The small row of buttons [A] [B] [C] at the top lets you fill the inventory with a preset number of ships. This will reset the inventory if you have already put things there, and you cannot quickly undo.
The red button will clear all units assigned to the inventory.
This tab allows you to place units in the level, or add/remove them from the player's inventory.
The green/red buttons below each unit will add/remove 1 of that unit from the inventory. The blue button will grab the unit and allow you to place it directly in the level.
In addition to placing units, you can also alter their properties, e.g. how much creeper should emitters spawn, how many phantoms should a phantom emitter produce etc. In order to do this, click on the unit you want to alter to select it. When selected, a new UI panel will appear:
To alter how much creeper this Fixed Emitter will produce, you have to click on the appropriate Controller that controls this behavior. In our case, out of the two available, the most obvious option is the “CEMITTER”, so let's click that.
From here, we have two options.
Some units are comprised of child parts. Units can have multiple parts that each have their own controllers. This is the UI of a regular Emitter:
This unit has two elements on it, a controller, and a single child part. Based on their names it looks that the emitter settings are inside the child part, so let's click that. Inside of this child part is a single controller called Emitter. If we click that, we get to this emitter's settings:
To change how much creeper is produced by creeper maker sand, you can do that through the Controls section in the editor (third tab).
This section contains a list of units from the Units tab in the editor, how to get to their properties and what they mean. Most units have properties that can be changed, this section will only include the ones deemed particularly relevant.
Note that intervals are in most cases provided in “frames”. There are 30 frames in a second. An interval of 15 means twice per second.
Click the unit, then click “ACOREMAKER” Controller.
Alt+Click the unit, then click “BEAST.IRPL” Script.
Click the unit, then click “CEmitter” Controller.
Click the unit, then click “WEAPON_EMITTER.JSON” Child Part, then click Emitter Controller.
Click the unit, then click “BOTSPAWNER” Controller.
Click the unit, then click “PHANTOMEMITTER” Controller.
These units utilize several controllers that are useful for different tasks.
Click the “CONVERSATIONSPAWNER” Controller. The single property Conversation controls which conversation to display upon this unit's destruction (a collection leads to the unit's destruction). The name you insert here must match the name of a conversation in the level. To create a new conversation, consult the Info editor tab (5th tab).
Click the “SENDMESSAGE” Controller. This will broadcast an IRPL message when this unit is destroyed/collected. Sending a message is used in IRPL to run some code when a message is intercepted. “Channel” is the message channel the message will be broadcast to. “Message” is the data that will be passed to the callback.
Click the “PICKUP” Controller. This will add a unit to the player's inventory upon destruction/collection.