, instead of the middle.

Luke870_Lots_of_Entities_booster_curved= (Communal Helper) Curved boosters are boosters that have very customizable paths.

Luke870_Lots_of_Entities_booster_segment= (Communal Helper) Segment boosters will send you in a preset direction, including not one of the standard 8.

Luke870_Lots_of_Entities_booster_boom= (Chrono Helper) The boom booster (orange) and (Crystalline) the boost bumper (red) both launch you as a pufferfish would.
The boom booster has the explosion sound effect, and no delay before you can dash again.
The boost bumper does not have the sound effect, and has the normal delay.

Luke870_Lots_of_Entities_booster_zip= (Chronia Helper) Zip boosters will travel along a set path like zip movers, and you can use the booster at any time along the path.
Using the booster at the very end of the path will give an explosion boost instead of a normal booster dash.
The time to travel along the zip path can be customized.

Luke870_Lots_of_Entities_booster_fastbubble= (Frost Helper) The gray boosters will automatically fast bubble you, however any delay can be set, just instant is the default.
The yellow booster will kill you if you don’t fast bubble out of it.

Luke870_Lots_of_Entities_booster_patient= (Eevee Helper) The patient booster will wait until you dash to move.

Luke870_Lots_of_Entities_booster_held= (Communal Helper) The held booster will only move while you are holding dash, and it will stop at any point if the dash button is released.
It can go in any direction, or have one preset direction.

Luke870_Lots_of_Entities_booster_core= (Jackal Helper) Core boosters will function as red boosters in hot core mode, and green boosters in cold core mode.
It also has a setting that will make leaving the booster change the core mode.

Luke870_Lots_of_Entities_booster_wormhole= (Communal Helper) When a wormhole booster is entered, the player will be teleported to the nearest other wormhole booster, and exit that one.
The original wormhole booster entered will be destroyed.
If there is only one remaining in a room, you will die if you enter it.

Luke870_Lots_of_Entities_booster_reverse= (Glass Helper) Reverse boosters will send you in the opposite direction that you input.

Luke870_Lots_of_Entities_booster_energy= (Crystalline) The energy booster will retain your speed that you had entering the booster when leaving.

Luke870_Lots_of_Entities_booster_purple= (Vortex Helper) The purple booster will send you in the direction you input for a short distance before going back and launching you in the opposite direction. 
You can dash out of the booster any time during this windup.

Luke870_Lots_of_Entities_booster_follow= (Jackal Helper) The follow booster will move its location in the direction you left it.
This will also move every follow booster in the room.

Luke870_Lots_of_Entities_booster_cryo= (Jackal Helper) The cryo booster is similar to a blue booster (it doesn’t refill your dash) but it also disables refilling your dash for a short time after exiting.

Luke870_Lots_of_Entities_booster_arrow= (Isa's Grab Bag) The arrow bubble will slowly accelerate you up to 360 speed in the direction it is facing.

Luke870_Lots_of_Entities_booster_bugwarning= The following boosters, boom booster, boost bumper, and energy booster, all have bugs and potential crashes when used in the same room as certain other modded boosters.
Be very careful when using these in the same room as other modded boosters.

Luke870_Lots_of_Entities_booster_count= (Vithelpery) The countdown booster will count down each time it is entered, and kill you if you enter it after the countdown.



Luke870_Lots_of_Entities_bumper_2dash= (Vortex Helper) The green bumper will give two dashes when hit.
You can disable wobbling. 

Luke870_Lots_of_Entities_bumper_multinode= (Maddie's Helping Hand) The multi node bumper can move between any number of points instead of just two. 
It has a ton of customization such as: How many bumpers are on the path, a flag to enable movement, how they loop, how long they move, how long they pause at a node, and whether they wobble.

Luke870_Lots_of_Entities_bumper_orange= (Vortex Helper) The orange bumper is a standard bumper that will change into fire mode after being hit.
You can disable wobbling. 

Luke870_Lots_of_Entities_bumper_rotate= (Maddie's Helping Hand) The rotating bumper will rotate around a fixed point.
The speed can be changed, and whether it wobbles can be toggled.
It can rotate around and follow a moving block such as a zip mover.

Luke870_Lots_of_Entities_bumper_block= (Crystalline) The bumper block will only launch you when dashed into, and it will launch you in the opposite direction of the face it was hit on.
It’s size can be freely changed.

Luke870_Lots_of_Entities_bumper_seeker= (Reverse Helper) The bumper seeker will follow you like a seeker but bump you instead of killing.
(Help I see it in my nightmares it won't go away please help).

Luke870_Lots_of_Entities_bumper_dashinto= (Viv Helper) The dash bumper will kill you unless you dash into it, then you will be launched.
The direction launched can either correspond to the dash direction when hitting it, or where the bumper was hit.
The launch is smaller than that of a normal bumper.
You can disable wobbling. 

Luke870_Lots_of_Entities_bumper_shadow= (Cherry Helper) The shadow bumper will give you a shadow dash when hit.
A shadow dash is invincible during the dash.
You can disable wobbling. 

Luke870_Lots_of_Entities_bumper_static= (Frost Helper) The static bumper is a standard bumper that does not wobble. 
It also has many options for the movement between nodes.

Luke870_Lots_of_Entities_bumper_feather= (Anon Helper) The feather bumper will cause you to enter a feather after the bumper launches you.
You can disable wobbling. 

Luke870_Lots_of_Entities_bumper_cardinal= (Jackal Helper) Cardinal bumpers will only launch you in the four cardinal directions. 
When a node is added, instead of cycling back and forth, they will move to the next node once hit.
The linked versions will move all cardinal bumpers to the next node when one is hit.

Luke870_Lots_of_Entities_bumper_zip= (Chronia Helper) The zip bumper will move along its track when hit, but otherwise is a normal bumper.
The zip bumper has a ton of settings for timing, movement, and how additional nodes are handled.

Luke870_Lots_of_Entities_bumper_adjustable= (Prog Helper) The adjustable bumper is a bumper with many adjustable settings, but most notably only sending you in set directions in the four cardinal directions.
Up and/or down launching can be disabled.

Luke870_Lots_of_Entities_bumper_wrapper= (Viv Helper) The bumper wrapper can be placed over a bumper to further customize its properties with many different settings. 
Here it is applying many changes to a vanilla bumper, but it can apply to modded bumpers as well.



Luke870_Lots_of_Entities_cassette_idfk= There are many types of cassette blocks such as wonky cassette blocks or swing cassette blocks which interact differently with the music timing.
However, I do not know enough about cassettes or music to make those work for a demonstration, but I wanted to document them here so you know about them.

Luke870_Lots_of_Entities_cassette_other= Most cassette entities are simply versions of the normal entity that turn on and off like cassettes. 
Unless stated otherwise, these entities are either from Brokemia or Communal Helper.

Luke870_Lots_of_Entities_cassette_kevin= (Prismatic Helper) Cassette kevins will always be solid, but when hit will wait until it switches to their cassette color to move, even if it is currently their color.

Luke870_Lots_of_Entities_cassette_berry= (Prismatic Helper) When a winged cassette berry is distracted, it will only fly away if you dash while it is the berry’s current cassette color; otherwise, it will ignore your dash.
The other cassette berries behave how you would expect.

Luke870_Lots_of_Entities_cassette_shoot= (Communal Helper) The paintbrush will shoot out a laser while its cassette color is active.
The pellet emitter will shoot a projectile when the cassette color switches to match its color.
It can also fire on every cassette switch.
Note: These entities only work with blue and pink versions, not with yellow and green. 


Luke870_Lots_of_Entities_cloud_zip= (Chrono Helper) The cloud zip is a cloud that will travel along a path like a zip mover.
It has small and fragile versions, and the fragile one will respawn when it returns to its starting point.

Luke870_Lots_of_Entities_cloud_big= (Lylyra Helper) The big cloud… is a big cloud.
That’s it.

Luke870_Lots_of_Entities_cloud_anon= (Anon Helper) The anon cloud is a cloud that will disappear and not respawn after being jumped on.
There is no mechanical difference between the white and pink versions.

Luke870_Lots_of_Entities_cloud_wind= (Anon Helper) Wind clouds will move with the wind direction. 
They have fragile and small versions, like normal clouds; however, the fragile versions do not respawn.

Luke870_Lots_of_Entities_cloud_sideways= (Ceiling Ultra) The sideways cloud will launch you to the side after grabbing on to it.
It has small and fragile versions.
It gives a small amount of coyote time so that you can jump off of them with speed, similar to core blocks.
Also similar to core blocks, you can do a hyper in this coyote time.



Luke870_Lots_of_Entities_block_crumble_noded= (Jungle Helper) The noded crumble block will respawn at its next node after it is crumbled.

Luke870_Lots_of_Entities_block_crumble_delay= (Habitat Helper) The crumble on leave platform will begin crumbling after you have left it.
It will not respawn.

Luke870_Lots_of_Entities_block_crumble_sidedown= (Ceiling Ultra) The sideways crumble block will crumble when you touch its sides.
The upside down crumble block will crumble when you touch the bottom.
These are in addition to the normal methods of causing these blocks to crumble.

Luke870_Lots_of_Entities_block_crumble_tile= (Prog Helper) The crumble block (legally distinct) is a block that will crumble when jumped off or touched.
There are like 3 different versions from other helpers with slightly different settings.

Luke870_Lots_of_Entities_block_crumble_flag= (Sorbet Helper) The crumble on flag block will crumble when a certain flag is set, and reappear when the flag is unset.
Here, the left zone will set the flag, and the right one will unset it.

Luke870_Lots_of_Entities_block_crumble_moon= (Viv Helper) The floaty crumble block will crumble after being touched, and will float up and down.

Luke870_Lots_of_Entities_block_crumble_jumpthrough= (Prog Helper) The crumble jump through will crumble a short time after standing on it.

Luke870_Lots_of_Entities_block_falling_chain= (Communal Helper) The chained falling block will fall a set distance before stopping.
It will also have chains attached, but this is just visual. 

Luke870_Lots_of_Entities_block_falling_connected= (Adventure Helper) Connected falling blocks will attach with other connected falling blocks placed next to them, allowing any connected shape to be made into one whole block.
Note: Put the blocks next to each other, do not overlap them.

Luke870_Lots_of_Entities_block_falling_pass= (Frost Helper) The falling block (ignores solids) will pass through all objects and tiles, and fall uninterrupted.

Luke870_Lots_of_Entities_block_falling_jumpthrough= (Kosei Helper) The falling jump through will fall once it is landed on. 
It can be set to “fall” sideways after being landed on.
The speed can be set to a negative value to “fall” up or to the other side.

Luke870_Lots_of_Entities_block_falling_auto= (Jungle Helper) The auto falling block will start falling when you enter the room or respawn.
There is a version that will fall after a certain set delay.

Luke870_Lots_of_Entities_block_falling_dash= (Sorbet Helper) The dash falling block will fall after being dashed into

Luke870_Lots_of_Entities_block_falling_water= (Femto Helper) The water falling block is a body of water that will fall after a short delay after you enter it.
It can also "fall" sideways or up.
It will not be stopped by tiles, but it will be stopped by seeker barriers.

Luke870_Lots_of_Entities_block_falling_gravity= (Chrono Helper) The falling gravity block will behave like a normal falling block, except it will fall up or down depending on the state of the gravity falling block switch.
This is different and independent of most gravity mechanics inside gravity helper.
This block also has a combined version with the previous dash falling block.

Luke870_Lots_of_Entities_block_dash_respawn= (Vortex Helper) The respawning dash block will respawn after being destroyed after a set amount of time.

Luke870_Lots_of_Entities_block_dash_shatter= (Kosei Helper) The shatter dash block will only be destroyed by your dash if you are moving at a high enough speed.
It has an option to only check for speed regardless of whether you are dashing or not.

Luke870_Lots_of_Entities_block_dash_dash= (Aiden Helper) The dash dash block will be destroyed if you press dash anywhere while lined up with it (you do not actually need to dash, just press the button).
It has an option to require line of sight, (not breaking if there are tiles between you and the block.

Luke870_Lots_of_Entities_block_dash_linked= (Spekio's Toolbox) Dashing into a linked dash block will destroy that block, and all other linked dash blocks with the same link Id.

Luke870_Lots_of_Entities_block_dash_direction= (Viv Helper) The directional dash block can only be destroyed by dashing into it on the indicated side(s).




Luke870_Lots_of_Entities_dream_feather= Many dream blocks (especially ones from communal helper) have an option called “feather mode” which will allow you to move through the dream block similar to as if you were in a feather.

Luke870_Lots_of_Entities_dream_falling= (Communal Helper) The falling dream block will fall like a normal falling block, if it is stood on, grabbed, or dashed through.
There is also a version that will only fall a set distance

Luke870_Lots_of_Entities_dream_switchgate= (Communal Helper) The dream switch gate is a dream block that will move like a switch gate when all touch switches are collected.
It can be tied to a flag/flag touch switches.

Luke870_Lots_of_Entities_dream_moon= (Communal Helper) The floaty dream block is a dream block that will slowly move up and down like a moon block.

Luke870_Lots_of_Entities_dream_move= (Communal Helper) The dream move block is a dream block that when stood on, grabbed, or dashed through, will move like a move block. 
It has options to be steerable, fast or slow, and more.

Luke870_Lots_of_Entities_dream_spinner= (Isa's Grab Bag) Dream spinners are spinners, but you can dash through them like dream blocks. 
The one use option will make them shatter after being dashed through.
There are fake versions that do nothing and are just there visually.
You can skip the next segment if you don’t care about the details and weird tech with this entity.
Dream spinners are by default spinners, but are actually replaced by dream blocks while the player is dashing.
This means that with proper positioning and timing you can jump, hyper, super, wallbounce, climbjump, and more on these.
This means you should be careful when using these as spinners because it may lead to cheese.

Luke870_Lots_of_Entities_dream_swap= (Communal Helper) Dream swap blocks are swap blocks that also function as dream blocks.

Luke870_Lots_of_Entities_dream_zip= (Communal Helper) Dream zip blocks are dream blocks that will move along a path when stood on, grabbed, or dashed through.
They can have multiple nodes and customized timing.

Luke870_Lots_of_Entities_dream_tile= (Reverse Helper) Tile dream blocks are dream blocks that display a tileset instead of black.

Luke870_Lots_of_Entities_dream_custom= (Frost Helper) The custom dream block is a dream block with many customizable settings, like its color, whether it preserves speed, or whether you can redirect your dash.

Luke870_Lots_of_Entities_dream_connected= (Communal Helper) The connected dream block allows you to overlap multiple dream blocks to form one solid one.

Luke870_Lots_of_Entities_dream_switch= (Reverse Helper) The dream toggle can activate and deactivate dream blocks in a room.
The switches can also go one way.

Luke870_Lots_of_Entities_dream_controller= (Pandora's Box) The dream dash controller allows you to customize the settings of all dream dashing in a room, allowing you to give certain custom properties to dream blocks that normally wouldn’t have them.
It is not here because it would mess with the other demonstrations.



Luke870_Lots_of_Entities_holdable_item= (Cherry Helper) The item crystal is a crystal that, when placed on an item crystal pedestal, will release its contents.
It can hold many things, including refills, clouds, boosters, and even another theo crystal.

Luke870_Lots_of_Entities_holdable_eviltheo= (Femto Helper) When evil theo is thrown normally, you will instead be thrown forward and evil theo will fall in place.
Evil theo can be thrown upwards, and doing the inputs for a neutral drop will result in evil theo being thrown normally.

Luke870_Lots_of_Entities_holdable_dreamtheo= (Communal Helper) The dream theo crystal is a holdable crystal that can also be dashed through like a dream block.
You can grab the crystal at the end of the dream dash, and it will give you a refill and the usual speed.
Once the crystal has been dream dashed through once, it will become a normal crystal until it lands on the ground and regains its dream properties.
If it is against a wall, it can allow you to dash through one tile wide walls.

Luke870_Lots_of_Entities_holdable_battery= (Batteries) The battery is a heavy holdable that, when thrown into a battery switch, will open the nearest battery gate.
There is an option to have the battery slowly drain over time after being picked up, and eventually become non-functional.
The battery can be recharged with a power refill, although not if it has fully depleted.

Luke870_Lots_of_Entities_holdable_bowl= (Vortex Helper) The bowl puffer is a heavy holdable that, when thrown into a pufferfish barrier, will explode after a short delay.

Luke870_Lots_of_Entities_holdable_crystalbomb= (Cavern Helper) The crystal bomb is a heavy holdable that will explode a delay time after being picked up or thrown into a crystal bomb field.
It has the option to respawn, break dash blocks, or only explode in the field.

Luke870_Lots_of_Entities_holdable_jrespawn= (Maddie's Helping Hand) The respawning jelly will respawn after a set time if it is destroyed.

Luke870_Lots_of_Entities_holdable_jdream= (Communal Helper) The dream jelly is a jellyfish that can also be dashed through like a dream block.
You can grab the jelly at the end of the dream dash, and it will give you a refill and the usual speed.
Once the jelly has been dream dashed through once, it will become a normal jelly until it lands on the ground and regains its dream properties.
If it is against a wall, it can allow you to dash through up to two tile wide walls.

Luke870_Lots_of_Entities_holdable_jtheo= (Cpop Helper) The theo jelly will function like a normal jelly, but you will die if it dies.
It also needs to be with you to room transition.

Luke870_Lots_of_Entities_holdable_shreo= (Shrimp Helper) Shreo is a heavy holdable that will be thrown down, and if it does not hit the floor, then it will rise until it hits a ceiling, then fall back down.

Luke870_Lots_of_Entities_holdable_jsticky= (Yet Another Helper) The sticky jelly will stay in place if you neutral drop it, stop floating downwards after a period of time if you throw it normally, and it will “stick” if thrown against a wall.
It will not literally stick, as it will not follow the movement of moving entities, it will just stay where it hit.

Luke870_Lots_of_Entities_holdable_jplat= (Flaglines and Such) The platform jelly is a jelly that can also be stood on.
It functions like a standard floor, and tech can be performed on it.

Luke870_Lots_of_Entities_holdable_jreverse= (Maddie's Helping Hand) The reverse jelly will throw in the opposite direction you are facing, and will neutral drop if holding up, not down.

Luke870_Lots_of_Entities_holdable_jfrozen= (Maddie's Helping Hand) The frozen jelly will cause you to fall even slower than usual while holding it, and it will not descend on its own in midair.

Luke870_Lots_of_Entities_holdable_jbouncy= (Nerd Helper) The bouncy jelly is a jelly that can also be bounced on.

Luke870_Lots_of_Entities_holdable_jforce= (Reverse Helper) The force jelly can have the force given from throwing it customized.

Luke870_Lots_of_Entities_holdable_refill= (Reverse Helper) The holdable refill is a dash refill crystal that can be held.
It can be customized to be floaty, give slow fall, when you can use the refill, and more.

Luke870_Lots_of_Entities_holdable_tiles= (Eevee Helper) Holdable tiles are a heavy holdable that can be of any size and look like a tileset.
They can be stood on like normal tiles, and can crush things underneath them.
When doing regrab tech, make sure to press grab early, or else you will hit the tiles and lose all speed.

Luke870_Lots_of_Entities_holdable_propeller= (Pandora's Box) The propeller box is a holdable that, when you press dash while holding it, will propel you upwards.
It can be used a set number of times (default three) before needing to touch the ground to recharge.
It can be floaty always, never, or only after propelling. 

Luke870_Lots_of_Entities_holdable_bird= (Brass Helper) The holdable bird will let you float like a jellyfish when holding it, and throwing it will instead cause it to throw you in that direction.
Neutral dropping will cause it to throw you up.

Luke870_Lots_of_Entities_holdable_potion= (Viv Helper) The refill potion is a holdable that when dashed through, will refill your dash and use up the potion.

Luke870_Lots_of_Entities_holdable_cactus= (Arphimigon's Toy Box) The throwable refill container is a floaty holdable that when dashed into, will be destroyed like a dash block and reveal a refill crystal.

Luke870_Lots_of_Entities_holdable_cell= (Chrono Helper) The throwable cell is a heavy holdable that can be charged up to three times by touching cell refills.
When it is at full charge, it can be put into a cell receptacle where it will set a flag (here the flag opens a door) and it will slowly drain of power before being dropped out and the flag being reset.

Luke870_Lots_of_Entities_holdable_whimsy=  (Lylyra Helper) The whimsy key is a holdable that can be stood on and can open whimsy doors when it touches them.
It will break when touching seeker barriers.

Luke870_Lots_of_Entities_holdable_spinnerball= (Maddie's Helping Hand) The spinner breaking ball is a heavy holdable that will destroy any cluster of spinners that it is throw into, then it will be destroyed.

Luke870_Lots_of_Entities_holdable_rose= (Lollyde's SJ Suffs) The boost rose is a light holdable that, when you press dash while holding it, will propel you upwards up to three times before disappearing. 



Luke870_Lots_of_Entities_kevin_chained= (Communal Helper) The chained kevin can only be hit on one side and has a maximum set distance that it can travel.

Luke870_Lots_of_Entities_kevin_dash= (Aiden Helper) The dash kevin will activate if you press dash while lined up with it and in its line of sight.
It will not activate if you dash into it normally.

Luke870_Lots_of_Entities_kevin_melvin= (Communal Helper) Melvin will activate automatically if you line up with it while within its line of sight, although only if it is at its default position.
If you dash into it, it will move in the opposite direction that it was hit.

Luke870_Lots_of_Entities_kevin_sokoban= (Sardine7) The sokoban block is a kevin that will move away from where it was hit instead of towards.

Luke870_Lots_of_Entities_kevin_happy= (Isa's Grab Bag) The happy kevin will move a set distance away from its starting point in the direction that you are holding at all times.
The amount moved can be changed and it can be reversed.

Luke870_Lots_of_Entities_kevin_noreturn= (Cherry Helper) The no return kevin will stop where it impacts and not return.
The version on the right cannot be stopped while moving by being dashed into again.

Luke870_Lots_of_Entities_kevin_custom= (Frost Helper) The custom kevin can have its speed customized

Luke870_Lots_of_Entities_kevin_flag= (Crystalline) The flag kevin functions as a normal kevin, but will also move in a set direction when a flag is set.
Here, the left area sets the flag, and the right unsets it.

Luke870_Lots_of_Entities_kevin_slide= (Jungle Helper) The slide block will move in the direction you dash the first time in a room, or after collecting a slide block refill.
It can have unlimited movement, or be restrained and only travel a short distance.



Luke870_Lots_of_Entities_move_math= (Communal Helper) The equation move block will move in a path set by an equation.

Luke870_Lots_of_Entities_move_rail= (Communal Helper) The railed move block is a move block that can only be moved by steering it along the rail paths.

Luke870_Lots_of_Entities_move_water= (Femto Helper) The moving water block is a block of water that will start moving when entered. 
The direction and speed can be customized, and it can go at any angle.
It will not stop for tiles but it will for seeker barriers.

Luke870_Lots_of_Entities_move_flip= (Arphimigon's Toy Box) The dash flip move block will reverse its direction if dashed into.
It will still change directions even if it hasn’t started moving.

Luke870_Lots_of_Entities_move_custom= (Dzhake Helper) The custom move block can have custom set speeds.

Luke870_Lots_of_Entities_move_redirect= (Communal Helper) The move block redirect is an area that will cause any move block that enters it to redirect, change speed, or instantly crumble.

Luke870_Lots_of_Entities_move_connect= (Communal Helper) Connected move blocks can be linked with move block groups to activate and respawn at the same time.



Luke870_Lots_of_Entities_refill_special= (More Dasheline) The special refill is a refill that can give any number of dashes. 

Luke870_Lots_of_Entities_refill_shielded= (Communal Helper) The shielded refill is a refill that must be dashed into to collect, otherwise you will bounce off.

Luke870_Lots_of_Entities_refill_instant= (Habitat Helper) The instant refill has no respawn cooldown and can be used repeatedly.

Luke870_Lots_of_Entities_refill_refill= (Arphimigon's Toy Box) The refill refill will instantly respawn all vanilla refills in a room, and other refill refills.
These can also respawn one use refills, but it can sometimes duplicate those.

Luke870_Lots_of_Entities_refill_wall= (Viv Helper) The refill wall is a refill that can cover an area of any size.

Luke870_Lots_of_Entities_refill_wrapper= (Viv Helper) The refill wall wrapper can turn any refill into a refill wall.

Luke870_Lots_of_Entities_refill_pop= (Femto Helper) The pop refill must first be touched, then after a delay it will appear as a normal refill.

Luke870_Lots_of_Entities_refill_held= (Frost Helper) The held refill will move you along the yellow path if you hold dash while touching the refill.

Luke870_Lots_of_Entities_refill_shard= (Eevee Helper) After collecting all refill shards, you will get a normal dash refill.

Luke870_Lots_of_Entities_refill_stamina= (DJ Map Helper) The black refill will either refill your dash and set your stamina to zero, or refill your stamina and remove your dash, depending on what you don’t have.
If you have low stamina and no dash it will kill you.
The red refill will refill your dash but not your stamina.
The blue refill will refill only your stamina and not your dash.

Luke870_Lots_of_Entities_refill_dream= (Communal Helper) The dream refill will make your next dash able to pass through solid tiles and entities.
Trying to enter a dream block with a dream dash will kill you.

Luke870_Lots_of_Entities_refill_flag= (Kosei Helper) The flag refill will set a flag after you collect it and unset the flag when you use the dash.
Here, the block will be destroyed when the flag is set, and reappear when the flag is unset.
Note: a flag refill controller must be in the room for this to work.

Luke870_Lots_of_Entities_refill_flagtime= (Jackal Helper) The timed flag refill will set a flag for a set amount of time after it is collected.
Here, the block will be destroyed when the flag is set, and reappear when the flag is unset.

Luke870_Lots_of_Entities_refill_rotate= (Femto Helper) The rotate refill will cause your next dash to redirect all of your speed at an angle (default 90 degrees counter clockwise) and multiply your speed.
The dash direction inputted doesn't matter, as you will always move at an angle from your current speed.

Luke870_Lots_of_Entities_refill_cloud= (Anon Helper) The cloud refill will cause your next dash to spawn a cloud underneath you at the end of the dash.

Luke870_Lots_of_Entities_refill_jelly= (Anon Helper) The jelly refill will cause your next dash to spawn a jelly next to you at the end of the dash.

Luke870_Lots_of_Entities_refill_limit= (Femto Helper) The limit refill will only allow you to dash in the indicated direction with your next dash.

Luke870_Lots_of_Entities_refill_minus= (Femto Helper) The minus refill will cause you to lose one dash, and kill you if you have none.

Luke870_Lots_of_Entities_refill_spark= (Femto Helper) The spark refill will cause your next dash to be twice as fast (and therefore twice as long).

Luke870_Lots_of_Entities_refill_super= (Anon Helper) The superdash refill will cause your next dash to be a superdash like the variant mode.

Luke870_Lots_of_Entities_refill_time= (Jackal Helper) The stopwatch refill will start a timer after it is collected, and when that timer runs out you will be teleported back to where you collected it.
The timer is indicated by the blue trail behind you slowly fading

Luke870_Lots_of_Entities_refill_curse= (Lylyra Helper) The cursed refill will cause you to die at the end of your next dash.
If you collect the uncursed refill before the dash ends, you will not die.
The uncursed refill cannot be collected before the cursed refill, and it will only be collected during a dash.

Luke870_Lots_of_Entities_refill_puffer= (Kosei Helper) The puffer refill will boost like a puffer explosion at the end of your dash.

Luke870_Lots_of_Entities_refill_shroom= (Jackal Helper) The shroom refill will give you a 1.25x speed boost at the end of your dash.

Luke870_Lots_of_Entities_refill_feather= (Anon Helper) The feather refill will cause you to enter a feather at the end of your dash.

Luke870_Lots_of_Entities_refill_bound= (Kosei Helper) The bound refill will either remove or set the bounds of the room, allowing you to travel out of bounds.

Luke870_Lots_of_Entities_refill_tile= (Kosei Helper) The tile refill will toggle whether all tiles in the room are collidable and/or visible when collected.
Collecting it again will reverse the property.

Luke870_Lots_of_Entities_refill_shatter= (Chrono Helper) The shatter refill will cause you to break any shatter spinners hit during your next dash.
This will not affect normal spinners.

Luke870_Lots_of_Entities_refill_shadow= (Cherry Helper) The shadow dash refill will make you invincible during your next dash.

Luke870_Lots_of_Entities_refill_plusone= (Frost Helper) The plus one refill will add one to your dash count, although not if you are at max dashes, so it will only be different if you have two or more max dashes.

Luke870_Lots_of_Entities_refill_portal= (Adam's Addons) The portal refill will instantly teleport you to the end of your dash instead of moving along the path.
The distance of the teleport and the speed after can be customized.
You can dash through walls and hazards with this, and dashing into a wall will kill you.

Luke870_Lots_of_Entities_refill_seeker= (Communal Helper) The seeker refill will cause your next dash to be able to break temple cracked blocks.
Until the dash is used, you will interact with player seeker barriers as is if they were solid platforms.
You will collide with normal seeker barriers only during the dash, and dashing in them will waste the dash.

Luke870_Lots_of_Entities_refill_expire= (Communal Helper) The expiring refill will add one to your dash count, but if the dash is not used within a set time, the dash will be taken away.

Luke870_Lots_of_Entities_refill_momentum= (Saladim Helper) The momentum refill will store your speed that you had when collecting it, and apply it to the next dash after.
This will not actually refill your dash.

Luke870_Lots_of_Entities_refill_jump= (Extended Variant Mode) The jump refill will give you an additional midair jump that will go away when hitting the ground.
There is no limit to how many midair jumps you can have stored.

Luke870_Lots_of_Entities_refill_badeline= (Arphimigon's Toy Box) The badeline boost refill will instantly boost you up with the speed of a badeline boost and refill your dash.
It can also give the large final boost of a badeline boost.

Luke870_Lots_of_Entities_refill_upend= (Femto Helper) The upend refill will reverse and double all speed you have of the direction of the refill.

Luke870_Lots_of_Entities_refill_star= (Crystalline) The star crystal will give you infinite dashes, infinite stamina, and invincibility for a short time after collecting it.

Luke870_Lots_of_Entities_refill_teleport= (Crystalline) The teleport crystal will teleport you in a straight line until the first solid in the way.

Luke870_Lots_of_Entities_refill_forcejump= (Crystalline) The force jump crystal will make you instantly perform a full height jump.

Luke870_Lots_of_Entities_refill_forcedash= (Crystalline) The force dash crystal will make you instantly dash in the indicated direction, or in the direction you are holding if a direction is not set.

Luke870_Lots_of_Entities_refill_timefreeze= (Crystalline) The time crystal will freeze time for all other entities for a set amount of time.
There is also an option for it to only restart time when you run out of dashes.

Luke870_Lots_of_Entities_refill_rewind= (Isa's Grab Bag) The rewind crystal will exactly reverse your recent movements and make you invincible during it.
Touching the pause crystal during the rewind will cause the rewind to stop early.

Luke870_Lots_of_Entities_refill_reset= (Communal Helper) The reset state crystal will reset you to normal state when it is touched.



Luke870_Lots_of_Entities_spring_custom= (Frost Helper) The custom spring can have the speed and distance that you are launched customized.

Luke870_Lots_of_Entities_spring_big= (Brokemia Helper) The big spring is a spring that can be any size.

Luke870_Lots_of_Entities_spring_dash= (Brokemia Helper) The dash spring will only bounce you when dashed into, otherwise it will do nothing.

Luke870_Lots_of_Entities_spring_dashbig= (Brokemia Helper) The big dash spring is a dash spring that can be any size.

Luke870_Lots_of_Entities_spring_nodash= (Maddie's Helping Hand) The no dash refill spring will not refill your dash when hitting it.

Luke870_Lots_of_Entities_spring_yesdash= (Maddie's Helping Hand) The custom dash refill spring will give a set amount of dashes when hit.

Luke870_Lots_of_Entities_spring_speed= (Gravity Helper) The momentum spring will add the spring’s speed to your current speed when hitting it, instead of setting it to a fixed value.

Luke870_Lots_of_Entities_spring_bump= (Vithelpery) The bump spring is a spring that will launch you like a bumper.



Luke870_Lots_of_Entities_swap_flag= (Xaphan Helper) The flag swap block will only move when you dash if a flag is set.
The left area will set the flag and the right will unset it.

Luke870_Lots_of_Entities_swap_move= (Communal Helper) The move swap block is a swap block that will move when interacted with like a move block.

Luke870_Lots_of_Entities_swap_toggle= (Frost Helper) The toggle swap block will alternate between the two spots each time you dash, instead of slowly returning.

Luke870_Lots_of_Entities_swap_jump= (Nerd Helper) The jump swap block is a swap block that will move when you jump instead of when you dash.

Luke870_Lots_of_Entities_swap_water= (Femto Helper) The water swap block is a block of water that moves like a swap block.



Luke870_Lots_of_Entities_zip_connected= (Communal Helper) The connected zip mover can have more than one node and can be customized how it moves between these nodes.

Luke870_Lots_of_Entities_zip_noreturn= (Adventure Helper) The no return zip mover will stay at its second location until it is activated again.

Luke870_Lots_of_Entities_zip_connect= (Adventure Helper) Connected zip movers will activate all connected zip movers of the same rope color when they are activated.

Luke870_Lots_of_Entities_zip_noreturnconnect= (Adventure Helper) No return zip movers can also be connected.

Luke870_Lots_of_Entities_zip_dash= (Communal Helper) The dash zip mover will activate when it is dashed into and stay at the next location until it is hit again.

Luke870_Lots_of_Entities_zip_rust= (Saladim Helper) The rusty zip mover will not activate until it is dashed into once to remove the rust.
After it is dashed into once it will behave like a normal zip mover.

Luke870_Lots_of_Entities_zip_plat= (Jungle Helper) The zip moving platform is a platform that will move like a zip mover.

Luke870_Lots_of_Entities_zip_water= (Femto Helper) The water zip mover is a block of water that will move like a zip mover when entered.
It has a no return version.



Luke870_Lots_of_Entities_vmisc_chaser= (Frost Helper) The badeline chaser blocks will flip their state when a badeline chaser is touching a badeline chaser block activator. 

Luke870_Lots_of_Entities_vmisc_danger= (SSM Helper) Dangerous badeline boss can only be hurt with explosives such as pufferfish, seekers, or crystal bombs. 

Luke870_Lots_of_Entities_vmisc_throwdown= (DJ Map Helper) The badeline boost down will put you in reflection fall state at the final node. 

Luke870_Lots_of_Entities_vmisc_coredirt= (Saladim Helper) The dirt bounce block, after being dashed into, will shake for a short time before falling to the ground and breaking.

Luke870_Lots_of_Entities_vmisc_corefactory= (Blixel Helper) The factory bounce block, after being dashed into, will recoil a short distance before launching back in the direction it was hit.
There is a short delay before it can be hit again.

Luke870_Lots_of_Entities_vmisc_corefast= (Crystalline) The fast core block will activate faster and send you further than a normal core block.

Luke870_Lots_of_Entities_vmisc_triggerspinner= (Frost Helper) The trigger spinner will become dangerous after you have passed through it once.

Luke870_Lots_of_Entities_vmisc_feathercustom= (Frost Helper) The custom feather can have it’s speed customized, and directional inputs reversed.

Luke870_Lots_of_Entities_vmisc_feathercolor= (DJ Map Helper) The colored feather barriers can only be passed through if you are currently in a colored feather of the matching color.

Luke870_Lots_of_Entities_vmisc_car= (Pandora's Box) The drivable intro car can be entered and driven.
You can increase your speed by holding dash.
You will die if you run into a wall/object with too much speed.

Luke870_Lots_of_Entities_vmisc_carlock= (Crystalline) The locked intro car is functionally the same as a key door, but has the shape and appearance of the intro car.

Luke870_Lots_of_Entities_vmisc_flagcrush= (Viv Helper) The flag intro crusher will move like an intro crusher when a flag is set.

Luke870_Lots_of_Entities_vmisc_golden= This is a normal golden berry; it is here so you can grab it and retry to quickly reset all keys that have been used.

Luke870_Lots_of_Entities_vmisc_keyfrost= (Frost Helper) The ice key will vanish and reappear in its original location if you dash while holding it.
(Kosei Helper) The winged key will fly away if you dash before collecting it.
(Frost Helper) The temporary key will reappear in it's original location after you die, even if it has been used
 (bits & bolts) The mostly temporary key will not stay with you if you die (instead returning to its original location), but will not reappear after it has been used to open a door.
(Frost Helper) The temporary key door will reappear after you die if it is used, although it will not respawn the key used to open it, so it should be paired with the temporary key.

Luke870_Lots_of_Entities_vmisc_lightningclimb= (aon Helper) The lightning cornerboost controller allows any lightning in a room to have a solid inside of it like fire/ice barriers.
Note: lightning’s hitbox is one pixel smaller than a full tile, so in order to climbjump with this, you need to be aligned one pixel off from tiles.

Luke870_Lots_of_Entities_vmisc_puffersnow= (Kosei Helper) The puffer ball will cause pufferfish to fly across the screen like snowballs.
It can be toggled with a flag.

Luke870_Lots_of_Entities_vmisc_pufferdirection= (Frost Helper) The directional puffer can be set to explode in only one, or no directions, and can be deadly when touched instead of bounceable. 

Luke870_Lots_of_Entities_vmisc_pufferstatic= (Maddie's Helping Hand) The static puffer will not slowly drift around.

Luke870_Lots_of_Entities_vmisc_bouncyspike= (Honly Helper) The bouncy spike will bounce you off of it while reversing your speed and refilling your dash.

Luke870_Lots_of_Entities_vmisc_seekerkill= (Viv Helper) The seeker kill barrier will kill any seekers that touch it.

Luke870_Lots_of_Entities_vmisc_seekerdoorfriend= (Aurora's Helper) The friendly seeker will not charge at you, but just slowly move toward you.
(Viv Helper) The seeker door will open whenever there is a seeker near it.

Luke870_Lots_of_Entities_vmisc_wallboost= (Vithelpery) The downwards wall booster will push you down on a wall while grabbing it.

Luke870_Lots_of_Entities_vmisc_floorboost= (Vortex Helper) The floor booster will give you speed in the direction it is moving while moving on it.
In ice mode, it will instead be an area of floor with low friction and will not refill your dash.



Luke870_Lots_of_Entities_misc_colorblock= (Vortex Helper) Switch blocks will swap being solid when a color switch is dashed into.
It can cycle between up to four colors.

Luke870_Lots_of_Entities_misc_jumpswitch= (Xaphan Helper) The jump block will cycle being solid each time you jump.

Luke870_Lots_of_Entities_misc_station= (Communal Helper) The station block can be dashed into to move it along the path.
The side that must be dashed into can be changed based on whether it needs to be “pushed” or “pulled”.
It can also have a button that can be wavedashed on.
Tracks can also be toggled with the track switch block, and they cannot be moved if they are toggled off.

Luke870_Lots_of_Entities_misc_aerofly= (Communal Helper) The flying aero block is a floating block that can move between different nodes.
It can start flying or deactivate until you touch it.
It can go back and forth between the nodes or loop between them.
It has the option to only move when you are touching it, and if so it can be destroyed at the end of its path. 

Luke870_Lots_of_Entities_misc_aerojump= (Communal Helper) The charged aero block will give you a large boost when you jump on a side with a panel. 
You can make it float up and down or stay still, it can cycle between nodes each time you use it, it can give a larger or smaller boost, and it can loop or become non-functional after the last node.

Luke870_Lots_of_Entities_misc_aeropush= (Communal Helper) The slingshot aero block, when on the ground, can be pushed, pulled, or both, and after it will return to the starting position. 

Luke870_Lots_of_Entities_misc_loop= (Communal Helper) The loop block will bounce up and down if you are on it, or are grabbing it.
It will give you a boosted jump if timed correctly, and you can dash into the side for a large horizontal launch.

Luke870_Lots_of_Entities_misc_canyonpush= (Canyon Helper) The push block can be dashed into to move it.
It can have some sides be sticky causing them to stick to and not fall off walls/ceilings.

Luke870_Lots_of_Entities_misc_lonn= (Adam's Addons) Lönn blocks can be moved around freely by interacting with a lönn shrine and holding grab while selecting the block.

Luke870_Lots_of_Entities_misc_pipe= (Pandora's Box) You can enter a clear pipe by walking against the entrance on the ground or dashing into it.
You will move through the pipe at a set speed, and you can jump out at the end.
You can perform hypers/supers when exiting these, similar to dream blocks.

Luke870_Lots_of_Entities_misc_nyom= (SSM Helper) The nyom buble will slow down time while inside it, and dashing while inside it will make your dash faster, as well as refill your dash.

Luke870_Lots_of_Entities_misc_zipline= (Isa's Grab Bag) You can grab onto the zipline and move around on the line.
It has the option to use stamina, and it will preserve speed you have going into it and jumping off it.

Luke870_Lots_of_Entities_misc_portal= (Outback Helper) The portal will teleport you to the other portal of the same color in the room.

Luke870_Lots_of_Entities_misc_bubble= (Vortex Helper) The dash bubble must be dashed into in order to break through it.
It can be spiked, or safe to bounce off.

Luke870_Lots_of_Entities_misc_shrimpthrow= (Shrimp Helper) The sprimp will throw you up if you grab onto it.
You can jump out of it in the small delay before it throws you.

Luke870_Lots_of_Entities_misc_shrimpbonk= (Shrimp Helper) The bonkrill will hover in place until you bounce on it, then it will fall down and become blue, but can still be jumped on.
It will disappear after the second bounce, and it can start blue.
It will kill you if you touch it on the side or bottom.

Luke870_Lots_of_Entities_misc_eye= (Cherry Helper) You can bounce off the top of the cat eye and they will disappear for a short time, and touching them anywhere else will kill you.
Yellow will refill your dash normally, pink will give you two dashes, and purple will give you a shadow dash (invincible dash).

Luke870_Lots_of_Entities_misc_mary= (Kosei Helper) Mary will have a variety of effects depending on what type it is.
Idle Mary will launch you like a spring.
Potted Mary will launch you like a bumper.
Mary Mary will launch you as if you did an instant super.
Bubble Mary will bubble you back to a recent location.
Dark Mary will slow down time when you are close.
Bald Mary will make you bald for a short time.

Luke870_Lots_of_Entities_misc_cannon= (Spekio's Toolbox) The cannon will shoot out projectiles at a set rate.
It can be customized in many ways such as visuals, fire rate, shot speed, if it is straight or curved, if the shot goes away on its own, a flag to toggle it, and more.

Luke870_Lots_of_Entities_misc_cannonaim= (Spekio's Toolbox) The aiming canon will shoot projectiles in your direction.
It has just as many options as the normal cannon, in addition to being able to make homing shots.

Luke870_Lots_of_Entities_misc_bullet= (Spekio's Toolbox) The bullet generator has even more customizability on how projectiles are fired.

Luke870_Lots_of_Entities_misc_lasercannon= (Spekio's Toolbox) The laser turret will shoot lasers like a badeline boss at set intervals, and can be flag toggled.

Luke870_Lots_of_Entities_misc_laser= (Communal Helper) The laser emitter will constantly shoot out a laser that can be blocked by tiles or solid entities.

Luke870_Lots_of_Entities_misc_nodashlaser= (Factory Helper) The dash negator will kill you if you dash in its area.

Luke870_Lots_of_Entities_misc_conveyor= (Factory Helper) The conveyor will push you to one side while standing on it.

Luke870_Lots_of_Entities_misc_boombox= (Factory Helper) The boom box will launch you away with an explosion after a short delay after touching it.

Luke870_Lots_of_Entities_misc_piston= (Factory Helper) The piston will move back and forth between the middle and head at a set speed.

Luke870_Lots_of_Entities_misc_windtunnel= (Factory Helper) The wind tunnel is a set area that has wind inside it.

Luke870_Lots_of_Entities_misc_factoryswitch= (Factory Helper) The pressure plate (which can be held down by you or a holdable) or the dash fuse box can toggle the function of many factory entities.

Luke870_Lots_of_Entities_misc_spinorb= (Canyon Helper) The spin orb will start spinning when you enter it and launch you in the direction it is facing when you press dash.

Luke870_Lots_of_Entities_misc_darkmatter= (aon Helper) Darker matter is like a non-solid dream block that you can enter by just touching it.
You can set a speed threshold to enter, or a max speed while inside it.

Luke870_Lots_of_Entities_misc_bounceshroom= (Jungle Helper) The bouncy shroom will bounce you a short distance while refilling your dash and retaining your speed.

Luke870_Lots_of_Entities_misc_lilly= (Vortex Helper) Lilly will extend out platforms from its side after you dash into it, which will retract after a short time.

Luke870_Lots_of_Entities_misc_blackhole= (Galactica Helper) The black hole will pull you towards its center, and kill you at the center.
If you are travelling past it fast enough, you can use it to “slingshot” you and increase or redirect your speed.

Luke870_Lots_of_Entities_misc_inputswitch= (Eevee Helper) The input toggle blocks will switch their position each time you press the corresponding input.
The time they take to move can be customized.

Luke870_Lots_of_Entities_misc_bgswitch= (BG Switch) The BG mode toggle will make background tiles become solid and foreground tiles not solid, and switch it back.

Luke870_Lots_of_Entities_misc_gd= (Aurora's Helper) The following crystals will all set you at a fixed horizontal speed, allow you to affect your height in some way by jumping, and can be cancelled with a dash.
The ball crystal lets you flip your gravity while touching ground.
The ship crystal lets you slowly accelerate up and down.
The cube crystal lets you jump at a fixed height.
The spider crystal lets you teleport instantly to the ceiling.
The wave crystal lets you move up or down at a fixed speed.
The robot crystal lets you jump at any normal height and will not be ended by dashing (dashing will affect your height normally).
The ufo crystal lets you jump at a fixed height on the ground and in midair.

Luke870_Lots_of_Entities_misc_sequence= (Dzhake Helper) The sequence blocks will toggle when a flag is set or unset.

Luke870_Lots_of_Entities_misc_wind=  The following triggers and entities from wind helper can have wind that moves in 2 directions at once.

Luke870_Lots_of_Entities_misc_pinwheel= (Wind Helper) Pinwheels work identically to bumpers, except that they produce a gust of wind in the direction that they were hit.
The duration and strength of this gust can be changed to any value to accommodate for room design or desired gameplay.
You cannot hit a Pinwheel again until the gust it produces ends, so one Pinwheel can only produce one gust at a time.
Pinwheels can also be set to have a limited number of uses, which is displayed on the Pinwheel as text when the number of uses is greater than zero.
If the Pinwheel runs out of uses, it can no longer be interacted with and will turn gray.
The way in which Pinwheels choose what direction to produce the gust in is also not fixed.
Two settings currently exist for this.
Blue Pinwheels produce the gust in the exact direction that they were hit.
Red and white Pinwheels produce the gust in the closest cardinal direction to the direction they were hit (hence why they are called Cardinal Pinwheels).

Luke870_Lots_of_Entities_misc_windblock= (Wind Helper) Windblown Blocks are solids that are moved by wind.
Like Floaty Space Blocks, any static mover can be attached to a Windblown Block.
Additionally, Windblown Blocks have a "mass" parameter that affects the speed at which they are moved by wind.
A Windblown Block of mass 2 will be pushed half as much as a Windblown Block of mass 1, and one of mass 0.5 twice as much as one of mass 1.
Windblown Blocks can also be configured to prevent their movement on either the X or Y axis to make their movement more predictable in large rooms.
They can also have their movement enabled or disabled by specified flags, if desired.

Luke870_Lots_of_Entities_misc_windspinner= (Wind Helper) It's like the Windblown Block, except it's a spinner.
Windblown Spinners also have a mass value that affects how they are moved by wind, just like Windblown Blocks.
Their movement can be axis locked and managed by flags as well.
Only Windblown Spinners of identical parameters will have spinner juice form between them.

Luke870_Lots_of_Entities_misc_windspring= (Wind Helper) Bellows work like springs, except they produce a gust of wind in the direction they are hit.
Like Pinwheels, the strength and duration of this gust can be customized.
Unlike Pinwheels, however, Bellows can be hit multiple times to stack multiple gusts of wind at once.
Bellows also produce gusts when hit by throwables.

Luke870_Lots_of_Entities_misc_anem= (Wind Helper) Anmometers are throwables that allow you to create a gust of wind if you press dash while holding them.
The direction of this gust can be fixed to any one of eight directions, or set to go in the held direction.
As before, the duration and strength of this gust can be customized.
Like Pinwheels, Anemometers cannot produce a gust until the previous gust it created ends.
Anemometers can also have a number of charges defined.
An Anemometer can have any number of charges, but sprites only exist for 0, 1, 2, 3, and infinite charges (caused by setting the number of charges to be negative).
Any number of charges above 3 will cause the Anemometer to display the 3-charge sprite.
Charges are refreshed when the Anemometer or the player holding it touches the ground.
Anemometers share the same throwing physics as Theo crystals, sans the effect of slowing movement when held.
Although it produces wind, the Anemometer is not itself affected by it. 
This allows for unique regrabs to be performed using Anemometers of certain wind directions.



Luke870_Lots_of_Entities_gravity_general= Most gravity helper entities will change your gravity when interacting with them.
They follow the pattern of blue is normal gravity, red is upside down, and purple will toggle the gravity.

Luke870_Lots_of_Entities_gravity_shield= (Gravity Helper) The gravity shield will prevent you from changing gravity for a short time after collecting it.

Luke870_Lots_of_Entities_gravity_block= (Gravity Helper) The inversion block will teleport you to the other side and flip the gravity when you jump on it.
If the sides are active, then a climbjump is needed to teleport and change gravity.
It can also be a falling block, falling either up or down.



Luke870_Lots_of_Entities_bounce_main= Bounce helper mode will make many changes to your movement.
Hypers will go much higher and supers will go much further than usual, you can dash into walls and floors and jump to launch off them with speed, and grabbing and neutrals are disabled.
Holdables also become very different, not having any pause during the pickup animation, and  being able to throw them in any direction.
It also contains many versions of vanilla entities made to work with bounce helper.

Luke870_Lots_of_Entities_bounce_fall= (Bounce Helper) The bounce falling block will fall when you jump or bounce off it.

Luke870_Lots_of_Entities_bounce_jelly= (Bounce Helper) The bounce jellyfish can dash on its own (the keybind can be changed in bounce helper’s mod options).
It can have one or two dashes, will regain them on the ground, and can have those dashes refilled with a bounce refill.

Luke870_Lots_of_Entities_bounce_zip= (Bounce Helper) The bounce zip mover will activate when you jump or bounce off it.
The moon variant will only interact with bounce jellyfish.

Luke870_Lots_of_Entities_bounce_swap= (Bounce Helper) The bounce swap block will give you a refill when you dash into it, and stop moving until after a short delay.
The moon variant has the same behavior, but for bounce jellyfish.

Luke870_Lots_of_Entities_bounce_dream= (Bounce Helper) The bounce dream block can push you in a direction while moving through it.
Bounce tech performed on the block will also go further than usual.

Luke870_Lots_of_Entities_bounce_move= (Bounce Helper) The bounce move block can be activated by bouncing off it, and bouncing off it will move it in the direction that you dashed into it.
It can also move diagonally or move in the direction that you bounce into it the first time.
A bounce move block will also activate when touched by another bounce move block.



Luke870_Lots_of_Entities_nail_main= (Kelper) When enabled, the nail can be swung in the 4 cardinal directions (optionally eight directions) and it can interact with many custom entities. 
The keybind can be changed in the mod options.

Luke870_Lots_of_Entities_nail_refill= (Kelper) The nail refill will give you a refill when you hit it with the nail.

Luke870_Lots_of_Entities_nail_spike= (Kelper) Nail spikes can be bounced off repeatedly using the nail.
They have an option to only allow you to bounce if you hit them in the same direction.

Luke870_Lots_of_Entities_nail_dashblock= (Kelper) The nail dash block will break when hit with the nail.

Luke870_Lots_of_Entities_nail_booster= (Kelper) The nail booster will be moved a short distance when hit with the nail.
It also has the option to switch between red and green when hit.
When entered, it functions like a normal booster.

Luke870_Lots_of_Entities_nail_kevin= (Kelper) The nail kevin will activate when you hit its side with the nail.

Luke870_Lots_of_Entities_nail_switch= (Kelper) The nail dash switch is a dash switch that can be activated by hitting it with the nail.

Luke870_Lots_of_Entities_nail_theo= (Kelper) The nail theo crystal can be hit around and bounced off with the nail, although it cannot be held.

Luke870_Lots_of_Entities_nail_heart= (Kelper) The nail crystal heart can be collected by hitting it with the nail.



Luke870_Lots_of_Entities_templates_main= (auspicious Helper) Templates can be used to take any combination of tiles/entities from one room and use them as parts of entities in a different room.
You can also combine many entity properties together.



Luke870_Lots_of_Entities_modes_elytra= (Communal Helper) The elytra allows you to use up a dash to activate the elytra and glide through the air (the keybind to activate it can be customized).

Luke870_Lots_of_Entities_modes_elytrarings= (Communal Helper) There are many rings that have special interactions with the elytra. 
The note ring will play a note when you pass through it.
The boost ring will give you a speed boost when you pass through it. It can go in two directions or only one.
The refill ring will refill your dash when you pass through it, and it can be combined with a boost ring.
The stop ring will cause elytra mode to end.
The elytra dash block will break if you glide into it with enough speed.

Luke870_Lots_of_Entities_modes_ceiling= (Ceiling Ultra) Ceiling ultra mode allows you to perform tech such as hypers and ultras on walls or ceilings.
You will also refresh your dash when touching walls or ceilings.

Luke870_Lots_of_Entities_modes_gun= (Kosei Helper) The nemesis gun is a gun with many customizable properties and interactions with vanilla entities.
It can have customized recoil, whether it shoots in four or eight directions, the speed and duration of the bullets, and if the gun uses up a dash.



Luke870_Lots_of_Entities_grapple_main= (Aqua) The grappling hook can be shot out with a customizable keybind, and it will cling to any surface it hits.
You can swing or climb on the rope after it is attached, and you can jump off at any time to keep momentum.
You must be holding grab to swing or climb, or you can enable Auto Grab Hook Rope (which is usually recommended).
Many things about it can be customized, such as: length of the rope, speed of the grappling hook, max speed, stamina cost of jumping, and more.

Luke870_Lots_of_Entities_grapple_no= (Aqua) Many entities have versions that cannot be grappled.
You can make a specific tile type be unable to be grappled, spikes, spinners, ice walls, or even a general area that cannot be grappled.

Luke870_Lots_of_Entities_grapple_refill1= (Aqua) The aqua refill can be grabbed and pulled to you with the hook.

Luke870_Lots_of_Entities_grapple_refill2= (Aqua) If you have the shoot counter gameplay mode enabled, (which limits the amount of hook shots you have) then the grappling refill will allow you to shoot the hook more.

Luke870_Lots_of_Entities_grapple_booster= (Aqua) The aqua booster can be grabbed and pulled to you with the hook.

Luke870_Lots_of_Entities_grapple_pull= (Aqua) The simple grapple interaction assigner can be used to let you pull any entity to you.

Luke870_Lots_of_Entities_grapple_crumble= (Aqua) The aqua crumble platform will start crumbling like a crumble block if grappled by the hook.

Luke870_Lots_of_Entities_grapple_magnet= (Aqua) The grapple magnet will pull the hook towards the center if it is shot nearby, then the hook will attach to it.
It has many different versions, such as a falling block, a zip mover, a move block, and a swap block.
All magnets can be disabled with the magnet toggle.

Luke870_Lots_of_Entities_grapple_move= (Aqua) The aqua move block will start moving when the hook attaches to it.

Luke870_Lots_of_Entities_grapple_kevin= (Aqua) The grapple attack kevin will start moving in a direction when it is hit by the hook.
It can still be grappled by grappling on the side it is currently charging.

Luke870_Lots_of_Entities_grapple_rod= (Aqua) The tie rod will activate tie move blocks and zip movers when the rod is pulled or grappled with the hook.

Luke870_Lots_of_Entities_grapple_switch= (Aqua) The trap button will move all trap gates with the same flag when all trap buttons are pressed.
The button can be pushed by you, holdables, or the hook.

Luke870_Lots_of_Entities_grapple_ice= (Aqua) The slidable ice block has extremely low friction and will also make the hook slide while it is grappled on the block. 



Luke870_Lots_of_Entities_mario_block= (Femto Helper) The SMW block has many different functions.
When it is hit  with a dash or by jumping into the bottom it can spawn an entity and/or set a flag.
It can also be invisible and only appear after being hit.
It can also not spawn any entities and instead swap a flag each time it is hit.

Luke870_Lots_of_Entities_mario_brick= (Kosei Helper) The brick will be broken when you jump into the bottom.

Luke870_Lots_of_Entities_mario_spring= (Game Helper) The trampoline will bounce you away when you hit it.
You will keep your speed if you hit it on the back, or direct your speed upwards if you hit it on the front.

Luke870_Lots_of_Entities_mario_track= (Eevee Helper) The SMW platform, if on it's own, will fall down after being stood on.
If attached to a track, it will start moving along the path of the track.
The SMW track container can allow any entity to move on the track.
If the track has an open end, than the entity will fly off and attach to any other tracks it hits.

Luke870_Lots_of_Entities_mario_shell= (Femto Helper) The SMW shell will start moving when you move into, or jump on it.
While moving you can jump on it to stop it's movement, or if it hits you, it will kill you.
While still, it can also be picked up and thrown forward or up.
When in disco mode, you cannot stop it from moving and instead of bouncing back and forth, it will move towards you.
If a moving shell hit a still shell, the still shell will die. If both are moving, both will die.

Luke870_Lots_of_Entities_mario_checkpoint= (Crystalline) The SMW checkpoint functions like a summit checkpoint, changing your respawn point when touching it.

Luke870_Lots_of_Entities_mario_fish= (Femto Helper) The SMW fish will appear and fall from a chosen point when a flag is set.
The yellow ones can be jumped on.

Luke870_Lots_of_Entities_mario_plant= (Kosei Helper) The plant can do many different things depending on the type it is.
Black will stay still and kill you on contact.
Jumping will jump up when you are above it.
Green will move up and down on a cycle.
Red will move up when you are close to it.
Melon will shoot out five seeds on a cycle.

Luke870_Lots_of_Entities_mario_goomba= (Kosei Helper) The goomba will move towards you and kill you if you touch the side or bottom, or you will kill it if you bounce off the top.
It has different options for its behavior and speed.



Luke870_Lots_of_Entities_switch_kill= (Crystalline) The deadly dash switch will kill you if you touch it without dashing.

Luke870_Lots_of_Entities_switch_link= (Aiden Helper) When a linked dash switch is hit, all other switches linked to it will be pressed as well.

Luke870_Lots_of_Entities_switch_pair= (Crystalline) The paired dash switch can only have one switch that it is paired with pressed at a time.
If a second is pressed, then the others will be unpressed (giving a small amount of speed).

Luke870_Lots_of_Entities_switch_shroom= (Shroom Helper) The shroom dash switch has the option to set wind direction and/or give a refill when hitting it.

Luke870_Lots_of_Entities_switch_barrier= (SSM Helper) The barrier dash switch will kill a jellyfish that triggers it.

Luke870_Lots_of_Entities_switch_feather= (aon Helper) The feather dash switch can only be activated by bumping into it while in a feather.

Luke870_Lots_of_Entities_switch_lightning= (Cherry Helper) The lightning dash switch will turn off lightning in a room.

Luke870_Lots_of_Entities_switch_paint= (SSM Helper) The resizable dash switch can be any length and will refill your dash when you hit it.

Luke870_Lots_of_Entities_switch_flag= (Maddie's Helping Hand) The flag touch switch will set a flag when the set is collected, allowing you to have multiple sets of touch switches in a room.
They can also be a wall, where touching any part of it will collect the switch.

Luke870_Lots_of_Entities_switch_moving= (Outback Helper) The moving touch switch will move to the next node each time it is touched, and it will be collected at the last one.
This can also be tied to a flag.

Luke870_Lots_of_Entities_switch_toggle= (Spekio's Toolbox) The toggle touch switch will turn off if it is touched again after being turned on.

Luke870_Lots_of_Entities_switch_timed= (Outback Helper) The timed touch switches will become uncollectable if a certain amount of time passes after entering the room.
The timer can also be started with a trigger instead of on room enter. 
