http://powdertoy.co.uk/Wiki/api.php?action=feedcontributions&user=FOTOBOOMER277&feedformat=atomThe Powder Toy - User contributions [en]2024-03-29T09:57:17ZUser contributionsMediaWiki 1.30.0http://powdertoy.co.uk/Wiki/index.php?title=Elements:Force&diff=6961Elements:Force2018-04-23T15:29:30Z<p>FOTOBOOMER277: /* DMG Damage */</p>
<hr />
<div>{{Languages|Elements:Force Creating}}<br />
<br />
Introduced in version 74.0, the Force materials are used to affect different types of matter with force. The original name of the menu was Force, but it changed into Force Creating a bit later. However, in 84.0, the name was once again renamed back to Force.<br />
<br />
=== [[File:PIPE.png|PIPE]] [[Element:PIPE|Pipe]] ===<br />
<br />
'''Description:'''<br />
"PIPE, moves particles around. Once the BRCK generates, erase some for the exit. Then the PIPE generates and is usable."<br />
<br />
After spawning, a layer of BRCK appears around the PIPE. To set the direction of the PIPE, erase the BRCK around the end you want the particles to come out of. A series of lines will then appear showing the direction of flow, working from the end to the beginning. After the full pipe is calculated, you can remove the BRCK and replace the sides with another element.<br />
<br />
Read the tutorial for more information (and pictures) <br />
[[:using_pipe_element| Tutorial on how to use PIPE]]<br />
<br />
=== [[File:ACEL.png|ACEL]] [[Element:ACEL|Accelerator]] ===<br />
<br />
'''Description:'''<br />
"Accelerator, speeds up nearby elements."<br />
<br />
Accelerates any non-solid particles. ACEL should be parallel with a one pixel gap to be the most effective. Setting .life determines how much the particle will be accelerated, values from 100 up to the max of 1000 will increase it's effectiveness. The default life will accelerate particles by 10% every frame.<br />
<br />
=== [[File:DCEL.png|DCEL]] [[Element:DCEL|Decelerator]] ===<br />
<br />
'''Description:''' <br />
"Decelerator, slows down nearby elements."<br />
<br />
Opposite of ACEL; decelerates non-solid particles. Setting .life changes how much they will be decelerated, values up to the max of 100 increase it's effectiveness. Setting life to 100 actually makes all particles stop instantly. By default it will decelerate particles by 91%.<br />
<br />
=== [[File:FRAY.png|FRAY]] [[Element:FRAY|Force Emitter]] ===<br />
<br />
'''Description:''' <br />
Force emitter. Pushes or pulls objects based on its temperature. Use like ARAY.<br />
<br />
When powered, it will push elements away from the opposite side. The temperature (temp) of the FRAY particle determines the velocity force. If cold (< 0C), it will pull matter to it, and if hot, it will push matter away.<br />
<br />
It works just like ARAY, it only sets velocity in the straight line directly opposite of the spark that sparks it. It only sets velocity for 10 pixels though.<br />
<br />
Note: FRAY can effect Any moving particle! That includes radiation particles!<br />
<br />
=== [[File:RPEL.png|RPEL]] [[Element:RPEL|Repeller]] ===<br />
<br />
'''Description:'''<br />
"Repels or attracts particles based on its temperature."<br />
<br />
Pushes or pulls particles depending on the temperature. If the temp is below 0, it will pull, and if it is above 0, it will push. Unlike FRAY, it does not need electricity to work. It affects particles within a square box of size 20 pixels centered on the RPEL particle.<br />
<br />
=== [[File:DMG.png|DMG]] [[Element:DMG|Damage]] ===<br />
<br />
'''Description:'''<br />
"Generates damaging pressure and breaks any elements it hits."<br />
<br />
Generates devastating pressure on contact with any surface except DMND. Much like a moving solid, it does not spread out when falling. It will stay in whatever shape you put it in and is unaffected by air pressure while falling. Also takes on a sparkling texture like BOMB and DEST when on fancy display.<br />
<br />
=== [[FILE:PSTN.png|PSTN]] [[Element:PSTN|Piston]] ===<br />
<br />
'''Description:''' <br />
"Piston, extends and pushes particles."<br />
<br />
Piston. When sparked using PSCN, it starts extending based on where the PSCN is. Put a 1 pixel gap between the PSTN and the PSCN for better control. It cannot extend diagonally. When it continues to extend and hits a element, it will push it.<br />
<br />
PSTN stops extending when it hits a wall, or once it is pushing too many particles for it to handle. By default it can only push 31, but you can set the .tmp allow it to push more / less.<br />
<br />
You can make PSTN retract with NSCN (or, actually, any conductor that isn't PSCN). It will pull back the stack of elements it has in front of it when you do this. If there are too many elements in front of it, it will just pull as many as it can carry (set by .tmp).<br />
<br />
ctype: if set, will make PSTN stop when it hits this element, like it would to walls.<br><br />
tmp: How many pixels it can push or pull at once. if not set, defaults to 31.<br><br />
tmp2: Maximum extension length. If not set, defaults to 255.<br />
<br />
=== [[File:FRME.png|FRME]] [[Element:FRME|Frame]] ===<br />
<br />
'''Description:''' <br />
"Frame, can be used with pistons to push many particles"<br />
<br />
FRME makes PSTN much more useful. With it, you can use just one piston to push whole blocks of elements. To start, draw a one pixel thick line of FRME in front of the piston. This can be up to 15 pixels wide in either direction. Now, when you push the PSTN, the entire line of FRME and everything in front of it will be pushed. When you retract the PSTN, it will all come back too.<br />
<br />
If any single FRME can't move, the entire PSTN won't be able to move. Also, for retracting, any particle caught under the FRME will prevent the entire thing from retracting. Make sure to keep the path behind the frame clear.<br />
<br />
There are several things you can't do with FRME. Any FRME stacked above the first layer (line) won't be counted as part of the frame (frames aren't moving solids), so you can't have it push or pull any oddly shaped FRME. Also don't attach multiple pistons to the FRME and try to retract, as they will block each other. There might be some glitches causing behavior different than described here, occasionally the FRME breaks or PSTN won't extend properly. These have mostly been fixed but if you see anything odd that does not seem intended, you should report it.<br />
<br />
TMP: if set to 1, makes the FRME "non-sticky", which means it will only push, not pull back particles with it.</div>FOTOBOOMER277http://powdertoy.co.uk/Wiki/index.php?title=Elements:Force&diff=6960Elements:Force2018-04-23T15:26:45Z<p>FOTOBOOMER277: /* DMG Damage */</p>
<hr />
<div>{{Languages|Elements:Force Creating}}<br />
<br />
Introduced in version 74.0, the Force materials are used to affect different types of matter with force. The original name of the menu was Force, but it changed into Force Creating a bit later. However, in 84.0, the name was once again renamed back to Force.<br />
<br />
=== [[File:PIPE.png|PIPE]] [[Element:PIPE|Pipe]] ===<br />
<br />
'''Description:'''<br />
"PIPE, moves particles around. Once the BRCK generates, erase some for the exit. Then the PIPE generates and is usable."<br />
<br />
After spawning, a layer of BRCK appears around the PIPE. To set the direction of the PIPE, erase the BRCK around the end you want the particles to come out of. A series of lines will then appear showing the direction of flow, working from the end to the beginning. After the full pipe is calculated, you can remove the BRCK and replace the sides with another element.<br />
<br />
Read the tutorial for more information (and pictures) <br />
[[:using_pipe_element| Tutorial on how to use PIPE]]<br />
<br />
=== [[File:ACEL.png|ACEL]] [[Element:ACEL|Accelerator]] ===<br />
<br />
'''Description:'''<br />
"Accelerator, speeds up nearby elements."<br />
<br />
Accelerates any non-solid particles. ACEL should be parallel with a one pixel gap to be the most effective. Setting .life determines how much the particle will be accelerated, values from 100 up to the max of 1000 will increase it's effectiveness. The default life will accelerate particles by 10% every frame.<br />
<br />
=== [[File:DCEL.png|DCEL]] [[Element:DCEL|Decelerator]] ===<br />
<br />
'''Description:''' <br />
"Decelerator, slows down nearby elements."<br />
<br />
Opposite of ACEL; decelerates non-solid particles. Setting .life changes how much they will be decelerated, values up to the max of 100 increase it's effectiveness. Setting life to 100 actually makes all particles stop instantly. By default it will decelerate particles by 91%.<br />
<br />
=== [[File:FRAY.png|FRAY]] [[Element:FRAY|Force Emitter]] ===<br />
<br />
'''Description:''' <br />
Force emitter. Pushes or pulls objects based on its temperature. Use like ARAY.<br />
<br />
When powered, it will push elements away from the opposite side. The temperature (temp) of the FRAY particle determines the velocity force. If cold (< 0C), it will pull matter to it, and if hot, it will push matter away.<br />
<br />
It works just like ARAY, it only sets velocity in the straight line directly opposite of the spark that sparks it. It only sets velocity for 10 pixels though.<br />
<br />
Note: FRAY can effect Any moving particle! That includes radiation particles!<br />
<br />
=== [[File:RPEL.png|RPEL]] [[Element:RPEL|Repeller]] ===<br />
<br />
'''Description:'''<br />
"Repels or attracts particles based on its temperature."<br />
<br />
Pushes or pulls particles depending on the temperature. If the temp is below 0, it will pull, and if it is above 0, it will push. Unlike FRAY, it does not need electricity to work. It affects particles within a square box of size 20 pixels centered on the RPEL particle.<br />
<br />
=== [[File:DMG.png|DMG]] [[Element:DMG|Damage]] ===<br />
<br />
'''Description:'''<br />
"Generates damaging pressure and breaks any elements it hits."<br />
<br />
Generates devastating pressure on contact with any surface except DMND. Acts like a moving solid until it touches something, unlike powder which disperses everywhere, it stays in a big clump. Also takes on a sparkling texture like BOMB and DEST when on fancy display.<br />
<br />
=== [[FILE:PSTN.png|PSTN]] [[Element:PSTN|Piston]] ===<br />
<br />
'''Description:''' <br />
"Piston, extends and pushes particles."<br />
<br />
Piston. When sparked using PSCN, it starts extending based on where the PSCN is. Put a 1 pixel gap between the PSTN and the PSCN for better control. It cannot extend diagonally. When it continues to extend and hits a element, it will push it.<br />
<br />
PSTN stops extending when it hits a wall, or once it is pushing too many particles for it to handle. By default it can only push 31, but you can set the .tmp allow it to push more / less.<br />
<br />
You can make PSTN retract with NSCN (or, actually, any conductor that isn't PSCN). It will pull back the stack of elements it has in front of it when you do this. If there are too many elements in front of it, it will just pull as many as it can carry (set by .tmp).<br />
<br />
ctype: if set, will make PSTN stop when it hits this element, like it would to walls.<br><br />
tmp: How many pixels it can push or pull at once. if not set, defaults to 31.<br><br />
tmp2: Maximum extension length. If not set, defaults to 255.<br />
<br />
=== [[File:FRME.png|FRME]] [[Element:FRME|Frame]] ===<br />
<br />
'''Description:''' <br />
"Frame, can be used with pistons to push many particles"<br />
<br />
FRME makes PSTN much more useful. With it, you can use just one piston to push whole blocks of elements. To start, draw a one pixel thick line of FRME in front of the piston. This can be up to 15 pixels wide in either direction. Now, when you push the PSTN, the entire line of FRME and everything in front of it will be pushed. When you retract the PSTN, it will all come back too.<br />
<br />
If any single FRME can't move, the entire PSTN won't be able to move. Also, for retracting, any particle caught under the FRME will prevent the entire thing from retracting. Make sure to keep the path behind the frame clear.<br />
<br />
There are several things you can't do with FRME. Any FRME stacked above the first layer (line) won't be counted as part of the frame (frames aren't moving solids), so you can't have it push or pull any oddly shaped FRME. Also don't attach multiple pistons to the FRME and try to retract, as they will block each other. There might be some glitches causing behavior different than described here, occasionally the FRME breaks or PSTN won't extend properly. These have mostly been fixed but if you see anything odd that does not seem intended, you should report it.<br />
<br />
TMP: if set to 1, makes the FRME "non-sticky", which means it will only push, not pull back particles with it.</div>FOTOBOOMER277http://powdertoy.co.uk/Wiki/index.php?title=Elements:Powders&diff=6953Elements:Powders2018-04-06T07:24:14Z<p>FOTOBOOMER277: /* BGLA Broken Glass */</p>
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<div>{{Languages|Elements:Powders}}<br />
Powders are movable, incoherent particles that are affected by gravity.<br />
<br />
=== [[File:DUST.png|DUST]] [[Element:DUST|Dust]] ===<br />
'''Description:'''<br />
"Very light dust. Flammable."<br />
<br />
Light particles. Flammable, but the fire is weak and does not catch easily. Turns into FWRK when bombarded with NEUT.<br />
Stickmen shoot DUST by default.<br />
<br />
=== [[File:STNE.png|STNE]] [[Element:STNE|Stone]] ===<br />
'''Description:'''<br />
"Heavy particles. Meltable."<br />
<br />
Heavy particles. Melts at 710°C. Displaces all other powders and liquids, except CNCT.<br />
<br />
=== [[File:SNOW.png|SNOW]] [[Element:SNOW|Snow]] ===<br />
'''Description:'''<br />
"Light particles. Created when ICE breaks under pressure."<br />
<br />
Light particles. Snow is the result of pressure applied to Ice. Can be heated into WATR.<br />
<br />
<br />
=== [[File:CNCT.png|CNCT]] [[Element:CNCT|Concrete]] ===<br />
'''Description:'''<br />
"Concrete, stronger than stone."<br />
<br />
Heavy particles. CNCT is stronger than stone and melts at 850°C. It is very rigid, it can be built on top of itself into straight columns without crumbling. It is the only powder to do this. Nothing can move through CNCT, no matter how heavy - including DEST! DEST can melt it, but can't get through!<br />
<br />
=== [[File:SALT.png|SALT]] [[Element:SALT|Salt]] ===<br />
'''Description:'''<br />
"Salt, dissolves in water."<br />
<br />
SALT melts at 900C, and turns water into saltwater on contact with water. It makes IRON rust into BMTL then BRMT, unless GOLD is nearby to revert it back.<br />
<br />
=== [[File:BRMT.png|BRMT]] [[Element:BRMT|Broken Metal]] ===<br />
'''Description:'''<br />
"Broken metal. Created when iron rusts or when when metals break from pressure."<br />
<br />
BRMT is broken metal, like rust in powder form. It is very heavy and also conducts electricity. If broken metal is melted and cooled down slowly, it can make Breakable Metal (BMTL). BRMT is obtained through rusting of IRON or BMTL or by exposing BMTL to pressure.<br />
<br />
Burning Thermite will also form molten breakable metal.<br />
<br />
Forms Thermite [THRM] when combined with BREL at >250°C.<br />
<br />
=== [[File:SAND.png|SAND]] [[Element:SAND|Sand]] ===<br />
'''Description:'''<br />
"Sand, Heavy particles. Melts into glass."<br />
<br />
Heavy particles. SAND melts into Glass at 1700°C.<br />
<br />
=== [[File:BGLA.png|BGLA]] [[Element:BGLA|Broken Glass]] ===<br />
'''Description:'''<br />
"Broken Glass, heavy particles formed when glass breaks under pressure. Meltable. Bagels."<br />
<br />
BGLA can be melted and cooled down again to form regular GLAS. It is the product of pressure being applied to GLAS.<br />
<br />
Also, it reflects photons unlike solid GLAS which lets them pass through it.<br />
<br />
=== [[File:YEST.png|YEST]] [[Element:YEST|Yeast]] ===<br />
'''Description:'''<br />
"Yeast, grows when warm (~37C)."<br />
<br />
Yeast grows when warm (around 40°C+). It turns into DYST when exposed to Neutrons or heated a lot (about 120°C+). It turns to DUST at about 600°C. Note that DYST at any temperature turns YEST into DYST in a cascading effect.<br />
<br />
=== [[File:FSEP.png|FSEP]] [[Element:FSEP|Fuse powder]] ===<br />
'''Description:'''<br />
"Fuse Powder. Burns slowly like FUSE."<br />
<br />
FSEP burns slowly; and ignites at high temperatures, when touching plasma, or from electricity. It burns at very high temperatures (over 3000°C). Just like FUSE, it will burn with plasma and not fire like most other elements do.<br />
<br />
=== [[File:BCOL.png|BCOL]] [[Element:BCOL|Broken Coal]] ===<br />
'''Description:'''<br />
"Broken Coal. Heavy particles, burns slowly."<br />
<br />
Heavy particles, burns slowly. Turns gray while burning, like charcoal.<br />
<br />
=== [[File:FRZZ.png|FRZZ]] [[Element:FRZZ|Freeze]] ===<br />
'''Description:'''<br />
"Freeze powder. When melted, forms ice that always cools. Spreads with regular water."<br />
<br />
Light Particles, cold (spawns at -183.15°C), and instantly freezes water. Turns WATR into FRZW when in contact, FRZW also turns other water particles into FRZW, creating a cascading effect.<br />
<br />
=== [[File:GRAV.png|GRAV]] [[Element:GRAV|Gravity]] ===<br />
'''Description:'''<br />
"Very light dust. Changes colour based on velocity."<br />
<br />
Very light dust, ignores gravity. Changes color based on velocity and time. GRAV can be pushed around with very little air velocity (less than 0.01 pressure difference). It burns when exposed to fire.<br />
<br />
=== [[File:ANAR.png|ANAR]] [[Element:ANAR|Anti-Air Particle]] ===<br />
'''Description:'''<br />
"Anti-air. Very light dust, which behaves opposite gravity."<br />
<br />
Very light dust. Moves opposite gravity and pressure/velocity. Also burns when exposed to sub-zero flame.<br />
<br />
=== [[File:PQRT.png|PQRT]] [[Element:PQRT|Broken Quartz]] ===<br />
'''Description:'''<br />
"Powdered quartz, broken form of QRTZ."<br />
<br />
Broken quartz, melts at 2300°C. Just like QRTZ, the color depends on the .tmp2 value<br />
<br />
=== [[File:BREL.png|BREL]] [[Element:BREL|Broken Electronics]] ===<br />
'''Description:'''<br />
"Broken electronics. Formed from EMP blasts, and when constantly sparked while under pressure, turns to EXOT."<br />
<br />
Broken electronics are the result from using EMP on electronics. Cannot be melted and cooled back into the un-broken form. Conducts electricity. When combined with BRMT at above 240°C reacts into THRM. When constantly sparked at above 10 pressure, it will heat up. When constantly sparked at above 30 pressure and over 9000°C, it will turn into EXOT.<br />
<br />
=== [[File:CLST.png|CLST]] [[Element:CLST|Clay Dust]] ===<br />
'''Description:'''<br />
"Clay dust. Produces paste when mixed with water."<br />
<br />
CLST produces PSTE when in contact with water. CLST particles are naturally 'sticky' and tend to cling to each other, when cold. Particles literally freeze at about -70°C (I.E. turn to a pseudo-solid state). It melts at about 984°C<br />
<br />
Because of it's clinging abilities, CLST tends to stack on top of itself, almost like concrete.<br />
<br />
CLST will make TNT when mixed with NITR.<br />
<br />
The texture effect comes from the fact that the color of a CLST particle is based on its .tmp value, which is random.<br />
<br />
=== [[File:SAWD.png|SAWD]] [[Element:SAWD|Sawdust]] ===<br />
'''Description:'''<br />
"Sawdust. Floats on water."<br />
<br />
A very light powder that can float on water. It is created when high-velocity particles hit {{Material | WOOD}}. It is also created when {{Material | NEUT}} reacts with {{Material | BCOL}}.<br />
<br />
<br />
[[Category:Elements]]</div>FOTOBOOMER277