http://powdertoy.co.uk/Wiki/api.php?action=feedcontributions&user=Javkhlan&feedformat=atomThe Powder Toy - User contributions [en]2024-03-19T04:26:12ZUser contributionsMediaWiki 1.30.0http://powdertoy.co.uk/Wiki/index.php?title=Using_The_Console&diff=8322Using The Console2021-11-14T13:13:44Z<p>Javkhlan: /* ctype */ Fix grammar mistake</p>
<hr />
<div>{{Languages|Using The Console}}<br />
The Powder Toy now uses the [[ Lua]] console, which lets you do more than the old console. If you just want to do simple things, this console has easier and shorter commands.<br />
<br />
==== Using console ====<br />
'''''As of 49.1 the commands now require a ! in front of them, and are also Lua enabled(Lua Scripts)'''''<br />
<br />
The console in Powder Toy is essentially a window that you can bring up that allows you to directly trigger commands coded into TPT. Because of its closeness to the code itself, you can do interesting things with it that wouldn't ordinarily be possible with just pointing and clicking, or even elaborate hacking.<br />
<br />
Opening the console is easy. You press the ~ key (on some keyboards it's ` or ¬ or ^/° on QWERTZ-keyboards) (with or without pressing shift, it's immediately left of the 1 key, above Tab on most keyboards) and the game will pause, bringing down a black window that you can type into.<br />
<br />
Compared to most consoles, Powder Toy's is actually fairly intuitive and easy to mess with, but you'll still probably have to try a few times to memorize the order of words to type in.<br />
<br />
The most relevant, or at least the most immediately cool and useful command that most people will want to know is the Set command. The syntax goes like this:<br />
<br />
'''!set [What variable to set] [the identity of the particle/s to be set] [the value it changes to]'''<br />
<br />
In other words, say I want to change particle #25 into metal. I would type:<br />
<br />
'''!set type 25 metl'''<br />
<br />
More relevantly, you can use the keyword "All" or even an element name in place of that number. So the command:<br />
<br />
'''!set type all metl'''<br />
<br />
Would turn every particle in the save to metal.<br />
<br />
'''!set type metl watr'''<br />
<br />
...Would turn every particle of metal in the save to water. And so on.<br />
<br />
'''!set type metl 0'''<br />
<br />
Would remove all metal particles from the save.<br />
<br />
The word "Type" is also interchangeable. The following keywords can be used as well:<br />
<br />
* Type: This sets a particle's identity. You can use this to change what an element is.<br />
* Temp: This sets a particle's temperature. You can use it to melt a whole save all at once. (please note: the temp is read as Kelvin which you get by adding 273.15 to Celsius)<br />
* Ctype: This sets the temporary state of an element. This has many uses, making lava that freezes into NEUT for example. To do this, draw on some lava then go to console and type "!set ctype lava neut" (without the quotes) and then hit enter. Then draw something at room temp below it, and unpause it. When the lava hits the cooler object it will freeze into neut. Ctype is also used to choose what element CLNE and its variants will create.<br />
<br />
* Life: This sets a particle's life expectancy. This variable however is used for many varied things, like the timing of spark and the colors of fire.<br />
* X, Y, VX, VY: These set the X and Y positions of particles in the field. VX and VY respectively set their velocities.<br />
* Tmp: This is used for varying things, like the colors of Quartz.<br />
* Tmp2: Like a second Tmp, used for less things.<br />
* Pavg[0], Pavg[1], and flags are rarely used.<br />
The !Quit command is a straight forward one; it closes the powder toy straight away.<br />
<br />
'''!Quit'''<br />
<br />
The Create command is also pretty straight-forward. By typing the elements name and the coordinates you want it at, you can create a particle of any element. For example:<br />
<br />
'''!create METL 200,100'''<br />
<br />
This will create a pixel of METL (metal) at point (200,100) on TPT's grid.<br />
<br />
The !delete/!kill commands are also similar, they delete a particle at a point:<br />
<br />
'''!delete 200,100'''<br />
<br />
This deletes the particle you just created.<br />
<br />
The !load command loads a specific save number. This loads save number 500000:<br />
<br />
'''!load 500000'''<br />
<br />
The !bubble command creates a bubble of soap at a specific point. It is hard to create them without this.<br />
<br />
'''!bubble 100,100'''<br />
<br />
The !reset command can do a lot of things. !reset velocity sets the velocity of all particles to 0. !reset pressure resets the pressure map, like pressing the = key. !reset sparks gets rid of all sparks on the screen and sets their type to their ctype. !reset temp sets all particles back to their default temperature they have when you draw them.<br />
<br />
This wiki page does not cover the other commands yet. The page of the console essentially describes how to use it, and with these examples, take and figure it out.<br />
<br />
Some other commands:<br />
<br />
'''!reset'''<br />
<br />
The if command can only be used in scripts. It checks if a particle at index i is the type j<br />
<br />
'''!if type 1,dmnd'''<br />
<br />
This would check if parts[1].type is diamond and return 1 if true, 0 if not.<br />
<br />
==== Running scripts ====<br />
You can run console commands stored in a file by creating a text document and writing a script.<br />
<br />
When you have done that, open the console in the Powder Toy and type in<br />
<br />
'dofile("''your filename here''")'. It might say scripts are not enabled.<br />
<br />
The script will be done once, and you can use any normal commands, if, else, endif, and end. Running scripts with Lua gives you a lot more options for what to do, and lets you run it every frame.<br />
<br />
=== Hints and tips on using tmp, life, tmp2, and ctype ===<br />
<br />
===== ctype =====<br />
* Clone (BCLN, PCLN, CLNE, PBCN): ctype is the element being generated by the clone. For example, you can make all the clne on the screen generate neutrons with the console/script command "!set ctype clne neut"<br />
* State changes (ICE, LAVA): ctype is the element to melt/freeze into. For example, you can make lava freeze into bomb like this "!set ctype lava bomb". That actually gets some interesting results. <br />
* SPRK: ctype is the element covered by the spark.<br />
* Color (PHOT, FILT, FWRK, GLOW, BRAY): ctype is used to store various bits of information about color. There is currently no simple way to change this with console. <br />
* PIPE: Ctype distinguishes the different types of pipe (red/green/blue/unallocated). There is currently no simple way to change this with console (but experiment with setting ctype to none, dust, watr, oil, fire). For more information on pipe, see [[Using PIPE element]].<br />
* QRTZ: QRTZ growth uses ctype. For example, the natural way is to pour SLTW on it. The SLTW changes the ctype to DUST. "!set ctype qrtz sprk" will cause rapid, unnatural growth. This used to be caused by sparking QRTZ manually.<br />
* WWLD: The different types of WWLD(Electron head, tail, wire) are distinguished by its ctype. Try experimenting with ctypes DUST, WATR and none.<br />
* Life: ctype changes the type of life it is.<br />
* Using ctype, you can make molten ice and molten diamond with this code: for molten ice, put ice then type " !set ctype ice lava " then type " !set temp ice 500 " and the ice in the world will become molten ice. Molten diamond occurs when you place lava then use " !set ctype lava dmnd ". This goes along with the above mentioned state changes.<br />
<br />
===== tmp =====<br />
Tmp is a value used for various element properties. Only a few elements use it. '''NOTE: this is NOT temperature (which is called 'temp')'''.<br />
Tmp can also change the channels of WIFI (but the "temp" or temperature value control the tmp value and it has no sense to change the tmp from the console).<br />
* PIPE: the type of the element currently contained in the pipe. Use '!set tmp pipe 0' to remove all particles from all pipes.<br />
* CRAY: the length of the beam. Use !set tmp cray 0 to set it to default.<br />
* DRAY: how many particles to copy (default is 0, or until blank space). Use !set tmp dray 0 to set it to default.<br />
* FILT: tmp changes the operator on FILT:<br />
0: "set" mode (default): FILT's spectrum is copied into PHOT particles that pass through it<br />
<br />
1: "and" mode: A bitwise and is performed on PHOT's and FILT's spectrums and the result is stored in the PHOT particle, any wavelengths not present in FILT will be removed from PHOT.<br />
<br />
2: "or" mode: Performs a bitwise or: all wavelengths present in FILT are "enabled" in PHOT, if not already.<br />
<br />
3: "sub" mode: Performs a bitwise and-not: all wavelengths present in FILT are subtracted from PHOT.<br />
<br />
4: "red shift" mode: The wavelengths of a photon are red-shifted. The distance of the shift is calculated from the temperature in a way similar to its non-ctype mode of operation. Tmp value is ignored.<br />
<br />
5: "blue shift" mode: Like "red shift", but the shifting direction is opposite, wavelengths are moved towards the blue end.<br />
<br />
6: "nop" mode: No spectrum changes are performed. Useful if you want to cross beams of PHOT and ARAY without mangling the spectrum.<br />
<br />
7: "xor" mode: Performs a bitwise xor: all wavelengths present in FILT are "flipped" in PHOT's spectrum, that is, if some color was on, it turns off, and vice versa.<br />
<br />
8: "not" mode: Performs a bitwise not: all wavelengths of PHOT are flipped. Note that FILT's spectrum is ignored.<br />
<br />
9: "QRTZ scattering" mode: Randomizes photons' velocity and randomly changes their color, just like QRTZ.<br />
<br />
Changing the tmp value of SING can allow the manual change of the amount of matter it has consumed, useful for making bombs.<br />
<br />
Anything else is the same as nop mode, but it is recommended to use 6 for nop in case new modes are added.<br />
Use !set tmp filt <operator number>.<br />
<br />
===== life =====<br />
Use this with with fire or plasma to make it have more or less time until it burns out. For example, "!set life fire 1000" to make it last for a VERY long time (even to the point it is unrealistically still glowing even after its temperature has cooled to room temperature, same with plasma).<br />
Use with fuse to make it be in the already burning state by reducing this number to something really low like 1 (command for that is "!set life fuse 1"). You can use it to basically put any element into a state that uses the same special property but use it either much more, better, longer, shorter, worse, or less.<br />
<br />
E.G.:<br />
* DEUT has a property that says it can multiply itself based on its temperature. It is possible to use life to make it obey this property but at the same time make it use it vastly more. As in, 99999 life DEUT (which cannot actually save, maximum save-able life of DEUT is 65535) makes it expand across the whole screen.<br />
* Another closely studied use of the life variable is what it does to ACID. Acid is corrosive. It has a set life value of 75 that cannot be raised without editing the game engine. The more particles acid corrodes away the lesser its life value becomes. If set below fifty any particle can destroy acid.<br />
* Switches, like SWCH, HSWC, PCLN, and PUMP, also use life to turn on and off.<br />
* Portals use life to generate their effects. This is one of the only times life goes into negative naturally.<br />
* Stickman's health can be changed by editing his life.<br />
* SPRK uses not only ctype, but life as well. SPRK on most metals has a life of 4. This shows how long the spark will remain on the material. The material afterward then uses life to calculate when it can be sparked again.<br />
* Coal uses life to slowly burn. It starts with a life of 110. Contact with fire decreases life, and when life reaches 0, it is replaced with a particle of fire,<br />
<br />
===== tmp2 =====<br />
tmp2 is similar to tmp, except it is less used due to it being a secondary property.<br />
<br />
E.G:<br />
* QRTZ/PQRT: tmp2 changes the colour of them. Use !set tmp2 qrtz <number between 0 and 10><br />
* VIRS/VIRG/VRSS: Used to set the element being infected. Use !set tmp2 virs <element id or name><br />
* CRAY: Used for types of life.<br />
* DRAY: Used for spacing between original and duplicate. Use !set tmp2 dray <spacing><br />
* PIPE/STOR: Used for types of life (but not possible to do normally)<br />
<br />
===== Complex Console Commands =====<br />
<br />
There are many console commands that can be used to manipulate things such as gravity for elements. Here are some examples. <br />
tpt.el.metl.gravity=5 changes all METL particles in the save to have a gravity of five and therefore travel downward.<br />
tpt.el.gas.diffusion=10 changes the diffusion (or how far the particles spread apart) to a higher level.<br />
These are just a few examples of the hundreds of the complex commands unknown to many TPT users.<br />
<br />
<br />
https://www.boxmein.net/tpt/tptelements/reference/lua-reference.html#tree<br />
<br />
==== Video Tutorial ====<br />
<br />
Video tutorial for console commands on Youtube: https://youtu.be/1rVk9jzyjUI</div>Javkhlanhttp://powdertoy.co.uk/Wiki/index.php?title=Using_The_Console&diff=8321Using The Console2021-11-14T13:07:16Z<p>Javkhlan: Format !reset command like others</p>
<hr />
<div>{{Languages|Using The Console}}<br />
The Powder Toy now uses the [[ Lua]] console, which lets you do more than the old console. If you just want to do simple things, this console has easier and shorter commands.<br />
<br />
==== Using console ====<br />
'''''As of 49.1 the commands now require a ! in front of them, and are also Lua enabled(Lua Scripts)'''''<br />
<br />
The console in Powder Toy is essentially a window that you can bring up that allows you to directly trigger commands coded into TPT. Because of its closeness to the code itself, you can do interesting things with it that wouldn't ordinarily be possible with just pointing and clicking, or even elaborate hacking.<br />
<br />
Opening the console is easy. You press the ~ key (on some keyboards it's ` or ¬ or ^/° on QWERTZ-keyboards) (with or without pressing shift, it's immediately left of the 1 key, above Tab on most keyboards) and the game will pause, bringing down a black window that you can type into.<br />
<br />
Compared to most consoles, Powder Toy's is actually fairly intuitive and easy to mess with, but you'll still probably have to try a few times to memorize the order of words to type in.<br />
<br />
The most relevant, or at least the most immediately cool and useful command that most people will want to know is the Set command. The syntax goes like this:<br />
<br />
'''!set [What variable to set] [the identity of the particle/s to be set] [the value it changes to]'''<br />
<br />
In other words, say I want to change particle #25 into metal. I would type:<br />
<br />
'''!set type 25 metl'''<br />
<br />
More relevantly, you can use the keyword "All" or even an element name in place of that number. So the command:<br />
<br />
'''!set type all metl'''<br />
<br />
Would turn every particle in the save to metal.<br />
<br />
'''!set type metl watr'''<br />
<br />
...Would turn every particle of metal in the save to water. And so on.<br />
<br />
'''!set type metl 0'''<br />
<br />
Would remove all metal particles from the save.<br />
<br />
The word "Type" is also interchangeable. The following keywords can be used as well:<br />
<br />
* Type: This sets a particle's identity. You can use this to change what an element is.<br />
* Temp: This sets a particle's temperature. You can use it to melt a whole save all at once. (please note: the temp is read as Kelvin which you get by adding 273.15 to Celsius)<br />
* Ctype: This sets the temporary state of an element. This has many uses, making lava that freezes into NEUT for example. To do this, draw on some lava then go to console and type "!set ctype lava neut" (without the quotes) and then hit enter. Then draw something at room temp below it, and unpause it. When the lava hits the cooler object it will freeze into neut. Ctype is also used to choose what element CLNE and its variants will create.<br />
<br />
* Life: This sets a particle's life expectancy. This variable however is used for many varied things, like the timing of spark and the colors of fire.<br />
* X, Y, VX, VY: These set the X and Y positions of particles in the field. VX and VY respectively set their velocities.<br />
* Tmp: This is used for varying things, like the colors of Quartz.<br />
* Tmp2: Like a second Tmp, used for less things.<br />
* Pavg[0], Pavg[1], and flags are rarely used.<br />
The !Quit command is a straight forward one; it closes the powder toy straight away.<br />
<br />
'''!Quit'''<br />
<br />
The Create command is also pretty straight-forward. By typing the elements name and the coordinates you want it at, you can create a particle of any element. For example:<br />
<br />
'''!create METL 200,100'''<br />
<br />
This will create a pixel of METL (metal) at point (200,100) on TPT's grid.<br />
<br />
The !delete/!kill commands are also similar, they delete a particle at a point:<br />
<br />
'''!delete 200,100'''<br />
<br />
This deletes the particle you just created.<br />
<br />
The !load command loads a specific save number. This loads save number 500000:<br />
<br />
'''!load 500000'''<br />
<br />
The !bubble command creates a bubble of soap at a specific point. It is hard to create them without this.<br />
<br />
'''!bubble 100,100'''<br />
<br />
The !reset command can do a lot of things. !reset velocity sets the velocity of all particles to 0. !reset pressure resets the pressure map, like pressing the = key. !reset sparks gets rid of all sparks on the screen and sets their type to their ctype. !reset temp sets all particles back to their default temperature they have when you draw them.<br />
<br />
This wiki page does not cover the other commands yet. The page of the console essentially describes how to use it, and with these examples, take and figure it out.<br />
<br />
Some other commands:<br />
<br />
'''!reset'''<br />
<br />
The if command can only be used in scripts. It checks if a particle at index i is the type j<br />
<br />
'''!if type 1,dmnd'''<br />
<br />
This would check if parts[1].type is diamond and return 1 if true, 0 if not.<br />
<br />
==== Running scripts ====<br />
You can run console commands stored in a file by creating a text document and writing a script.<br />
<br />
When you have done that, open the console in the Powder Toy and type in<br />
<br />
'dofile("''your filename here''")'. It might say scripts are not enabled.<br />
<br />
The script will be done once, and you can use any normal commands, if, else, endif, and end. Running scripts with Lua gives you a lot more options for what to do, and lets you run it every frame.<br />
<br />
=== Hints and tips on using tmp, life, tmp2, and ctype ===<br />
<br />
===== ctype =====<br />
* Clone (BCLN, PCLN, CLNE, PBCN): ctype is the element being generated by the clone. For example, you can make all the clne on the screen generate neutrons with the console/script command "!set ctype clne neut"<br />
* State changes (ICE, LAVA): ctype is the element to melt/freeze into. For example, you can make lava freeze into bomb like this "!set ctype lava bomb". That actually gets some interesting results. <br />
* SPRK: ctype is the element covered by the spark.<br />
* Color (PHOT, FILT, FWRK, GLOW, BRAY): ctype is used to store various bits of information about color. There is currently no simple way to change this with console. <br />
* PIPE: Ctype distinguishes the different types of pipe (red/green/blue/unallocated). There is currently no simple way to change this with console (but experiment with setting ctype to none, dust, watr, oil, fire). For more information on pipe, see [[Using PIPE element]].<br />
* QRTZ: QRTZ growth uses ctype. For example, the natural way is to pour SLTW on it. The SLTW changes the ctype to DUST. "!set ctype qrtz sprk" will cause rapid, unnatural growth. This used to be caused by sparking QRTZ manually.<br />
* WWLD: The different types of WWLD(Electron head, tail, wire) are distinguished by it's ctype. Try experimenting with ctypes DUST, WATR and none.<br />
* Life: ctype changes the type of life it is.<br />
* Using ctype, you can make molten ice and molten diamond with this code: for molten ice, put ice then type " !set ctype ice lava " then type " !set temp ice 500 " and the ice in the world will become molten ice. Molten diamond occurs when you place lava then use " !set ctype lava dmnd ". This goes along with the above mentioned state changes.<br />
<br />
===== tmp =====<br />
Tmp is a value used for various element properties. Only a few elements use it. '''NOTE: this is NOT temperature (which is called 'temp')'''.<br />
Tmp can also change the channels of WIFI (but the "temp" or temperature value control the tmp value and it has no sense to change the tmp from the console).<br />
* PIPE: the type of the element currently contained in the pipe. Use '!set tmp pipe 0' to remove all particles from all pipes.<br />
* CRAY: the length of the beam. Use !set tmp cray 0 to set it to default.<br />
* DRAY: how many particles to copy (default is 0, or until blank space). Use !set tmp dray 0 to set it to default.<br />
* FILT: tmp changes the operator on FILT:<br />
0: "set" mode (default): FILT's spectrum is copied into PHOT particles that pass through it<br />
<br />
1: "and" mode: A bitwise and is performed on PHOT's and FILT's spectrums and the result is stored in the PHOT particle, any wavelengths not present in FILT will be removed from PHOT.<br />
<br />
2: "or" mode: Performs a bitwise or: all wavelengths present in FILT are "enabled" in PHOT, if not already.<br />
<br />
3: "sub" mode: Performs a bitwise and-not: all wavelengths present in FILT are subtracted from PHOT.<br />
<br />
4: "red shift" mode: The wavelengths of a photon are red-shifted. The distance of the shift is calculated from the temperature in a way similar to its non-ctype mode of operation. Tmp value is ignored.<br />
<br />
5: "blue shift" mode: Like "red shift", but the shifting direction is opposite, wavelengths are moved towards the blue end.<br />
<br />
6: "nop" mode: No spectrum changes are performed. Useful if you want to cross beams of PHOT and ARAY without mangling the spectrum.<br />
<br />
7: "xor" mode: Performs a bitwise xor: all wavelengths present in FILT are "flipped" in PHOT's spectrum, that is, if some color was on, it turns off, and vice versa.<br />
<br />
8: "not" mode: Performs a bitwise not: all wavelengths of PHOT are flipped. Note that FILT's spectrum is ignored.<br />
<br />
9: "QRTZ scattering" mode: Randomizes photons' velocity and randomly changes their color, just like QRTZ.<br />
<br />
Changing the tmp value of SING can allow the manual change of the amount of matter it has consumed, useful for making bombs.<br />
<br />
Anything else is the same as nop mode, but it is recommended to use 6 for nop in case new modes are added.<br />
Use !set tmp filt <operator number>.<br />
<br />
===== life =====<br />
Use this with with fire or plasma to make it have more or less time until it burns out. For example, "!set life fire 1000" to make it last for a VERY long time (even to the point it is unrealistically still glowing even after its temperature has cooled to room temperature, same with plasma).<br />
Use with fuse to make it be in the already burning state by reducing this number to something really low like 1 (command for that is "!set life fuse 1"). You can use it to basically put any element into a state that uses the same special property but use it either much more, better, longer, shorter, worse, or less.<br />
<br />
E.G.:<br />
* DEUT has a property that says it can multiply itself based on its temperature. It is possible to use life to make it obey this property but at the same time make it use it vastly more. As in, 99999 life DEUT (which cannot actually save, maximum save-able life of DEUT is 65535) makes it expand across the whole screen.<br />
* Another closely studied use of the life variable is what it does to ACID. Acid is corrosive. It has a set life value of 75 that cannot be raised without editing the game engine. The more particles acid corrodes away the lesser its life value becomes. If set below fifty any particle can destroy acid.<br />
* Switches, like SWCH, HSWC, PCLN, and PUMP, also use life to turn on and off.<br />
* Portals use life to generate their effects. This is one of the only times life goes into negative naturally.<br />
* Stickman's health can be changed by editing his life.<br />
* SPRK uses not only ctype, but life as well. SPRK on most metals has a life of 4. This shows how long the spark will remain on the material. The material afterward then uses life to calculate when it can be sparked again.<br />
* Coal uses life to slowly burn. It starts with a life of 110. Contact with fire decreases life, and when life reaches 0, it is replaced with a particle of fire,<br />
<br />
===== tmp2 =====<br />
tmp2 is similar to tmp, except it is less used due to it being a secondary property.<br />
<br />
E.G:<br />
* QRTZ/PQRT: tmp2 changes the colour of them. Use !set tmp2 qrtz <number between 0 and 10><br />
* VIRS/VIRG/VRSS: Used to set the element being infected. Use !set tmp2 virs <element id or name><br />
* CRAY: Used for types of life.<br />
* DRAY: Used for spacing between original and duplicate. Use !set tmp2 dray <spacing><br />
* PIPE/STOR: Used for types of life (but not possible to do normally)<br />
<br />
===== Complex Console Commands =====<br />
<br />
There are many console commands that can be used to manipulate things such as gravity for elements. Here are some examples. <br />
tpt.el.metl.gravity=5 changes all METL particles in the save to have a gravity of five and therefore travel downward.<br />
tpt.el.gas.diffusion=10 changes the diffusion (or how far the particles spread apart) to a higher level.<br />
These are just a few examples of the hundreds of the complex commands unknown to many TPT users.<br />
<br />
<br />
https://www.boxmein.net/tpt/tptelements/reference/lua-reference.html#tree<br />
<br />
==== Video Tutorial ====<br />
<br />
Video tutorial for console commands on Youtube: https://youtu.be/1rVk9jzyjUI</div>Javkhlanhttp://powdertoy.co.uk/Wiki/index.php?title=Elements:Radioactive&diff=7451Elements:Radioactive2019-08-01T06:53:12Z<p>Javkhlan: Fixed a grammar issue.</p>
<hr />
<div>{{Languages|Elements:Radioactive}}<br />
<br />
The radioactive category contains fissile elements, as well as elements with unique properties.<br />
<br />
<br />
=== {{MaterialBtn|NEUT}} [[Element:NEUT|Neutrons]] ===<br />
'''Description:'''<br />
"Neutrons. Interact with matter in odd ways."<br />
<br />
'''Color:'''<br />
Teal (produces a glow)<br />
<br />
'''Temp:'''<br />
26.00<br />
<br />
A particle which isn't affected by normal gravity travels in all directions. It has odd interactions with other elements, as well as being fissile with Plutonium (PLUT) and Deuterium Oxide (DEUT)<br />
<br />
Neutrons can also harm stickman/fighters<br><br />
NEUT is affected by Newtonian Gravity.<br><br />
NEUT changes certain elements into other elements i.e.: <br />
<br />
* Turns Plutonium into Stone, Uranium, Neutrons, heat, and pressure.<br />
* Turns Deuterium Oxide into Neutrons, heat, and pressure.<br />
* Turns Gunpowder into Dust.<br />
* Turns Plant into WOOD.<br />
* Turns Dust into First Firework.<br />
* Turns Nitroglycerin into GAS/OIL/DESL.<br />
* Turns C-4 into GOO.<br />
* Turns Water into Distilled Water.<br />
* Turns ACID into ISOZ.<br />
* Turns DESL into GAS.<br />
* Turns Yeast into Dead Yeast(DYST).<br />
* Turns COAL into WOOD.<br />
* Turns BCOL into SAWD.<br />
* Turns RFRG into CAUS and GAS<br />
<br />
When passing through GOLD, a small percentage of the neutrons passing through will disappear.<br />
<br />
=== {{MaterialBtn|PLUT}} [[Element:PLUT|Plutonium]] ===<br />
'''Description:'''<br />
"Plutonium. Heavy, fissle particles. Generates neutrons under pressure."<br />
<br />
'''Color:'''<br />
Dark green<br />
<br />
'''Temp:'''<br />
26.00<br />
<br />
Fissile. Becomes more unstable under pressure, on contact with lightning (THDR/LIGH), or with a high amount of neutrons. The reaction produces a uranium particle, a neutron and Molten Plutonium. Molten plutonium will remain at max temp for a few frames after the reaction. When cooled, the ctype changes to stone.<br />
<br />
'''Fission:'''<br />
Modeling real life, when a neutron hits a large amount of plutonium, it splits off in two. Every time a new neutron is formed, the plutonium heats up.<br />
<br />
=== {{MaterialBtn|PHOT}} [[Element:PHOT|Photons]] ===<br />
'''Description:'''<br />
"Photons. Retracts through glass, scattered by quartz, and color-changed by different elements. Ignites flammable materials."<br />
<br />
'''Color:'''<br />
White<br />
<br />
'''Temp:'''<br />
922.00<br />
<br />
Travels in straight lines, refracts through glass, scattered by quartz. Ignites flammable substances such as wood and explosives. Usually used as a medium to transfer heat. <br />
<br />
The colors of PHOT can be changed when passing through FILT. PHOT wavelengths can be split with a prism of glass.<br><br />
When traveling through non-pressurized INVS, PHOT turns into NEUT, which go almost as straight as PHOT.<br><br />
When traveling through BIZR/BIZS, PHOT will turn into ELEC. This makes electron lasers possible.<br><br />
When travelling through HYGN, PHOT will become PROT. Now PROT lasers are possible!<br><br />
Photons change color when they bounce off of uranium,plant, plutonium, C-4, and other elements<br />
<br />
=== {{MaterialBtn|URAN}} [[Element:URAN|Uranium]] ===<br />
'''Description:'''<br />
"Uranium. Heavy particles. Generates heat under pressure."<br />
<br />
'''Color:'''<br />
Dark yellow green<br />
<br />
'''Temp:'''<br />
52.00<br />
<br />
A nuclear reactions byproduct which heats up quickly under pressure. The rate of change in heat from pressure is determined exponentially. Uranium will slowly cool down under low, or no pressure.<br />
<br />
=== {{MaterialBtn|AMTR}} [[Element:AMTR|Antimatter]] ===<br />
'''Description:'''<br />
"Anti-Matter, destroys a majority of particles."<br />
<br />
'''Color:'''<br />
Grey<br />
<br />
'''Temp:'''<br />
175.00<br />
<br />
Destroys almost anything while producing a very small amount of negative pressure and photons (matter-> energy), very lightly affected by gravity.<br />
<br />
=== {{MaterialBtn|DEUT}} [[Element:DEUT|Deuterium Oxide]] ===<br />
'''Description:'''<br />
"Deuterium oxide. Volume changes with temp, radioactive with neutrons"<br />
<br />
'''Color:'''<br />
Dark blue, turns light blue or white when cooled, and turns into an even darker shade of blue when heated.<br />
<br />
'''Temp:'''<br />
20.00<br />
<br />
Deuterium is Hydrogen, but with an extra neutron. Deuterium ''Oxide'' is 2*H20, water, but the hydrogen is deuterium.<br />
<br />
A radioactive liquid which expands in response to temperature. It reacts only to neutrons, protons, lightning and destructive bomb, producing more superheated neutrons and pressure.<br />
<br />
DEUT's compression is ''inversely'' proportional to its life, which in turn can be altered by its temperature. Cooling DEUT will increase its life and compress it, making it explode more violently when exposed to neutrons. Conversely, heating DEUT will make it expand (up to about 6000 times its original size), making it explode less violently with neutrons (but there is more of it to explode). The life can be changed using the console, which will compress/expand DEUT without altering the temperature.<br />
Without the console, DEUT can reach a maximum life of about 6500.Gravity will further compress it to up to 45,000 life! With the console, it can reach 65535, and then expand when unpaused.<br />
<br />
The reaction will not take place under heavy negative pressure.<br />
<br />
Shooting ELEC into DEUT will cool the DEUT gradually to 0K.<br />
<br />
It is safe to try this at home- real Deuterium Oxide, or heavy water, or D2O, does not react with neutrons and is generally safe, *unless* you are exposed to very large amounts of it for a very long time. Deuterium Oxide itself is not radioactive, but normally contains higher than average amounts of tritium, which is radioactive.<br />
<br />
DEUT also reacts to PROT replicating them and heating them up, slowly in normal state and heated state, and very quickly and violently in compressed state. (This was found out by a series of experiments by powder toy user: Manakia)<br />
<br />
=== {{MaterialBtn|WARP}} [[Element:WARP|Warp]] ===<br />
'''Description:'''<br />
"Displaces other elements."<br />
<br />
'''Color:'''<br />
Invisible<br />
<br />
'''Temp:'''<br />
22.00<br />
<br />
An invisible gas which displaces or scatters other particles around the immediate area, similar effect to that of neutrons, except there is no effect on the elements properties it has had contact with. It has a low life and disappears in a matter of seconds from spawn.<br />
<br />
Setting its tmp2 to a high value and adding NEUT or PROT will cause instant fusion<br />
<br />
This element is also produced by EXOT when bombarded with enough ELEC.<br />
This will produce max temperature and pressure WARP.<br />
The WARP will produce its own ELEC while flying around.<br />
<br />
=== {{MaterialBtn|ISOZ}} [[Element:ISOZ|Isotope-Z]] ===<br />
'''Description:'''<br />
"Isotope-Z. Radioactive liquid, decays into photons when touching PHOT or under negative pressure."<br />
<br />
'''Color:'''<br />
Violet<br />
<br />
'''Temp:'''<br />
20.00<br />
<br />
A radioactive liquid which decays into photons when surrounded by photons or surrounded by negative pressure.<br />
<br />
=== {{MaterialBtn|ISZS}} [[Element:ISZS|Solid Isotope-Z]] ===<br />
'''Description:'''<br />
"Solid form of ISOZ, slowly decays into PHOT."<br />
<br />
'''Color:'''<br />
Purple<br />
<br />
'''Temp:'''<br />
-138.15<br />
<br />
A radioactive solid which decays into photons over time. The process can be sped up with negative pressure. It has essentially the opposite reaction of plutonium. ISZS can also be melted into its liquid form at 27C/300.15k (see isotope-z), this normally happens during the duration of the photon decay or it can be done manually with heat.<br />
<br />
=== {{MaterialBtn|SING}} [[Element:SING|Singularity]] ===<br />
'''Description:'''<br />
"Singularity. Creates huge amounts of negative pressure and destroys everything."<br />
<br />
'''Color:'''<br />
Black<br />
<br />
'''Temp:'''<br />
22.00<br />
<br />
A powder which generates very low pressure. Singularity can destroy other particles, it is essentially powdered black hole.<br />
After eating a lot of matter, Singularity will explode into neutrons and electrons upon death, producing HYGN in the process. <br />
<br />
Using the console, you can make the SING explode into neutrons and electrons when you want to. (!set life sing 0, then !set tmp sing 255. This gives a large explosion, and often causes lag if you place multiple pixels of explosive SING.<br />
<br />
When air pressure is turned off, SING will turn into a "cascade of death", as SING uses air pressure to manipulate things and itself.<br />
When air pressure is turned on again,(low portions of)SING will make "Missiles of Low Pressure" that can move particles in a high velocity.<br />
<br />
=== {{MaterialBtn|ELEC}} [[Element:ELEC|Electrons]] ===<br />
'''Description:'''<br />
"Electrons. Sparks electronics, reacts with NEUT and WATR."<br />
<br />
'''Color:'''<br />
White with neon blue glow<br />
<br />
'''Temp:'''<br />
222.00<br />
<br />
Electrons are energy type particles, they move in a similar way to NEUT, but don't decrease in velocity. Electrons will spark conductible materials. Upon contact with NEUT, HYGN will be produced. When ELEC touches GLAS, flashes of colors and sparks of EMBR will appear.<br />
BIZR will convert PHOT into ELEC. Upon contact ELEC will convert WATR to OXYG and HYGN.<br />
<br />
=== {{MaterialBtn|EXOT}} [[Element:EXOT|Exotic Matter]] ===<br />
'''Description:'''<br />
"Exotic matter. Explodes with exposure to electrons. Has many other odd reactions."<br />
<br />
'''Color:'''<br />
Normally has a light blue glow (color changes with temperature), but gets rainbow colors when hit with electrons.<br />
<br />
'''Temp:'''<br />
20.00<br />
<br />
Exotic Matter is a strange liquid, added in Beta 80.0. <br />
<br />
It can be created by repeatedly sparking BREL while inside of a sealed container. BREL heats up when sparked and under fairly high pressure, and at 9000~ temperature and extreme pressure, it gradually changes into EXOT when sparked.<br />
<br />
EXOT has weight and pressure generating ability similar to both LAVA and ICE. When cooled, its glow pulses twice as often, but for half as long, and if it isn't irradiated with electrons it absorbs pressure instead of emitting it, making it similar to ICE. When normal temperature or higher, it emits pressure gradually, cumulatively.<br />
<br />
EXOT element also becomes solid when cooled, but will still violently explode when irradiated with electrons due to the strength of its pressure generation increasing and overwhelming its ability to remain solid.<br />
<br />
When bombarded with electrons, it's tmp2 value will increase and it will start glowing with all colors in hue order and generate pressure proportionate to its amount of ELEC exposure, added to the current environmental pressure at a certain rate. This means, in effect, that EXOT stops generating pressure momentarily if all pressure is neutralized locally.<br />
<br />
If EXOT is overwhelmed with electron radiation or it's tmp2 value is raised to 6003, it will transform into a superheated WARP gas with similar pressure generation code that is always maximum temperature, meaning it functions best in a sealed container.<br />
<br />
Exotic matter is constantly flashing, getting brighter suddenly and slowly dimming in a repeating cycle according to its tmp value, when not irradiated over 1000 of its own tmp2 value. For only a few frames at the limit of its glowing pulse cycle and if it has n, it has the ability to transform into touching elements.<br />
<br />
When EXOT is exposed to neutrons, it loses its color, but maintains its flashing. When it reaches the end of its flash cycle, it will change into whatever element it is currently touching. If it is touching a wall, it will not copy. Nor will it copy radiation (electrons, photons, neutrons). EXOT can be restored to its normal (colored) state from this "cloning" state by irradiating with electrons (a radius of 3 pixels around the ELEC will turn to EXOT)..<br />
<br />
If EXOT is irradiated with PROT its ctype will change to (PROT) and its temp will decrease rapidly. Upon reaching -223 degrees Celsius it will explode into CFLM.<br />
<br />
If EXOT is exposed to neutrons and then EMBR (the sparkly stuff from ignition cord) it will start flashing from black to grey<br />
Overexposure to this will make it start flashing gray to pure white<br />
<br />
=== {{MaterialBtn|VIBR}} [[Element:VIBR|Vibranium]] ===<br />
'''Description:'''<br />
"Vibranium. Stores energy and releases it in violent explosions."<br />
<br />
'''Color:'''<br />
starts Dark green (see below)<br />
<br />
'''Temp:'''<br />
0.00<br />
<br />
VIBR stores energy, and then releases it in violent explosions. It starts out dark green, but as it gains energy, it gets brighter and brighter, eventually glowing white. Once it's fully charged, it will glow green, and start flashing (with white) faster and faster. After 750 frames, it explodes.<br />
<br />
VIBR stores it's energy in tmp. There are three ways to give energy to VIBR, the first is temperature. it gains one tmp for every three degrees you heat it. It loses tmp at the same rate. It will try to keep it's temperature between -2.5 and 2.5 degrees. The second way is pressure. It increases it's tmp by 7 for every increase in pressure. It only loses 2 for every decrease in pressure. It will try to keep the pressure surrounding it at 0, it is almost as good as TTAN and walls at blocking pressure. The third way to give it energy is through energy particles. It can absorb PHOT, NEUT, ELEC, and PROT. These all increase it's tmp by 20.<br />
<br />
Once VIBR's tmp gets to 1000, that's when it enters explosion mode. It counts down from 750 frames. Once it gets to 0, it's explosion is almost as powerful as fusion's, generating max pressure and 9000 temperature. It also releases rainbow colored EXOT, BREL, ELEC, and PHOT.<br />
<br />
EXOT will cause all (uncharged) VIBR it touches to turn into more EXOT.<br />
<br />
To form Vibranium, combine EXOT and molten TTAN, you can also use molten GOLD. This will make molten VIBR. Then, get rid of all the leftover EXOT somehow, and cool down the molten VIBR so it hardens into VIBR.<br />
<br />
VIBR will turn into BVBR when touching ANAR, and generate a small amount of negative pressure, pushing the ANAR away.<br />
<br />
VIBR can be defused with CFLM, where it turns blue until the remaining life runs out, then turns back into default VIBR. You can also manually set this by setting its .tmp2 to 1 and .tmp to 0.<br />
<br />
=== {{MaterialBtn|BVBR}} [[Element:BVBR|Broken Vibranium]] ===<br />
'''Description:'''<br />
"Broken vibranium."<br />
<br />
'''Color:'''<br />
dark green (turns into light greenish gray in some circumstances)<br />
<br />
'''Temp:'''<br />
0.00 <br />
<br />
Acts the same as normal vibranium in most ways. Unlike VIBR, it allows some PROT to pass through it like other elements while still absorbing other radiation particles.<br />
<br />
<br />
=== {{MaterialBtn|PROT}} [[Element:PROT|Protons]] ===<br />
'''Description:'''<br />
"Protons. Transfer heat to materials, and removes sparks."<br />
<br />
'''Color:'''<br />
Dark red, red glow<br />
<br />
'''Temp:'''<br />
22.00<br />
<br />
An energy particle, which can pass through everything, except for {{Material|INSL}}, {{Material|VOID}}, {{Material|PVOD}}, {{Material|DMND}}, {{Material|VIBR}}, and solid walls. Protons will transfer their temperature to materials without getting their own temperature changed (although it will change slightly, just not as much as other elements). It even transfers heat to things that don't normally conduct, such as WIFI, SHLD, and CRAY. They will also remove any spark they pass through. At higher temperatures they will also set off most explosives. Protons will also turn into neutrons when passing through INVS (same as photons). See the {{Material|PROT}} page for more information and reactions.<br />
<br />
=== {{MaterialBtn|GRVT}} [[Element:GRVT|Gravitons]] ===<br />
<br />
'''Description:'''<br />
"Gravitons. Create Newtonian Gravity."<br />
<br />
'''Color:'''<br />
0x00EE76 (electric green), fiery glow of 0x00FAAA at 5/255 opacity.<br />
<br />
'''Temp:'''<br />
22&deg; C (295.15 K)<br />
<br />
An energy particle that sets Newtonian Gravity on itself to 1/5 of its own tmp value. It doesn't transition to anything when heated or cooled, or when pressure is applied. The particle's tmp is limited to values between -100 and 100 inclusive, therefore the maximum gravity this particle can create is between -20 and 20. <br />
<br />
=== {{MaterialBtn|POLO}} [[Element:POLO|Polonium]] ===<br />
'''Description:'''<br />
"Polonium, highly radioactive. Decays into NEUT and heats up."<br />
<br />
'''Color:'''<br />
Olive green<br />
<br />
'''Temp:'''<br />
115&deg; C<br />
<br />
Polonium generates high-temperature neutrons at a constant rate, in addition to inherent heat-increase over time. Exposure to neutrons increases its Tmp, becoming depleted polonium at 5. Depleted Polonium is grey in colour. Depleted Polonium doesn't give off neutrons, but continues to give off heat at a maximum of 115.01C. Polonium generates neutrons longer if its tmp is lower than default. Setting tmp to -50 will make Polonium generates {{Material | NEUT}} very long because it will release 55 neutrons before becoming depleted. Polonium becomes Plutonium upon exposure to protons, which can take more time than expected, given Polonium is opaque to protons.<br />
[[Category:Elements]]</div>Javkhlan