magnetic field and magnet in general

  • Encouragingquoc
    2nd Aug 2020 Member 0 Permalink

    Magnetic field and magnet in the game would be great, it enable you to do many new stuff like realistic particle accelerators, coil guns and stuff, permanent magnet can be used to seperate metal powder from others and much more

  • moonheart08
    2nd Aug 2020 Member 2 Permalink

    This might actually happen. But it wil not be happening if it's just gravity copypasted to work only on metals.

    Edited once by moonheart08. Last: 2nd Aug 2020
  • JustAPlayer
    2nd Aug 2020 Member 0 Permalink

    yep, this is one of the rejected element ideas. jacob1 said he will never be adding any kind of moving solids to the game.

  • No_one
    2nd Aug 2020 Member 0 Permalink

    Magnetic field is possible to implement in game, but it will use a lot of memory/processor resources because it's another game level (as I know there are only 4 ingame levels: main(solids, liquids and other particles), pressure,velocity and gravity) adding ones more is hard, useless (we can use gravity fields like them) and laggy. I think that I MAYBE I will make TPT mod that will show community that magnetic fields are a bad idea.

  • RCAProduction
    2nd Aug 2020 Member 1 Permalink

    It would probably be simple to implement, just use the existing gravity code with conditional statements so it only affects "magnetic" elements. It would really only be a few lines of code and a new element file to trigger it, but I don't know why you would need a selection between magnetic and non magnetic elements for the purpose of creating saves. 

  • moonheart08
    2nd Aug 2020 Member 1 Permalink

    RCAProduction:

    It would probably be simple to implement, just use the existing gravity code with conditional statements so it only affects "magnetic" elements. It would really only be a few lines of code and a new element file to trigger it, but I don't know why you would need a selection between magnetic and non magnetic elements for the purpose of creating saves. 

     So, I was wrong earlier. The specific form of magnetism you described (the cheaty way) is rejected. If someone can figure out how to do real magnetism, poles and all, then it's fine.

  • MachineMan
    3rd Aug 2020 Member 0 Permalink

    When electricity travels through a conductive element, a slight amount of pressure is generated.  That's what simulates an electromagnetic field in tpt right now.  Also, there's no such thing as a magnetic field or an electric field.  There is only an electromagnetic field, in both tpt and real life.

    Edited once by MachineMan. Last: 3rd Aug 2020
  • PangeaUltima
    3rd Aug 2020 Member 0 Permalink
  • nousernamefound
    3rd Aug 2020 Member 0 Permalink

    *Starts singing* red. da rejects. read them right now. if. you did. then you wouldnt have need to make this

  • jacob1
    3rd Aug 2020 Developer 0 Permalink
    Just want to clarify some stuff, see moony's comment:
    "If someone can figure out how to do real magnetism, poles and all, then it's fine."

    This is what I told him yesterday, and that is my stance. If someone can figure out how to make this work in a pixel-based game like TPT, it would be pretty cool. I'm not sure how doable it is though. How do you detect which particles form a "magnet", then calculate the poles and magnetism lines throughout the sim? But if we had this, it would be really cool.

    This is what is definitely rejected:
    "just use the existing gravity code with conditional statements so it only affects "magnetic" elements"

    This is uninteresting and doesn't add much to the game. It would be a waste, and we'd probably never get "realistic" magnetism if we did it this way.


    I updated the "rejected elements" list in the wiki to clarify this stance.