http://powdertoy.co.uk/Wiki/api.php?action=feedcontributions&user=Simon&feedformat=atomThe Powder Toy - User contributions [en]2024-03-29T14:35:52ZUser contributionsMediaWiki 1.30.0http://powdertoy.co.uk/Wiki/index.php?title=Element:CO2&diff=8877Element:CO22023-08-10T18:11:49Z<p>Simon: Reverted edits by Tunge (talk) to last revision by gloop3621</p>
<hr />
<div>{{ infobox Element<br />
| icon = CO2.png<br />
| longname = Carbon Dioxide<br />
| image = [[File:CO2Sticker.gif]]<br />
<br />
| identifier = DEFAULT_PT_CO2<br />
| name = CO2<br />
| description = Heavy gas, drifts downwards. Carbonates water and turns to dry ice when cold.<br />
| colour = 666666<br />
| menusection = SC_GAS<br />
| menuvisible = 1<br />
| advection = 2<br />
| airdrag = 0<br />
| airloss = 0.99<br />
| loss = 0.3<br />
| collision = -0.1<br />
| diffusion = 1<br />
| explosive = 0<br />
| falldown = 1<br />
| flammable = 0<br />
| gravity = 0.1<br />
| hardness = 0<br />
| heatconduct = 88<br />
| hotair = 0<br />
| meltable = 0<br />
| state = ST_GAS<br />
| temperature = 295.15<br />
| weight = 1<br />
| properties = TYPE_GAS<br />
| lowtemperature = 194.65<br />
| lowtemperaturetransition = DRIC<br />
| hightemperature = <br />
| hightemperaturetransition = <br />
| lowpressure = <br />
| lowpressuretransition = <br />
| highpressure = <br />
| highpressuretransition = <br />
}}<br />
<br />
A heavy gas (as far as gasses go), slowly drifts downwards. Turns water into carbonated water. Forms Dry Ice at -78.5 degrees. Puts out fire.<br />
<br />
== Creation == <br />
<br />
===from BUBW===<br />
CO2 is slowly created from [[Element:BUBW|BUBW]]. As The CO2 is created, .5 pressure is generated, and as pressure goes up, less CO2 is made. Eventually, if in a closed container, CO2 will stop being produced. None is made when the pressure is above 3. Every frame, the chance of [[Element:BUBW|BUBW]] changing is 1 in 4000.<br />
<br />
[[Element:BUBW|BUBW]] will all almost instantly explode under 2 conditions: When it is touched by any powder, and when it goes below -.5 pressure. Each particle releases .2 pressure when it explodes<br />
<br />
According to the source code, more CO2 is produced when it is touching a solid (that isn't [[Element:DMND|DMND]] or [[Element:GLAS|GLAS]]. For every solid nearby, it has a (2 minus pressure) in 40000 chance changing to CO2, so that as pressure goes down, this becomes more likely. It will also release .2 pressure.<br />
<br />
All CO2 created by [[Element:BUBW|BUBW]] has a ctype of 5, to identify itself as created by it.<br />
<br />
== Reactions ==<br />
CO2 is converted to [[Element:OXYG|O2]] when it comes in contact with [[Element:PLNT|PLNT]].<br />
<br />
===[[Fusion]]===<br />
<br />
When CO2 is at 200 pressure and heated to 9,500 degrees, it will transform into [[Element:OXYG|O2]], add 100 pressure, release 1 [[Element:NEUT|NEUT]] and have a 2% chance of additionally releasing one [[Element:ELEC|ELEC]]. Both the [[Element:NEUT|NEUT]] and the [[Element:ELEC|ELEC]] are spawned at the maximum temperature.<br />
<br />
== Examples ==<br />
<br />
== Properties ==<br />
<br />
{{Languages}}<br />
<br />
[[Category:Elements]]<br />
[[Category:Gases]]<br />
[[Category:Work in progress]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Elements:Gases&diff=8876Elements:Gases2023-08-10T18:11:23Z<p>Simon: Reverted edits by Tunge (talk) to last revision by ae</p>
<hr />
<div>{{Languages|Elements:Gases}}<br />
<br />
Gases are light elements that have little gravitational attraction, no gravitational attraction, or rise up (like steam).<br />
<br />
=== [[File:GAS.png|GAS]] [[Element:GAS|Gas]] ===<br />
'''Description:'''<br />
"Diffuses quickly and is flammable. Liquefies into oil under pressure."<br />
<br />
Temp: {{temperature|t=297.15}}<br />
<br />
Combustible gas. Can be produced by:<br />
<br />
Bombarding {{MaterialBtn|OIL}} with {{MaterialBtn|NEUT}}.<br />
Bombarding {{MaterialBtn|DESL}} with {{MaterialBtn|NEUT}}.<br />
Heating {{MaterialBtn|OIL}} and/or placing {{MaterialBtn|OIL}} in low pressure (see {{MaterialBtn|OIL}} for more information).<br />
<br />
If the pressure P is > 6.00, the {{MaterialBtn|GAS}} will turn into {{MaterialBtn|OIL}}, however it will not stay like this unless the pressure is kept.<br />
<br />
=== [[File:WTRV.png|WTRV]] [[Element:WTRV|Water vapor]] ===<br />
'''Description:'''<br />
"Steam. Produced from hot water."<br />
<br />
Temp: 122.00 C<br />
<br />
Water vapor. Produced when water is heated above 99.86 degrees C (Salt Water must be heated further to 109.86 degrees). When Water is boiled in high volumes quickly, the steam can create very high pressure. WTRV condenses to DSTW, by pressurization or cooling. <br />
WTRV at a temp of T degrees C, experiencing P presssure, turns into DSTW, as follows: T < 97.86 + 2P , when the P is > -49.93. <br />
If the WTRV is experiencing < -49.93 Pressure, it sublimates (gas >> solid without going through the liquid phase), forming [[Element:RIME|RIME]], which is another form of Ice in The Powder Toy. When RIME is sparked with electricity, it becomes [[Element:FOG|FOG]] (see RIME and FOG for more information).<br />
<br />
[[Element:ACID|ACID]] in contact with steam will turn the steam into caustic gas.<br />
<br />
=== [[File:PLSM.png|PLSM]] [[Element:PLSM|Plasma]] ===<br />
'''Description:'''<br />
"Plasma, extremely hot"<br />
<br />
Temp: 10000C<br />
<br />
Extremely hot gas, burns at 10,000 degrees Celsius. Plasma can be produced when FIRE is heated to temperatures around 2500 degrees, from sparking [[Element:NBLE|Noble Gas]] (but at a lower temperature of 1000 degrees), or sparking 2 parallel [[Element:ETRD|electrodes]], causing plasma arcs. Plasma has similar properties to fire.<br />
<br />
=== [[File:NBLE.png|NBLE]] [[Element:NBLE|Noble Gas]] ===<br />
'''Description:'''<br />
"Noble Gas. Diffuses and conductive. Ionizes into plasma when introduced to electricity."<br />
<br />
Temp: 24.00<br />
<br />
Ionizes into plasma if sparked, the plasma is only around 1600 degrees Celsius, but with each further spark, the plasma produced gets increasingly hotter. NBLE lasts forever, it does not disappear when it's life runs out. Noble Gas produces a slight pressure until the current ambient pressure is around 3.5. NBLE is the second stage in the nuclear fusion process.<br />
<br />
FUSION: When NBLE is at 100 pressure and heated to 5,000 degrees, it will transform into PLSM and will also release 1 NEUT, 1 PHOT(colored red), and 1 particle of CO2. It will also generate 50 pressure and increase the surrounding temperature rapidly.<br />
<br />
=== [[File:SMKE.png|SMKE]] [[Element:SMKE|Smoke]] ===<br />
'''Description:'''<br />
"Smoke, created by fire."<br />
<br />
Temp: 342.00<br />
<br />
Smoke appears after "cold" combustion, when fire is cooled to a low temperature. Heats elements it comes into contact with and generates slight pressure. SMKE can be converted into oxygen when it comes into contact with [[Element:PLNT|PLNT]].<br />
<br />
=== [[File:OXYG.png|OXYG]] [[Element:OXYG|Oxygen]] ===<br />
'''Description:'''<br />
"Oxygen gas. Ignites easily."<br />
<br />
Temp: 22.00<br />
<br />
Highly combustible gas. Oxygen changes into [[Element:LOXY|Liquid Oxygen]] under -180.00 C or under high pressures (>100.00). At a high enough temperature, it will burn plasma instead of fire.<br />
Oxygen can be produced when SMKE or CO2 is absorbed by PLNT, simulating photosynthesis.<br />
<br />
FUSION: When OXYG is exposed to high Newtonian Gravity, and maximum possible temperature and pressure, it will fuse into molten BMTL.<br />
<br />
Note: In the real world, oxygen can't be ignited, it promotes combustion when in high concentrations. In fact, combustion is just a fast version of oxidation.<br />
<br />
=== [[File:CO2.png|CO2]] [[Element:CO2|Carbon Dioxide]] ===<br />
'''Description:'''<br />
"Carbon Dioxide. Heavy gas, drifts downwards. Carbonates water and turns into dry ice when cold."<br />
<br />
Temp: 22.00<br />
<br />
A heavy gas (as far as gasses go), slowly drifts downwards. Turns water into carbonated water. Forms Dry Ice at around -90 degrees. Puts out fire.<br><br />
Is converted to OXYG when it comes in contact with PLNT. <br />
<br />
FUSION: When CO2 is at 200 pressure and heated to 9,500 degrees, it will ignite in a large explosion, turning into PLSM and creating a shockwave of the maximum possible temperature and pressure in TPT. It will also release 1 NEUT, 1 ELEC, and 1 OXYG.<br />
<br />
=== [[File:CAUS.png|CAUS]] [[Element:CAUS|Caustic Gas]] ===<br />
'''Description:'''<br />
"Caustic Gas, acts like ACID."<br />
<br />
Temp: 22.00<br />
<br />
Caustic gas, acts like acid. Added in version 63 beta. It will eat any particle ACID will. It creates heat while destroying particles. It doesn't trigger explosives unless the heat created by the reaction activates or ignites said explosive. Acid in contact with steam will turn the steam into caustic gas.<br />
<br />
=== [[File:FOG.png|FOG]] [[Element:FOG|Fog]] ===<br />
'''Description:'''<br />
"Fog, created when an electric current is passed through RIME."<br />
<br />
Temp: -30.00 C<br />
<br />
<br />
FOG is made by sending an electric current through [[Element:RIME|RIME]]. After 100 frames of the production of the FOG from RIME, it reverts back to RIME, or when its life value reaches zero. FOG turns into WATR or WTRV when its Temp in degrees C is ⩾ 0.00, see WATR and WTRV for more information on which one forms from FOG in a particular situation. It is a gas and it moves like anti matter.<br><br />
It can also be made when [[Element:BOYL|BOYL]] interacts with either [[Element:WATR|WATR]] or [[Element:OXYG|OXYG]]. It used to be a hidden element before version 88.1.<br />
<br />
=== [[File:BOYL.png|BOYL]] [[Element:BOYL|Boyle]] ===<br />
'''Description:'''<br />
"Boyle, variable pressure gas. Expands when heated."<br />
<br />
Temp: 24.00<br />
<br />
Variable pressure gas. Heat to expand, cool to contract. non-flammable.<br />
<br />
Makes FOG when mixed with WATR. Makes FOG and WATR when mixed with OXYG. When placed in a container with [[Element:URAN|URAN]] will undergo a reaction in which the BOYL expands, creating pressure, causing URAN to heat up, causing BOYL to create pressure, etc.<br />
<br />
=== [[File:HYGN.png|HYGN]] [[Element:HYGN|Hydrogen]] ===<br />
'''Description:'''<br />
"Hydrogen. Combusts with oxygen to make WATR. Undergoes fusion at high temperatures and pressure."<br />
<br />
Temp: 22.00<br />
<br />
Hydrogen has the same effects as O2 but when it meets O2 and is set alight with FIRE it burns into Water vapor. Hydrogen also has no effect on pressure and can touch QRTZ at sub-zero temperatures. <br />
<br />
FUSION: When HYGN is at 50 pressure and heated to 2,000 degrees, It will transform into PLSM and will release 1 NEUT, 1 PHOT(colored yellow), and generate either 1 or 2(random) particles of NBLE. It will also generate 50 pressure and raise the surrounding temperature a bit. NOTE: Neutron+Electron=Hydrogen, which means the process might self perpetuate (rare). [[Element:PROT|PROT]] may also be produced as a side effect due to the HYGN+PHOT=PROT+ELEC reaction.<br />
<br />
Fusion idea and process suggested by BoredInSchool and coded by jacob1.<br />
<br />
=== [[File:RFRG.png|RFRG]] [[Element:RFRG|Refrigerant]] ===<br />
'''Description:'''<br />
"Refrigerant. Heats up and liquifies under pressure."<br />
<br />
Temp: 22.00<br />
<br />
A light-blue gas that heats up when liquified under a pressure of 2 or greater, and cools down when evaporated under a pressure of 2 or less. It can be split by neutrons into CAUS and GAS. Can't be ignited.<br />
<br />
<br />
[[Category:Elements]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/hi&diff=8096Main Page/hi2021-05-26T07:27:21Z<p>Simon: Enter a short summary [b]</p>
<hr />
<div>{{Languages|Main_Page}}<br />
पाउडर टाय विकी में आपका स्वागत है। सामान्य रूप से तत्वों और कार्यक्रम पर सहायता या स्पष्टीकरण के लिए यहां पढ़ें।<br />
<br />
== तत्व श्रेणियां ==<br />
{| class="wikitable" style="text-align: center; width:100%; margin: 1em auto 1em auto"<br />
|-<br />
| width=250px | [[File:Walls Menu.png|link=Elements : दीवार]]<br />
[[Elements: दीवार|दीवार]]<br />
| width=250px | [[File:Electronics Menu.png|link=Elements:Electronics]]<br />
[[Elements:Electronics|Electronics]]<br />
| width=250px | [[File:Powered Materials Menu.png|link=Elements:Powered materials]]<br />
[[Elements:Powered_materials|Powered Materials]]<br />
|-<br />
| [[File:Sensors Menu.png|link=Elements:Sensors]]<br />
[[Elements:Sensors|Sensors]]<br />
| [[File:Force Creating Menu.png|link=Elements:Force]]<br />
[[Elements:Force_Creating|Force]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives]]<br />
[[Elements:Explosives|Explosives]]<br />
|-<br />
| [[File:Gasses Menu.png|link=Elements:Gasses]]<br />
[[Elements:Gasses|Gasses]]<br />
| [[File:Liquids Menu.png|link=Elements:Liquids]]<br />
[[Elements:Liquids|Liquids]]<br />
| [[File:Powders Menu.png|link=Elements:Powders]]<br />
[[Elements:Powders|Powders]]<br />
|-<br />
| [[File:Solids Menu.png|link=Elements:Solids]]<br />
[[Elements:Solids|Solids]]<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive]]<br />
[[Elements:Radioactive|Radioactive]]<br />
| [[File:Special Menu.png|link=Elements:Special]]<br />
[[Elements:Special|Special]]<br />
|-<br />
| [[File:Life Menu.png|link=Elements:Life]]<br />
[[Elements:Life|Life]]<br />
| [[File:Tools Menu.png|link=Elements:Tools]]<br />
[[Elements:Tools|Tools]]<br />
|<br />
|}<br />
<br />
[[Element Page Template]] - Use this as a generic template if adding element pages<br />
<br />
== सामान्य ==<br />
[[HUD|दी हयूडी ]]<br />
<br />
[[Display modes|डिस्प्ले मोड्स ]]<br />
<br />
[[Compatibility mode|कम्पेटिबिलिटी मोड]]<br />
<br />
[[Using the console|कंसोल ]]<br />
<br />
[[Element conductivities|तत्व चालकता]]<br />
<br />
[[Glitches|गलीचेस ]]<br />
<br />
[[ हॉटकी|हॉटकी]]<br />
<br />
[[Saves|सेवस ]]<br />
<br />
[[Powder Toy Lua API|लुआ एपीआई]]<br />
<br />
[[FAQ|फएक्यू]]<br />
<br />
== उपयोग ट्यूटोरियल ==<br />
[[Website usage tutorials]]<br />
<br />
[[Element usage tutorials]]<br />
<br />
[[General usage tutorials]]<br />
<br />
== पाउडर खिलौना विकास सहायता ==<br />
<br />
==== कैसे निर्माण करें ====<br />
'''कृपया सुनिश्चित करें कि आप अपने स्वयं के संशोधन करने का प्रयास करने से पहले एक स्वच्छ, असम्बद्ध स्रोत संकलित करने में सक्षम हैं। इससे लोगों की आपकी मदद करने में मदद मिलेगी।'''<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
|<br />
[[File:Windows.png|64px|Compiling for Windows|link=Compiling_tpt++_with_Visual_studio]]<br />
<br />
[[Compiling_tpt++_with_Visual_studio|कपीलिंग फॉर विंडोज ]]<br />
||<br />
[[File:Tux.png|64px|link=Compiling TPT++ on debian/ubuntu]]<br />
<br />
[[Compiling TPT++ on debian/ubuntu|कपीलिंग फॉर लिनक्स ]]<br />
||<br />
[[File:Apple.png|64px|link=Compiling_for_OS_X]]<br />
<br />
[[Compiling_for_OS_X|कपीलिंग फॉर ओस क्ष ]]<br />
|}<br />
<br />
==== वैकल्पिक बिल्ड गाइड ====<br />
[[Compiling for Windows with scons]]<br />
<br />
[[Compiling for Raspberry Pi]]<br />
<br />
[[Compiling for Windows on Linux]]<br />
<br />
[[Compiling for Mac on Linux]]<br />
<br />
==== विकास गाइड ====<br />
[[Coding-tutorial]]<br />
<br />
[http://tptelements.boxmein.net/ Element coding 'template' for TPT++]<br />
<br />
[[Variables| Variables in source]]<br />
<br />
[[Functions| Functions in source]]<br />
<br />
[[How To Add an Icon to Menus]]<br />
<br />
[[Scons command line flags]]<br />
<br />
== अन्य ==<br />
[[Notable users|नोटेबल यूरस ]]<br />
<br />
[[Mod collection|मोड़ कलेक्शन ]]<br />
<br />
[[Previously requested elements|प्रेवियस्ली रेक्वेस्टेड एलिमेंट्स ]]<br />
<br />
[[Syntax help|सिंटेक्स हेल्प ]]<br />
<br />
[[irc_setup|ऑयआरसी सेटअप ]]<br />
<br />
[[Youtube channel|यूट्यूब चैनल ]]<br />
<br />
[https://www.facebook.com/PowderToy The Powder Toy on Facebook|facebook]<br />
<br />
[https://twitter.com/PowderToy The Powder Toy's Twitter]<br />
<br />
[https://github.com/ThePowderToy/The-Powder-Toy Github page for latest source]<br />
<br />
'''IRC: server: irc.libera.chat, channel: #powder, port number: 6697 (SSL)'''<br />
<br />
[[Alternate language wiki pages]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/ja&diff=8095Main Page/ja2021-05-26T07:27:11Z<p>Simon: </p>
<hr />
<div>{{Languages|Main_Page}}<br />
<br />
ようこそPowder Toyウィキへ。 Read here for help or explanations on elements and the program in general.<br />
<br />
== 要素のカテゴリ ==<br />
{| class="wikitable" style="text-align: center; width:100%; margin: 1em auto 1em auto"<br />
|-<br />
| width=250px | [[File:Walls Menu.png|link=Elements:Walls]]<br />
[[Elements:Walls/ja|壁<br>Walls]]<br />
| width=250px | [[File:Electronics Menu.png|link=Elements:Electronics]]<br />
[[Elements:Electronics/ja|エレクトロニクス<br>Electronics]]<br />
| width=250px | [[File:Powered Materials Menu.png|link=Elements:Powered materials]]<br />
[[Elements:Powered_materials/ja|パウダー マテリアル<br>Powered Materials]]<br />
|-<br />
| [[File:Sensors Menu.png|link=Elements:Sensors]]<br />
[[Elements:Sensors/ja|センサー<br>Sensors]]<br />
| [[File:Force Creating Menu.png|link=Elements:Force]]<br />
[[Elements:Force_Creating/ja|フォース<br>Force]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives]]<br />
[[Elements:Explosives/ja|爆発物<br>Explosives]]<br />
|-<br />
| [[File:Gasses Menu.png|link=Elements:Gasses]]<br />
[[Elements:Gasses/ja|ガス<br>Gasses]]<br />
| [[File:Liquids Menu.png|link=Elements:Liquids]]<br />
[[Elements:Liquids/ja|液体<br>Liquids]]<br />
| [[File:Powders Menu.png|link=Elements:Powders]]<br />
[[Elements:Powders/ja|粉<br>Powders]]<br />
|-<br />
| [[File:Solids Menu.png|link=Elements:Solids]]<br />
[[Elements:Solids/ja|固定物<br>Solids]]<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive]]<br />
[[Elements:Radioactive/ja|放射能<br>Radioactive]]<br />
| [[File:Special Menu.png|link=Elements:Special]]<br />
[[Elements:Special/ja|スペシャル<br>Special]]<br />
|-<br />
| [[File:Life Menu.png|link=Elements:Life]]<br />
[[Elements:Life/ja|ライフ<br>Life]]<br />
| [[File:Tools Menu.png|link=Elements:Tools]]<br />
[[Elements:Tools/ja|ツール<br>Tools]]<br />
|<br />
|}<br />
<br />
[[Element Page Template]] - Use this as a generic template if adding element pages<br />
<br />
== General ==<br />
[[HUD|The HUD]]<br />
<br />
[[Display modes]]<br />
<br />
[[Compatibility mode]]<br />
<br />
[[Using the console]]<br />
<br />
[[Element conductivities]]<br />
<br />
[[Glitches]]<br />
<br />
[[Hotkeys]]<br />
<br />
[[Saves]]<br />
<br />
[[Powder Toy Lua API|Lua API]]<br />
<br />
[[FAQ]]<br />
<br />
== Usage Tutorials ==<br />
[[Website usage tutorials]]<br />
<br />
[[Element usage tutorials]]<br />
<br />
[[General usage tutorials]]<br />
<br />
== Powder Toy Development Help ==<br />
<br />
==== How to Build ====<br />
'''Please make sure you are able to compile a clean, unmodified source before attempting to make your own modifications. This will help people to help you.'''<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
| [[File:Windows.png|64px|link=Compiling_for_Windows_with_scons]]<br />
<br />
[[Compiling_for_Windows_with_scons|Compiling for Windows]]<br />
||<br />
[[File:Tux.png|64px|link=Compiling TPT++ on debian/ubuntu]]<br />
<br />
[[Compiling TPT++ on debian/ubuntu|Compiling for Linux]]<br />
||<br />
[[File:Apple.png|64px|link=Compiling_for_OS_X]]<br />
<br />
[[Compiling_for_OS_X|Compiling for OS X]]<br />
|}<br />
<br />
==== Alternate Build Guides ====<br />
[[Compiling tpt++ with Visual studio]]<br />
<br />
[[Compiling for Raspberry Pi]]<br />
<br />
[[Compiling for Windows on Linux]]<br />
<br />
[[Compiling for Mac on Linux]]<br />
<br />
==== Development Guides ====<br />
[[Coding-tutorial]]<br />
<br />
[http://tptelements.boxmein.net/ Element coding 'template' for TPT++]<br />
<br />
[[Variables| Variables in source]]<br />
<br />
[[Functions| Functions in source]]<br />
<br />
[[How To Add an Icon to Menus]]<br />
<br />
[[Scons command line flags]]<br />
<br />
== Other ==<br />
[[Notable users]]<br />
<br />
[[Mod collection]]<br />
<br />
[[Previously requested elements]]<br />
<br />
[[Syntax help]]<br />
<br />
[[irc_setup| IRC Setup]]<br />
<br />
[[Youtube channel]]<br />
<br />
[https://www.facebook.com/PowderToy The Powder Toy on Facebook]<br />
<br />
[https://twitter.com/PowderToy The Powder Toy's Twitter]<br />
<br />
[https://github.com/simtr/The-Powder-Toy/tree/develop Github page for latest source]<br />
<br />
'''IRC: server: irc.libera.chat, channel: #powder, port number: 6667 or 6697 (SSL)'''<br />
<br />
[[Alternate language wiki pages]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Compiling_for_Mac_on_Linux&diff=8094Compiling for Mac on Linux2021-05-26T07:27:02Z<p>Simon: </p>
<hr />
<div>'''ATTENTION: This guide is outdated as of 2021. Please use this guide for building any recent version of the game: [[Building TPT with Meson]]'''<br />
<br />
====The official version is compiled with osxcross: https://github.com/tpoechtrager/osxcross====<br />
<br />
Cross compiling for mac usually an almost impossible goal. The few cross compilers that exist don't work very well, and also require an actual SDK. This guide has you install a very easy to use cross compiler, which has been tested on Debian and Ubuntu based distros.<br />
<br />
Start off by installing the libssl0.9.8 package. This is the only package required for the cross compiler to work. NOTE: You may not need to install this, if it came with your particular distro.<br />
<br />
Next you need to get the actual cross compiler. It is provided in 5 .deb files which you need to install in order. The links to them are here: https://launchpad.net/~flosoft/+archive/ubuntu/cross-apple/+packages . If you are on ubuntu you can try adding the ppa properly, except it probably will not work.<br />
<br />
Install the packages in this order:<br />
<ul><li>ccache-lipo</li><br />
<li>apple-x86-odcctools</li><br />
<li>apple-uni-sdk-10.5</li><br />
<li>apple-x86-gcc</li><br />
<li>apple-uni-framework-sdl</li></ul><br />
<br />
The rest of the packages you don't need. We install the 10.5 SDK because the 10.6 SDK doesn't seem to work.<br />
<br />
All of the previous steps can be done easily with two scripts that are included. Just type these commands:<br />
./getpackages.sh 64<br />
sudo ./installpackages.sh 64<br />
Replace 64 with 32 if you are using a 32 bit OS.<br />
<br />
<br />
At this point you have a full cross compiler working and can actually compile using the --nolua and --nofft options. But compiling these libraries is very easy to do. Download this file: [https://drive.google.com/uc?id=0B1XWtCTn2YPARnhXZGVWUmE1a1k&export=download maccrosscompile.zip]<br />
<br />
Inside is a script cross-libs.sh. Type <code>./cross-libs.sh make lua fftw</code> and then <code>sudo ./cross-libs.sh install lua fftw</code>. The script is already set up to download the libraries, cross compile them, and install them in the correct places.<br />
<br />
Now it is time to compile. Go into the place where you keep your source code and type <code>scons --mac</code>. You can use the same folder where you compile the linux and windows versions, by adding <code>--builddir=build/mac</code> to make it compile in a separate directory. Ignore the compiler warnings that appear in SDLMain.m<br />
<br />
Your compiled version will run on any 64 bit mac using OS X 10.5 or greater. It even supports fullscreen properly if you edit src/gui/options/OptionsView.cpp to enable it.<br />
<br />
It is recommended to package the compiled binary into a .app file. The maccrosscompile.zip download above already has a completed .app for you. You just need to copy powder-x into Powder.app/Contents/MacOS. The Powder.app folder will be interpreted as a file by OS X. You will need to zip it up or use some other method to distribute it since you can't upload a folder.<br />
<br />
<br />
If you have any problems following this guide, pm @jacob1 or find jacob1 in #powder on irc.libera.chat. Credit to jacksonmj for the cross-libs script, it was only modified to compile for mac instead of windows.<br />
<br />
[[Category:Development]]<br />
[[Category:Compiling]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/zh&diff=8093Main Page/zh2021-05-26T07:26:50Z<p>Simon: Enter a short summary [b]</p>
<hr />
<div>{{Languages|Main_Page}}<br />
<br />
欢迎来到The Powder Toy的百科。您可以在这里了解游戏中所有的元素性质及有关游戏本身的信息(例如游戏开发)。<br />
中国TPT玩家交流群: 点击链接加入群聊【物理沙盘实验室】:[https://jq.qq.com/?_wv=1027&k=5Sa5BDL 99309202]<br />
== 所有元素 ==<br />
{| class="wikitable" style="text-align: center; width: 100%;"<br />
|-<br />
| [[File:Walls Menu.png|link=Elements:Walls/zh-hans]]<br />
[[Elements:Walls/zh-hans|墙]]<br />
| [[File:Electronics Menu.png|link=Elements:Electronics/zh-hans]]<br />
[[Elements:Electronics/zh-hans|电路元件]]<br />
| [[File:Powered Materials Menu.png|link=Elements:Powered materials/zh]]<br />
[[Elements:Powered materials/zh|可控材料]]<br />
|-<br />
| [[File:Sensors Menu.png|link=Elements:Sensors/zh]]<br />
[[Elements:Sensors/zh|传感器]]<br />
| [[File:Force Creating Menu.png|link=Elements:Force/zh]]<br />
[[Elements:Force/zh|动力材料]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives/zh]]<br />
[[Elements:Explosives/zh|爆炸物]]<br />
|-<br />
| [[File:Gasses Menu.png|link=Elements:Gases/zh]]<br />
[[Elements:Gases/zh|气体]]<br />
| [[File:Liquids Menu.png|link=Elements:Liquids/zh]]<br />
[[Elements:Liquids/zh|液体]]<br />
| [[File:Powders Menu.png|link=Elements:Powders/zh]]<br />
[[Elements:Powders/zh|粉末]]<br />
|-<br />
| [[File:Solids Menu.png|link=Category:Solids/zh]]<br />
[[Elements:Solids/zh|固体]]<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive/zh-hans]]<br />
[[Elements:Radioactive|放射性元素]]<br />
| [[File:Special Menu.png|link=Elements:Special/zh]]<br />
[[Elements:Special/zh|特殊元素]]<br />
|-<br />
| [[File:Life Menu.png|link=Elements:Life]]<br />
[[Elements:Life|GOL生命游戏]]<br />
| [[File:Tools Menu.png|link=Elements:Tools/zh]]<br />
[[Elements:Tools/zh|工具]]<br />
|<br />
|}<br />
<br />
[[Element Page Template|元素页面的模板]] - 为一个元素添加页面时使用这个模板<br />
<br />
== 功能 ==<br />
[[HUD/zh|HUD面板]]<br />
<br />
[[Display modes/zh|显示模式]]<br />
<br />
[[Compatibility mode/zh|兼容模式(旧版本)]]<br />
<br />
[[Using the console/zh|控制台]]<br />
<br />
[[Element conductivities/zh|Powder Toy中导热速度表]]<br />
<br />
[[Glitches/zh|小技巧]]<br />
<br />
[[Hotkeys/zh|热键]]<br />
<br />
[[Saves/zh|存档]]<br />
<br />
[[Powder Toy Lua API/zh|Lua API]]<br />
<br />
[[FAQ]]<br />
<br />
== 使用教程 ==<br />
[[Website usage tutorials|网站教程]]<br />
<br />
[[Element usage tutorials|游戏教程]]<br />
<br />
[[General usage tutorials|其他教程]]<br />
<br />
== 为 The Powder Toy 编程 ==<br />
<br />
==== 如何编译 ====<br />
'''在对游戏的源代码作出修改之前,请先保证你可以编译未被修改的源代码。这将会更好的让人们帮助你。'''<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
| [[File:Windows.png|64px|link=Compiling tpt++ with Visual studio]]<br />
<br />
[[Compiling tpt++ with Visual studio|在 Windows 平台上编译]]<br />
||<br />
[[File:Tux.png|64px|link=Compiling TPT++ on debian/ubuntu]]<br />
<br />
[[Compiling TPT++ on debian/ubuntu|在 Linux 上编译]]<br />
||<br />
[[File:Apple.png|64px|link=Compiling for OS X]]<br />
<br />
[[Compiling for OS X|在 Mac OS X 上编译]]<br />
|}<br />
<br />
==== 其他编译方法 ====<br />
[[Compiling for Windows with scons/zh|Windows系统下使用 scons 编译TPT++(中文)]]<br />
<br />
[[Compiling for Raspberry Pi/zh| 为树莓派计算机编译TPT++(中文)]]<br />
<br />
[[Compiling for Windows on Linux|Linux系统下为Windows编译TPT++]]<br />
<br />
[[Compiling for Mac on Linux|Linux系统下为Mac编译TPT++]]<br />
<br />
==== 编程教程 ====<br />
[[Coding-tutorial|编程教程]]<br />
<br />
[http://boxmein.x10.mx/tptelements/ TPT++ 的元素制作模版]<br />
<br />
[[Variables| 源代码里的变量名]]<br />
<br />
[[Functions| 源代码里的函数名]]<br />
<br />
[[How To Add an Icon to Menus|如何在菜单里添加图标]]<br />
<br />
[[Scons command line flags|scons的命令行参数]]<br />
<br />
== 其它 ==<br />
[[Notable users|特殊用户]]<br />
<br />
[[Mod collection|模组整合]]<br />
<br />
[[Previously requested elements|拒绝加入的元素和效果]]<br />
<br />
[[Syntax help|在论坛里发帖时用的源代码格式]]<br />
<br />
[[irc_setup| IRC Setup|使用 IRC]]<br />
<br />
[[Youtube channel|Youtube 上的 The Powder Toy]]<br />
<br />
[https://www.facebook.com/PowderToy Facebook 上的 The Powder Toy]<br />
<br />
[https://twitter.com/PowderToy Twitter 上的 The Powder Toy]<br />
<br />
[https://github.com/simtr/The-Powder-Toy/tree/develop Github 上最新的源代码]<br />
<br />
'''IRC: 服务器: irc.libera.chat, 频道: #powder, 端口号: 6667 或6697 (SSL)'''<br />
<br />
[[Alternate language wiki pages]]<br />
<br />
<!-- bagels --></div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/ru&diff=8092Main Page/ru2021-05-26T07:26:42Z<p>Simon: Enter a short summary [b]</p>
<hr />
<div>{{Languages|Main_Page}}<br />
<br />
Добро пожаловать в вики The Powder Toy. Здесь можно найти помощь и объяснения элементов и игры в общем.<br />
<br />
== Категории элементов ==<br />
{| class="wikitable" style="text-align: center; width: 100%;"<br />
|-<br />
| width=250px | [[File:Walls Menu.png|link=Elements:Walls/ru]]<br />
[[Elements:Walls/ru|Стены]]<br />
| width=250px | [[File:Electronics Menu.png|link=Elements:Electronics/ru]]<br />
[[Elements:Electronics/ru|Электроника]]<br />
| width=250px | [[File:Powered Materials Menu.png|link=Elements:Powered materials/ru]]<br />
[[Elements:Powered_materials/ru|Активируемые]]<br />
|-<br />
| [[File:Sensors Menu.png|link=Elements:Sensors/ru]]<br />
[[Elements:Sensors/ru|Датчики]]<br />
| [[File:Force Creating Menu.png|link=Elements:Force/ru]]<br />
[[Elements:Force_Creating/ru|Механизмы]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives/ru]]<br />
[[Elements:Explosives/ru|Взрывчатые]]<br />
|-<br />
| [[File:Gasses Menu.png|link=Elements:Gasses/ru]]<br />
[[Elements:Gasses/ru|Газы]]<br />
| [[File:Liquids Menu.png|link=Elements:Liquids/ru]]<br />
[[Elements:Liquids/ru|Жидкости]]<br />
| [[File:Powders Menu.png|link=Elements:Powders]]<br />
[[Elements:Powders/ru|Порошки]]<br />
|-<br />
| [[File:Solids Menu.png|link=Elements:Solids]]<br />
[[Elements:Solids/ru|Твёрдое]]<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive]]<br />
[[Elements:Radioactive/ru|Радиоактивное]]<br />
| [[File:Special Menu.png|link=Elements:Special]]<br />
[[Elements:Special/ru|Особое]]<br />
|-<br />
| [[File:Life Menu.png|link=Elements:Life]]<br />
[[Elements:Life|Жизнь]]<br />
| [[File:Tools Menu.png|link=Elements:Tools]]<br />
[[Elements:Tools/ru|Инструменты]]<br />
|<br />
|}<br />
<br />
== Как собрать ==<br />
'''Пожалуйста, убедитесь что вы можете собрать чистые, немодифицированные исходники перед тем, как делать свои модификации. Это поможет людям помочь Вам.'''<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
| [[File:Windows.png|64px|link=Compiling_for_Windows_with_scons]]<br />
<br />
[[Compiling_for_Windows_with_scons|Компиляция под Windows]]<br />
||<br />
[[File:Tux.png|64px|link=Compiling TPT++ on debian/ubuntu]]<br />
<br />
[[Compiling TPT++ on debian/ubuntu|Компиляция под Linux]]<br />
||<br />
[[File:Apple.png|64px|link=Compiling_for_OS_X]]<br />
<br />
[[Compiling_for_OS_X|Компиляция под OS X]]<br />
|}<br />
=== Остальные руководства ===<br />
<br />
[[Compiling tpt++ with Visual studio|Компиляция tpt++ при помощи Visual Studio]]<br />
<br />
[[Compiling for Raspberry Pi|Компиляция для Raspberry PI]]<br />
<br />
== Помощь в разработке ==<br />
[[Coding-tutorial]]<br />
<br />
[http://boxmein.web44.net/tptelements/ Element coding 'template' for TPT++]<br />
<br />
[[Variables| Переменные в коде]]<br />
<br />
[[Functions| Функции в коде]]<br />
<br />
[[How To Add an Icon to Menus|Как добавить иконку меню]]<br />
<br />
== Прочее ==<br />
[[Notable users|Известные пользователи]]<br />
<br />
[[Mod collection|Коллекция модов]]<br />
<br />
[[Previously requested elements|Ранее предложенные элементы]]<br />
<br />
[[Syntax help|Помощь по синтаксису]]<br />
<br />
[[irc_setup|Настройка IRC]]<br />
<br />
[[Youtube channel|Канал на YouTube]]<br />
<br />
[https://www.facebook.com/PowderToy The Powder Toy на Facebook]<br />
<br />
[https://twitter.com/PowderToy The Powder Toy в Twitter]<br />
<br />
[https://github.com/FacialTurd/The-Powder-Toy Страница на Github со свежими исходниками]<br />
<br />
'''IRC: сервер: irc.libera.chat, канал: #powder, порт: 6667'''<br />
<br />
[[Alternate language wiki pages|Страницы Wiki на альтернативных языках]]<br />
<br />
<!-- bagels --></div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/pl&diff=8091Main Page/pl2021-05-26T07:26:28Z<p>Simon: Enter a short summary [b]</p>
<hr />
<div>{{Languages|Main_Page}}<br />
<br />
Witaj na Powder Toy Wiki. Znajdziesz tutaj pomoc oraz wyjaśnienia dotyczące poszczególnych elementów oraz samej aplikacji. <br><br />
<br />
Informacje o tłumaczeniu:<br><br />
<br />
[[File:Greendot.png]] = Przetłumaczone<br><br />
[[File:Orangedot.png]] = W trakcie tłumaczenia<br><br />
[[File:Reddot.png]] = Nieprzetłumaczone<br><br />
<br />
Możesz sam nieodpłatnie pomóc polskiej społeczności, tłumacząc lub poprawiając treść. <br><br />
<br />
== Kategorie Elementów ==<br />
{| class="wikitable" style="text-align: center; width: 100%;"<br />
|-<br />
| [[File:Walls Menu.png|link=Elements:Walls/pl]]<br />
[[Elements:Walls/pl|Ściany]] [[File:Greendot.png|link=]]<br />
| [[File:Electronics Menu.png|link=Elements:Electronics/pl]]<br />
[[Elements:Electronics/pl|Elektronika]] [[file:Greendot.png|link=]]<br />
| [[File:Powered Materials Menu.png|link=Elements:Powered materials]]<br />
[[Elements:Powered_materials|Elementy zasilane]] [[file:reddot.png|link=]]<br />
|-<br />
| [[File:Sensors Menu.png|link=Elements:Sensors/pl]]<br />
[[Elements:Sensors/pl|Czujniki]] [[File:Greendot.png|link=]]<br />
| [[File:Force Creating Menu.png|link=Elements:Force Creating]]<br />
[[Elements:Force_Creating|Elementy generujące energię]] [[file:reddot.png|link=]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives/pl]]<br />
[[Elements:Explosives/pl|Materiały wybuchowe]] [[file:Greendot.png|link=]]<br />
|-<br />
| [[File:Gasses Menu.png|link=Elements:Gasses/pl]]<br />
[[Elements:Gasses/pl|Gazy]] [[file:Greendot.png|link=]]<br />
| [[File:Liquids Menu.png|link=Elements:Liquids/pl]]<br />
[[Elements:Liquids/pl|Ciecze]] [[File:Greendot.png|link=]]<br />
| [[File:Powders Menu.png|link=Elements:Powders/pl]]<br />
[[Elements:Powders/pl|Sypkie]] [[File:Greendot.png|link=]]<br />
|-<br />
| [[File:Solids Menu.png|link=Elements:Solids/pl]]<br />
[[Elements:Solids/pl|Ciała stałe]] [[file:Greendot.png|link=]]<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive/pl]]<br />
[[Elements:Radioactive/pl|Radioaktywne]] [[file:greendot.png|link=]]<br />
| [[File:Special Menu.png|link=Elements:Special/pl]]<br />
[[Elements:Special/pl|Specjalne]] [[file:Greendot.png|link=]]<br />
|-<br />
| [[File:Life Menu.png|link=Elements:Life]]<br />
[[Elements:Life|Życie]] [[file:reddot.png|link=]]<br />
| [[File:Tools Menu.png|link=Elements:Tools]]<br />
[[Elements:Tools|Narzędzia]] [[file:orangedot.png|link=]]<br />
|<br />
|}<br />
<br />
== Główne ==<br />
[[The hud/pl|HUD]] [[File:Greendot.png|link=]]<br />
<br />
[[Display modes|Tryby wyświetlania]]<br />
<br />
[[Compatibility mode/pl|Tryb kompatybilności]] [[File:Greendot.png|link=]]<br />
<br />
[[Using the console|Korzystanie z konsoli]] [[File:Orangedot.png|link=]]<br />
<br />
[[Element conductivities/pl|Przewodnictwo elementów]] [[File:Greendot.png|link=]]<br />
<br />
[[Glitches|Błędy]]<br />
<br />
[[Hotkeys/pl|Skróty klawiszowe]] [[File:Greendot.png|link=]]<br />
<br />
[[Powder Toy Lua API|Lua API]]<br />
<br />
== Poradniki ==<br />
[[Website usage tutorials/pl|Poradniki używania strony]] [[File:Greendot.png|link=]]<br />
<br />
[[Element usage tutorials/pl|Poradniki używania elementów]] [[File:Greendot.png|link=]]<br />
<br />
[[General usage tutorials/pl|Ogólne poradniki]] [[File:Greendot.png|link=]]<br />
<br />
== Kompilacja ==<br />
'''Prosimy, abyś upewnił się, że potrafisz skompilować czysty, niemodyfikowany kod źródłowy zanim spróbujesz zrobić modyfikację. Pomoże to Tobie oraz osobie Ci pomagającej.'''<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
| [[File:Windows.png|64px|link=Compiling tpt++ with Visual studio]]<br />
<br />
[[Compiling tpt++ with Visual studio|Kompilacja '''TPT++''' na Windowsie]]<br />
||<br />
[[File:Tux.png|64px|link=Compiling for Linux]]<br />
<br />
[[Compiling for Linux|Kompilacja na Linuksie]]<br />
||<br />
[[File:Apple.png|64px|link=Compiling for Mac OS X]]<br />
<br />
[[Compiling for Mac OS X|Kompilacja na Mac OS X]]<br />
|}<br />
=== Pozostałe poradniki ===<br />
[[Compiling for Windows on Linux|Kompilacja dla Windowsa na Linuksie/pl]] [[File:Greendot.png|link=]]<br />
<br />
[[Codeblocks setup|Ustawianie Code::Blocks]]<br />
<br />
== Pomoc dla deweloperów ==<br />
[[Coding-tutorial|Tutorial tworzenia nowych elementów]]<br />
<br />
[[Variables/pl| Zmienne]] [[File:Orangedot.png|link=]]<br />
<br />
[[Functions/pl| Funkcje (metody)]] [[File:Orangedot.png|link=]]<br />
<br />
[[How To Add a Icon to Menus|Jak dodać nową ikonę do menu]]<br />
<br />
== Inne ==<br />
[[Notable users/pl|Godni uwagi]] [[File:Greendot.png]]<br />
<br />
[[Mod collection|Mody]] [[File:Reddot.png|link=]]<br />
<br />
[[Previously requested elements|Elementy już zaproponowane]]<br />
<br />
http://www.mediawiki.org/wiki/Help:Formatting/pl Pomoc dotycząca składni<br />
<br />
[[irc_setup| IRC]]<br />
<br />
[[Youtube channel|Kanał na Youtube]]<br />
<br />
[https://www.facebook.com/PowderToy Powder Toy na Facebooku]<br />
<br />
[https://twitter.com/PowderToy Powder Toy na Twitterze]<br />
<br />
[https://www.github.com/FacialTurd/PowderToypp tpt++ na Githubie]<br />
<br />
'''IRC: serwer: irc.libera.chat, kanał: #powder, port: 6667'''</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/ko&diff=8090Main Page/ko2021-05-26T07:26:18Z<p>Simon: Enter a short summary [b]</p>
<hr />
<div>{{Languages|Main_Page}}<br />
<br />
The Powder Toy 위키에 오신 것을 환영합니다. 프로그램 전반, 물질에 대한 설명 등에 관한 도움을 얻으실 수 있습니다.<br />
<br />
== 물질 분류 ==<br />
{| class="wikitable" style="text-align: center; width:100%; margin: 1em auto 1em auto"<br />
|-<br />
| width=250px | [[File:Walls Menu.png|link=Elements:Walls/ko]]<br />
[[Elements:Walls/ko|벽]]<br />
| width=250px | [[File:Electronics Menu.png|link=Elements:Electronics/ko]]<br />
[[Elements:Electronics/ko|전류]]<br />
| width=250px | [[File:Powered Materials Menu.png|link=Elements:Powered materials/ko]]<br />
[[Elements:Powered_materials/ko|전원]]<br />
|-<br />
| [[File:Sensors Menu.png|link=Elements:Sensors/ko]]<br />
[[Elements:Sensors/ko|감지기]]<br />
| [[File:Force Creating Menu.png|link=Elements:Force/ko]]<br />
[[Elements:Force_Creating/ko|힘]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives/ko]]<br />
[[Elements:Explosives/ko|폭발성 물질]]<br />
|-<br />
| [[File:Gasses Menu.png|link=Elements:Gasses/ko]]<br />
[[Elements:Gasses/ko|기체]]<br />
| [[File:Liquids Menu.png|link=Elements:Liquids/ko]]<br />
[[Elements:Liquids/ko|액체]]<br />
| [[File:Powders Menu.png|link=Elements:Powders/ko]]<br />
[[Elements:Powders/ko|가루]]<br />
|-<br />
| [[File:Solids Menu.png|link=Elements:Solids/ko]]<br />
[[Elements:Solids/ko|고체]]<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive/ko]]<br />
[[Elements:Radioactive/ko|방사성 물질]]<br />
| [[File:Special Menu.png|link=Elements:Special/ko]]<br />
[[Elements:Special/ko|특수]]<br />
|-<br />
| [[File:Life Menu.png|link=Elements:Life/ko]]<br />
[[Elements:Life/ko|세포 자동자]]<br />
| [[File:Tools Menu.png|link=Elements:Tools/ko]]<br />
[[Elements:Tools/ko|도구]]<br />
|<br />
|}<br />
<br />
[[Element Page Template/ko|물질 페이지 템플릿]] - 물질 페이지를 추가할때 이것을 기본 템플릿으로 사용하십시오.<br />
<br />
== 기본사항 ==<br />
[[HUD/ko|HUD]]<br />
<br />
[[Display modes/ko|디스플레이 모드]]<br />
<br />
[[Compatibility mode/ko|호환 모드]]<br />
<br />
[[Using the console/ko|콘솔 사용법]]<br />
<br />
[[Element conductivities/ko|열전도성]]<br />
<br />
[[Glitches/ko|버그들]]<br />
<br />
[[Hotkeys/ko|단축키]]<br />
<br />
[[Saves/ko|세이브파일]]<br />
<br />
[[Powder Toy Lua API/ko|LUA API]]<br />
<br />
[[FAQ|자주 물어보는 질문]]<br />
<br />
== 사용법 튜토리얼 ==<br />
[[Website usage tutorials/ko|웹 튜토리얼]]<br />
<br />
[[Element usage tutorials/ko|물질 튜토리얼]]<br />
<br />
[[General usage tutorials/ko|일반 튜토리얼]]<br />
<br />
== 파우더 토이 개발자 가이드 ==<br />
<br />
==== 빌드하는 법 ====<br />
'''자신만의 모드를 만들려고 시도하기 전에 원본 소스를 컴파일할 수 있는지 꼭 확인하세요. 사람들이 당신을 돕기에 편해집니다.'''<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
| [[File:Windows.png|64px|link=Compiling tpt++ with Visual studio/ko]]<br />
<br />
[[Compiling tpt++ with Visual studio/ko|Windows에서 컴파일하기]]<br />
<br />
||<br />
[[File:Apple.png|64px|link=Compiling_for_OS_X/ko]]<br />
<br />
[[Compiling_for_OS_X/ko|macOS에서 컴파일하기]]<br />
<br />
||<br />
[[File:Tux.png|64px|link=Compiling TPT++ on debian/ubuntu/ko]]<br />
<br />
[[Compiling TPT++ on debian/ubuntu/ko|Linux에서 컴파일하기]]<br />
|}<br />
<br />
<br />
==== 그 외의 빌드하는 법 ====<br />
[[Compiling_for_Windows_with_scons/ko|Visual Studio로 TPT++ 컴파일하기]]<br />
<br />
[[Compiling for Raspberry Pi/ko|Raspberry Pi에서 컴파일하기]]<br />
<br />
[[Compiling for Windows on Linux/ko|Linux에서 Windows처럼 컴파일하기]]<br />
<br />
[[Compiling for Mac on Linux/ko|Linux에서 macOS처럼 컴파일하기]]<br />
<br />
==== 개발 가이드 ====<br />
[[Coding-tutorial/ko|코딩 튜토리얼]]<br />
<br />
[http://tptelements.boxmein.net/ Element coding 'template' for TPT++|TPT++를 위한 물질 코딩 '템플릿']<br />
<br />
[[Variables/ko|소스에 있는 변수들]]<br />
<br />
[[Functions/ko| 소스에 있는 함수들]]<br />
<br />
[[How To Add an Icon to Menus/ko|메뉴에 아이콘 추가하기]]<br />
<br />
[[Scons command line flags/ko|Scons 명령줄 플래그]]<br />
<br />
== 기타 ==<br />
[[Notable users/ko|알아두면 좋은 유저 목록]]<br />
<br />
[[Mod collection/ko|모드 콜렉션]]<br />
<br />
[[Previously requested elements/ko|이전에 문의를 받았던 물질들]]<br />
<br />
[[Syntax help|문법 도움]]<br />
<br />
[[irc_setup| IRC 설정]]<br />
<br />
[[Youtube channel|관련 유튜브 채널]]<br />
<br />
[https://www.facebook.com/PowderToy 페이스북의 The Powder Toy]<br />
<br />
[https://twitter.com/PowderToy The Powder Toy의 트위터]<br />
<br />
[https://github.com/simtr/The-Powder-Toy/tree/develop 최신 소스의 GitHub 페이지]<br />
<br />
'''IRC: 서버: irc.libera.chat, 체널: #powder, 포트 번호: 6667 또는 6697 (SSL)'''<br />
<br />
[[Alternate language wiki pages|다른 언어의 위키페이지]]<br />
<!--[cafe.naver.com/powdertoy|파우더 토이 네이버 팬카페]--><br />
<br />
<!-- bagels --></div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/fr&diff=8089Main Page/fr2021-05-26T07:26:06Z<p>Simon: Enter a short summary [b]</p>
<hr />
<div>{{Languages|Main_Page}}<br />
<br />
Bienvenue sur le Wiki Powder Toy ! Renseignez-vous ici en lisant cette page pour de l'aide ou des explications sur les éléments et le programme en général.<br />
<br />
== Catégories d'éléments ==<br />
{| class="wikitable" style="text-align: center; width:100%; margin: 1em auto 1em auto"<br />
|-<br />
| width=250px | [[File:Walls Menu.png|link=Elements:Walls]]<br />
[[Elements:Murs|Murs]]<br />
| width=250px | [[File:Electronics Menu.png|link=Elements:Electronics]]<br />
[[Elements:Électronique|Électronique]]<br />
| width=250px | [[File:Powered Materials Menu.png|link=Elements:Powered materials]]<br />
[[Elements:Matériaux en poudre|Matériaux en poudre]]<br />
|-<br />
| [[File:Sensors Menu.png|link=Elements:Sensors]]<br />
[[Elements:Capteurs|Capteurs]]<br />
| [[File:Force Creating Menu.png|link=Elements:Force]]<br />
[[Elements:Forces|Forces]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives]]<br />
[[Elements:Explosifs|Explosifs]]<br />
|-<br />
| [[File:Gasses Menu.png|link=Elements:Gasses]]<br />
[[Elements:Gaz|Gaz]]<br />
| [[File:Liquids Menu.png|link=Elements:Liquids]]<br />
[[Elements:Liquides|Liquides]]<br />
| [[File:Powders Menu.png|link=Elements:Powders]]<br />
[[Elements:Poudres|Poudres]]<br />
|-<br />
| [[File:Solids Menu.png|link=Elements:Solids]]<br />
[[Elements:Solides|Solides]]<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive]]<br />
[[Elements:Éléments Radioactifs|Éléments Radioactifs]]<br />
| [[File:Special Menu.png|link=Elements:Special]]<br />
[[Elements:Éléments Spéciaux|Éléments Spéciaux]]<br />
|-<br />
| [[File:Life Menu.png|link=Elements:Life]]<br />
[[Elements:Jeu de la Vie|Jeu de la Vie]]<br />
| [[File:Tools Menu.png|link=Elements:Tools]]<br />
[[Elements:Outils|Outils]]<br />
|<br />
|}<br />
<br />
[[Element Page Template]] - Utilisez-le comme modèle générique si jamais vous ajoutez des pages d'éléments.<br />
<br />
== Général ==<br />
[[HUD|The HUD]]<br />
<br />
[[Display modes]]<br />
<br />
[[Compatibility mode]]<br />
<br />
[[Using the console]]<br />
<br />
[[Element conductivities]]<br />
<br />
[[Glitches]]<br />
<br />
[[Hotkeys]]<br />
<br />
[[Saves]]<br />
<br />
[[Powder Toy Lua API|Lua API]]<br />
<br />
[[FAQ]]<br />
<br />
== Tutoriels d'utilisation ==<br />
[[Website usage tutorials]]<br />
<br />
[[Element usage tutorials]]<br />
<br />
[[General usage tutorials]]<br />
<br />
== Powder Toy Development Help ==<br />
<br />
==== Comment faire ? ====<br />
'''Veuillez vous assurer que vous êtes en mesure de compiler une source propre et non modifiée avant d'essayer de faire vos propres modifications. Cela aidera les gens à vous aider.'''<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
|<br />
[[File:Windows.png|64px|Compiling for Windows|link=Compiling_tpt++_with_Visual_studio]]<br />
<br />
[[Compiling_tpt++_with_Visual_studio|Compiling for Windows]]<br />
||<br />
[[File:Tux.png|64px|link=Compiling TPT++ on debian/ubuntu]]<br />
<br />
[[Compiling TPT++ on debian/ubuntu|Compiling for Linux]]<br />
||<br />
[[File:Apple.png|64px|link=Compiling_for_OS_X]]<br />
<br />
[[Compiling_for_OS_X|Compiling for OS X]]<br />
|}<br />
<br />
==== Alternate Build Guides ====<br />
[[Compiling for Windows with scons]]<br />
<br />
[[Compiling for Raspberry Pi]]<br />
<br />
[[Compiling for Windows on Linux]]<br />
<br />
[[Compiling for Mac on Linux]]<br />
<br />
==== Guides de Développement ====<br />
[[Coding-tutorial]]<br />
<br />
[http://tptelements.boxmein.net/ Element coding 'template' for TPT++]<br />
<br />
[[Variables| Variables in source]]<br />
<br />
[[Functions| Functions in source]]<br />
<br />
[[How To Add an Icon to Menus]]<br />
<br />
[[Scons command line flags]]<br />
<br />
== Autres ==<br />
[[Notable users]]<br />
<br />
[[Mod collection]]<br />
<br />
[[Previously requested elements]]<br />
<br />
[[Syntax help]]<br />
<br />
[[irc_setup| IRC Setup]]<br />
<br />
[[Youtube channel]]<br />
<br />
[https://www.facebook.com/PowderToy The Powder Toy on Facebook]<br />
<br />
[https://twitter.com/PowderToy The Powder Toy's Twitter]<br />
<br />
[https://github.com/ThePowderToy/The-Powder-Toy Github page for latest source]<br />
<br />
'''IRC: server: irc.libera.chat, channel: #powder, port number: 6667 or 6697 (SSL)'''<br />
<br />
[[Alternate language wiki pages]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Main_Page/de&diff=8088Main Page/de2021-05-26T07:25:54Z<p>Simon: </p>
<hr />
<div>{{Languages|Main_Page}}<br />
<br />
Willkommen im Powder Toy-Wiki. Hier findest du Hilfe oder Erklärungen zu den Elementen und zum Programm generell.<br />
<br />
Leider ist die deutsche Powder Toy-Wiki nur mangelhaft ausgebaut, steht allerdings im Vergleich zu anderen Sprachen außer Englisch sehr gut dar. Trotzdem: Hilf mit! Ob das einfache Übersetzen von Artikeln oder dem Ausbau von bestehenden, jede helfende Hand trägt zu einer großen Sammlung an deutschen Powder Toy-Artikeln bei!<br />
== Elementkategorien ==<br />
{| class="wikitable" style="text-align: center; width: 100%;"<br />
|-<br />
| [[File:Walls Menu.png|link=Elements:Walls/de]]<br />
[[Elements:Walls/de|Walls (Wände)]]<br />
| [[File:Electronics Menu.png|link=Elements:Electronics]]<br />
[[Elements:Electronics|Electronics (Elektronik)]]<br />
| [[File:Powered Materials Menu.png|link=Elements:Powered materials]]<br />
[[Elements:Powered_materials|Powered Materials (Elemente, die man mit Strom an oder ausschalten kann)]]<br />
|-<br />
| [[File:Force Creating Menu.png|link=Elements:Force Creating]]<br />
[[Elements:Force_Creating|Force Creating (Kräfte)]]<br />
| [[File:Explosives Menu.png|link=Elements:Explosives]]<br />
[[Elements:Explosives|Explosives]]<br />
| [[File:Gasses Menu.png|link=Elements:Gasses]]<br />
[[Elements:Gasses|Gasses (Gase)]]<br />
|-<br />
| [[File:Liquids Menu.png|link=Elements:Liquids]]<br />
[[Elements:Liquids|Liquids (Flüssigkeiten)]]<br />
| [[File:Powders Menu.png|link=Elements:Powders]]<br />
[[Elements:Powders/de|Powders (Puder/Stäube)]]<br />
| [[File:Solids Menu.png|link=Elements:Solids]]<br />
[[Elements:Solids|Solids (Feststoffe)]]<br />
|-<br />
| [[File:Radioactive Menu.png|link=Elements:Radioactive]]<br />
[[Elements:Radioactive|Radioactive (Radioaktive Elemente)]]<br />
| [[File:Special Menu.png|link=Elements:Special]]<br />
[[Elements:Special|Special (Spezielle Elemente)]]<br />
| [[File:Life Menu.png|link=Elements:Life]]<br />
[[Elements:Life|Life (Leben)]]<br />
|-<br />
|<br />
| [[File:Tools Menu.png|link=Elements:Tools]]<br />
[[Elements:Tools|Tools (Werkzeuge)]]<br />
|<br />
|}<br />
<br />
== General ==<br />
[[The hud|Das HUD]]<br />
<br />
[[Display modes|Anzeigemodi]]<br />
<br />
[[Compatibility mode|Kompatibilitätsmodus]]<br />
<br />
[[Using the console|Wie man die Konsole benutzt]]<br />
<br />
[[Element conductivities|Leitfähigkeiten]]<br />
<br />
[[Glitches]]<br />
<br />
[[Hotkeys|Tastenkombinationen]]<br />
<br />
[[Lua]]<br />
<br />
== Tutorials ==<br />
[[Website usage tutorials|Wie man die Webseite benutzt]]<br />
<br />
[[Element usage tutorials|Wie man die Elemente benutzt]]<br />
<br />
[[General usage tutorials|Generelle Tutorials]]<br />
<br />
== Wie du moddest/programmierst ==<br />
'''Stell bitte sicher, dass du den originalen Quelltext kompilieren kannst, bevor du ihn modifizierst. Dies hilft Leuten, dir zu helfen.'''<br />
<br />
<br />
{| class="wikitable" style="text-align: center; width: 100%"<br />
| [[File:Windows.png|64px|link=Compiling_tpt++_with_Visual_studio]]<br />
<br />
[[Compiling_tpt++_with_Visual_studio|Programmieren auf Windows]]<br />
||<br />
[[File:Tux.png|64px|link=Compiling for Linux]]<br />
<br />
[[Compiling for Linux|Programmieren auf Linux]]<br />
||<br />
[[File:Apple.png|64px|link=Compiling for Mac OS X]]<br />
<br />
[[Compiling for Mac OS X|Programmieren auf Mac OS X]]<br />
|}<br />
=== Andere Anleitungen ===<br />
[[Compiling for Windows on Linux|Auf Windows für Linux programmieren]]<br />
<br />
[[Codeblocks setup|Code::Blocks Setup]]<br />
<br />
== Hilfe für Powder Toy-Entwickler ==<br />
[[Coding-tutorial]]<br />
<br />
[[Variables| Variablen im Quelltext]]<br />
<br />
[[Functions| Funktionen im Quelltext]]<br />
<br />
[[How To Add a Icon to Menus|Wie man ein Icon zu Menüs hinzufügt]]<br />
<br />
== Anderes ==<br />
[[Notable users|Bemerkenswerte Nutzer]]<br />
<br />
[[Mod collection|Modsammlung]]<br />
<br />
[[Previously requested elements|Abgelehnte Elemente]]<br />
<br />
[[Syntax help|Syntaxhilfe]]<br />
<br />
[[irc_setup| IRC Setup]]<br />
<br />
[[Youtube channel|Youtubekanal]]<br />
<br />
[https://www.facebook.com/PowderToy The Powder Toy auf Facebook]<br />
<br />
[https://www.github.com/FacialTurd/PowderToypp Github page für den aktuellen Quelltext]<br />
<br />
'''IRC: server: irc.libera.chat, channel: #powder, port number: 6667'''<br />
<br />
[[Translations/de|Infos zur Übersetzung]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Compiling_for_Windows_on_Linux&diff=7471Compiling for Windows on Linux2019-09-10T16:59:32Z<p>Simon: Edit link to cross-libs.sh, direct to updated version hosted on github</p>
<hr />
<div>This is for Linux users to cross-compile to Windows 32-bit. <br />
<br />
'''BEFORE WE START, PLEASE MAKE SURE YOU CAN COMPILE FOR LINUX FIRST!'''<br />
<br />
= Packages =<br />
First, install the basic packages needed for cross compiling.<br />
<br />
Search for the following in your package manager:<br />
''mingw32 mingw32-binutils mingw32-runtime''<br />
<br />
'''Ubuntu Users'''<br />
Run the following in a terminal:<br><br />
<code>sudo apt-get install mingw-w64</code><br />
<br />
In older recent versions of Ubuntu, try:<br><br />
<code>sudo apt-get install mingw32 mingw32-binutils mingw32-runtime</code><br />
<br />
'''Debian Users'''<br />
In a terminal:<br><br />
<code>su -c "apt-get install mingw32 mingw32-binutils mingw32-runtime"</code><br />
<br />
'''Arch Users'''<br />
In your Terminal:<br><br />
<code>su -c 'pacman -S mingw32-{gcc,binutils,runtime}'</code><br />
<br />
After you have installed these, there should be /usr/XXXX-mingw32msvc , XXXX may be i486, i586, i686 or something else. Anywhere further in this tutorial i will refer to the folder name as $MINGW , for instance /usr/$MINGW/lib <br />
You could actually set such an environment variable for simplicity.<br />
<br />
= Libraries =<br />
Next, Powder Toy needs a couple of libraries. There are three ways to get them:<br />
* Package repositories. This is sometimes the easiest way, but not all distributions have MinGW versions of all the required libraries in their package repositories<br />
* Download and extract precompiled libraries. However, you usually cannot statically compile when using this way<br />
* Compile from source. This would normally be difficult, but there is a script available to help you. You'll need to use this method if you don't want to distribute DLL files with your executables. <br />
<br />
The libraries needed are:<br />
* SDL<br />
* bzip2<br />
* pthread<br />
* Lua (optional - if you don't want to use it, use --nolua option)<br />
* FFTW (optional - if you don't want to use it, use --nofft option)<br />
<br />
== Compiling Libraries==<br />
By compiling all the libraries yourself, the final executable will not need any DLLs to run.<br />
<br />
Since figuring out all the right commands to cross compile the libraries can be difficult, here is a script that has all the right commands already: [https://github.com/The-Powder-Toy/tpt-support/blob/master/cross-libs.sh cross-libs.sh]<br />
<br />
Running the script without arguments provides usage instructions. Start by changing the variables at the start of the script to match your MinGW installation. The default values are:<br /><br />
HOST="i686-w64-mingw32" <br />
MINGW_BIN_PREFIX="i686-w64-mingw32-" <br />
MINGW_INSTALL_DIR="/usr/i686-w64-mingw32" <br />
<b>On older versions of Debian/Ubuntu,</b> you might change this to: <br />
HOST="i586-mingw32msvc"<br />
MINGW_BIN_PREFIX="i586-mingw32msvc-"<br />
MINGW_INSTALL_DIR="/usr/i586-mingw32msvc"<br />
<br />
Please note, if you installed MingW for <b>older recent versions of Ubuntu</b> as shown in step 1, you <u>MUST</u> change these variables.<br />
<br />
Now compile and install the libraries as follows (they will automatically be downloaded. Simply open a terminal, and enter the following commands):<br />
<br />
<code>./cross-libs.sh make bzip2 fftw lua pthread regex sdl zlib</code><br />
<br />
<code>sudo ./cross-libs.sh install bzip2 fftw lua pthread regex sdl zlib</code><br />
<br />
If the script doesn't run, you need to allow the file to be run as an executable. To do this, use <code>chmod +x cross-libs.sh</code><br />
<br />
= Compile =<br />
It should be as simple as <br />
<code>scons --win</code><br />
<br />
Some SConscript changes may be needed if the name of your cross compiler isn't standard (or just not listed in the SConscript). If it does not detect your cross compiler, try using: <br />
<code>scons --win --tool=$MINGW-</code><br /><br />
Notice the dash, if for you $MINGW is i586-mingw32msvc you should pass <code>--tool=i586-mingw32msvc-</code>.<br />
<br />
If you have problems with initial libraries lookup, it is useful to check config.log for obvious failures.<br />
<br />
If when linking it gives you an error like<br />
<br />
<code>/usr/lib/gcc/i586-mingw32msvc/4.2.1-sjlj/libstdc++.a(stubs.o):(.text+0x540): multiple definition of `_coshf'<br />
<br />
build/src/Misc.o:Misc.cpp:(.text$coshf[_coshf]+0x0): first defined here</code><br />
<br />
do this (under root):<br />
<br />
<code>cd /usr/lib/gcc/$MINGW/4.2.1-sjlj/<br />
<br />
$MINGW-ar -d libstdc++.a stubs.o</code><br />
<br />
If this tutorial has any obvious (and not very obvious) failures, feel free to edit.<br />
[[Category:Development]]<br />
[[Category:Compiling]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Lua_API:Simulation&diff=6104Lua API:Simulation2016-07-08T08:38:11Z<p>Simon: Add missing sim.photons method</p>
<hr />
<div>The Simulation API allows for modifying the state and properties of particles, air and gravity<br />
<br />
== Methods ==<br />
<br />
=== simulation.adjustCoords ===<br />
number, number sim.adjustCoords(number x, number y)<br />
Actually this is more of a UI method than a simulation method. Given a mouse position x, y in the window, this function returns the corresponding coordinates in the simulation (taking into account the visibility and position of the zoom window, if applicable). <br />
<br />
=== simulation.airMode ===<br />
number sim.airMode()<br />
Returns the current Air Simulation Mode.<br />
<br />
nil sim.airMode(number mode)<br />
Sets the Air Simulation Mode to mode.<br />
<br />
Mode numbers are as follows (not currently available as named constants):<br />
{| class="wikitable"<br />
|-<br />
|0<br />
|Normal<br />
|-<br />
|1<br />
|Pressure off<br />
|-<br />
|2<br />
|Velocity off<br />
|-<br />
|3<br />
|Velocity and pressure off<br />
|-<br />
|4<br />
|No update<br />
|}<br />
<br />
=== simulation.ambientAirTemp ===<br />
number sim.ambientAirTemp()<br />
Returns the current ambient temperature. When ambient heat mode is turned on, the air at the edges of the screen will remain at this temperature. <br />
<br />
nil sim.ambientAirTemp(number temp)<br />
Sets the ambient temperature. The temperature is measured in Kelvin. <br />
<br />
=== simulation.ambientHeat ===<br />
number sim.ambientHeat(number x, number y)<br />
Returns a value on the ambient heat map (the temperature of the air at that point). <br />
<br />
nil sim.ambientHeat(number x, number y, number temp, [number width, number height])<br />
Sets values on the ambient heat map. <br />
<br />
=== simulation.clearSim ===<br />
nil sim.clearSim()<br />
Clears everything in the simulation.<br />
<br />
=== simulation.createBox ===<br />
nil sim.createBox(number x1, number y1, number x2, number y2, [number type], [number flag])<br />
Creates a filled box of either the user's currently selected type or the type specified at the specified coordinates.<br />
flag refers to particle replacement flags.<br />
<br />
=== simulation.createLine ===<br />
nil sim.createLine(number x1, number y1, number x2, number y2, [number rx], [number ry], [number type], [number brush], [number, flag])<br />
Creates a line of of either the user's currently selected type or the type specified at the specified coordinates.<br />
rx and ry describe the radius of the brush used. Default radius is 5, 5.<br />
flag refers to particle replacement flags.<br />
<br />
=== simulation.createParts ===<br />
number sim.createParts(number x, number y, [number rx], [number ry], [number type], [number brush], [number flag])<br />
Does something.<br />
<br />
=== simulation.createWallBox ===<br />
nil sim.createWallBox(number x1, number y1, number x2, number y2, [number walltype])<br />
Creates a filled box of either the specified walltype or the type of the basic wall at the specified particle coordinates.<br />
Note: the coordinates might change from particle coordinates to map coordinates in the future.<br />
<br />
=== simulation.createWallLine ===<br />
nil sim.createWallLine(number x1, number y1, number x2, number y2, [number rx], [number ry], [number walltype])<br />
Creates a line of either the specified walltype or the type of the basic wall at the specified particle coordinates.<br />
Note: the coordinates might change from particle coordinates to map coordinates in the future.<br />
<br />
=== simulation.createWalls ===<br />
number sim.createWalls(number x, number y, [number rx], [number ry], [number walltype])<br />
Does something<br />
<br />
=== simulation.decoBox ===<br />
nil sim.decoBox(number x1, number y1, number x2, number y2, [number r, number g, number b, [number a]], [number tool])<br />
Changes the decoration color of all particles in the specified coordinates.<br />
tool refers to decoration tools.<br />
<br />
=== simulation.decoBrush ===<br />
nil sim.decoBrush(number x, number y, [number rx], [number ry], [number r, number g, number b, [number a]], [number tool], [number brush])<br />
Does something<br />
tool refers to decoration tools.<br />
<br />
=== simulation.decoColor ===<br />
number sim.decoColor()<br />
Returns the currently selected decoration color.<br />
<br />
nil sim.decoColor(number color)<br />
Sets the selected decoration color to color.<br />
color is in the format 0xAARRGGBB<br />
<br />
nil sim.decoColor(number r, number g, number b, [number a])<br />
Sets the selected decoration color to r,g,b,a<br />
<br />
=== simulation.decoColour ===<br />
Same as sim.decoColor()<br />
<br />
=== simulation.decoLine ===<br />
nil sim.decoLine(number x1, number y1, number x2, number y2, [number rx], [number ry], [number r, number g, number b, [number a]], [number tool], [number brush])<br />
Changes the decoration color of all particles in the line specified.<br />
rx and ry describe the radius of the brush used. Default radius is 5, 5.<br />
tool refers to decoration tools.<br />
<br />
=== simulation.deleteStamp ===<br />
type sim.deleteStamp(string name)<br />
Deleting a stamp identified by filename or ID.<br />
<br />
=== simulation.edgeMode ===<br />
number sim.edgeMode()<br />
Returns the current Edge Mode<br />
<br />
nil sim.edgeMode(number mode)<br />
Sets the current Edge Mode to mode. 0 means normal, 1 creates a wall all the way round the edge of the simulation. <br />
<br />
=== simulation.elementCount ===<br />
number sim.elementCount(number type)<br />
Returns the number of particles of the specified type in the simulation.<br />
<br />
=== simulation.floodParts ===<br />
number sim.floodParts(number x, number y, [number type], [number cm?], [number flag])<br />
Flood fills either the user's currently selected type or the type specified at the coordinates given.<br />
flag refers to particle replacement flags.<br />
<br />
=== simulation.floodWalls ===<br />
number sim.floodWalls(number x, number y, [number walltype], [number bm?])<br />
Flood fills either the specified walltype or the type of the basic wall at the specified particle coordinates.<br />
Note: the coordinates might change from particle coordinates to map coordinates in the future.<br />
<br />
=== simulation.getSaveID ===<br />
number sim.getSaveID()<br />
Returns the SaveID of the currently loaded save or nil if the simulation is not a downloaded save.<br />
<br />
=== simulation.gravMap ===<br />
type sim.gravMap()<br />
Does something<br />
<br />
=== simulation.gravityGrid ===<br />
number sim.gravityGrid()<br />
Returns the current setting for drawing the gravity grid. More of a renderer setting than a simulation setting.<br />
<br />
nil sim.gravityGrid(number mode)<br />
Sets the setting for drawing the gravity grid to mode.<br />
<br />
=== simulation.gravityMode ===<br />
number sim.gravityMode()<br />
Returns the current gravity simulation mode.<br />
<br />
nil sim.gravityMode(number mode)<br />
Sets the gravity simulation mode to mode.<br />
<br />
{| class="wikitable"<br />
|-<br />
|0<br />
|Normal, vertical gravity<br />
|-<br />
|1<br />
|No gravity<br />
|-<br />
|2<br />
|Radial gravity<br />
|}<br />
<br />
=== simulation.loadSave ===<br />
nil sim.loadSave(number SaveID, [number hideDescription], [number history?])<br />
Loads the save associated with the specified SaveID.<br />
If hideDescription is non zero, the information for the save is not shown.<br />
<br />
=== simulation.loadStamp ===<br />
type sim.loadStamp(string name, number x, number y)<br />
type sim.loadStamp(number id, number x, number y)<br />
Loads a stamp identified by filename or ID, and places it at position x,y.<br />
<br />
=== simulation.neighbors ===<br />
type sim.neighbors(number x, number y, [number rx], [number ry])<br />
Used for iterating through particles in an area centred on the given coordinates (x, y). Radius in the x and y directions is set by rx and ry. Default radius is 2, 2. <br />
<br />
The size of the rectangular area is one plus twice the radius, so a radius of 2, 2 gives a 5x5 pixel area centred on x, y. Particles in the centre position x, y are excluded. Only one particle in each position is included, and energy particles (such as photons, neutrons, electrons) are ignored.<br />
<br />
This function is currently broken, but will be fixed in v89.3. <br />
<br />
Example (i is the index of the neighbouring particle and nx, ny are its coordinates):<br />
<syntaxhighlight lang="lua"><br />
for i,nx,ny in sim.neighbors(100,200,1,1) do<br />
sim.partProperty(i, sim.FIELD_TEMP, 9999)<br />
end<br />
</syntaxhighlight><br />
<br />
Or if coordinates of the neighbouring particles are not required:<br />
<syntaxhighlight lang="lua"><br />
for i in sim.neighbors(100,200,1,1) do<br />
sim.partProperty(i, sim.FIELD_TEMP, 9999)<br />
end<br />
</syntaxhighlight><br />
<br />
=== simulation.neighbours ===<br />
Same as sim.neighbors()<br />
<br />
=== simulation.partChangeType ===<br />
nil sim.partChangeType(number index, number type)<br />
Reliably change the type of a particle, this method avoids the side effects created by changing the type directly with the "partProperty" method.<br />
<br />
=== simulation.partCreate ===<br />
number sim.partCreate(number index, number x, number y, number type)<br />
Create a single particle at location x, y. Returns the index of the new particle, or a negative number on failure. <br />
<br />
Possible values for index are:<br />
<br />
* -1 : Normal particle creation. This is the most useful value. No particle is created if position x, y is occupied and the requested new particle type cannot pass through the particle that is already there.<br />
* -2 : Create particle as though it was drawn by the user with the brush. Usually not useful.<br />
* -3 : Create particle without checking for collisions with existing particles. In most cases, this is a bad idea, since a lot of elements don't work properly when there are multiple particles in the same place. Particles may also turn into BHOL if there are too many in the same place. The exception to this is elements that have been specifically designed to cope with this (such as multiple energy particles like PHOT and NEUT in the same place). <br />
* particle index, >= 0 : Overwrite an existing particle with a new particle. At the moment no collision checking is performed, so the same considerations apply as for index=-3. It is usually safe if the new particle is in the same location as the old one. This is roughly equivalent to calling sim.partKill then sim.partCreate(-3, ...).<br />
<br />
=== simulation.partID ===<br />
number sim.partID(number x, number y)<br />
Get the index of a particle at the specified position. As of v89.3, this will return nil if there is no particle there.<br />
<br />
Example (though this is probably best done with sim.neighbours):<br />
<syntaxhighlight lang="lua"><br />
for fx = -1, 1, 1 do<br />
for fy = -1, 1, 1 do<br />
local i = sim.partID(x + fx, y + fy)<br />
if i~=nil and sim.partProperty(i, 'type') == elements.DEFAULT_PT_DMND then<br />
sim.partProperty(index, sim.FIELD_TEMP, 9999)<br />
end<br />
end<br />
end<br />
</syntaxhighlight><br />
<br />
=== simulation.partKill ===<br />
nil sim.partKill(number index)<br />
nil sim.partKill(number x, number y)<br />
Reliably delete a particle at a specified index or location, this method avoids the side effects created by changing the type to 0/DEFAULT_PT_NONE with the "partProperty" method<br />
<br />
=== simulation.partNeighbors ===<br />
number ... sim.partNeighbours(number x, number y, number radius, [number type])<br />
Returns a list of particles indexes that neighbour the given coordinates that matches the given type (if it is specified) The resulting list does not contain the "origin particle"<br />
<br />
=== simulation.partNeighbours ===<br />
Same as sim.partNeighbors()<br />
<br />
=== simulation.partPosition ===<br />
number x, number y sim.partPosition(number index)<br />
Get the location of the particle at the specified index <br />
<br />
=== simulation.partProperty ===<br />
nil sim.partProperty(number index, object field, object value)<br />
Set the property value on a particle specified by index<br />
<br />
object sim.partProperty(number index, object field)<br />
Get the property value on a particle specified by the index<br />
<br />
The "field" may be a field name or field ID, see FIELD constants below for valid fields.<br />
<br />
=== simulation.parts ===<br />
function sim.parts()<br />
Returns an iterator over particle indexes that can be used in lua for loops<br />
<br />
=== simulation.pmap ===<br />
type sim.pmap(number x, number y)<br />
Get the index of the particle at the specified position. Returns 0 if there is no particle there. This function is very similar to sim.partID, but excludes energy particles (such as PHOT, NEUT, ELEC).<br />
<br />
=== simulation.photons ===<br />
type sim.photons(number x, number y)<br />
Get the index of the energy particle at the specified position. Returns 0 if there is no particle there. This function is very similar to sim.pmap<br />
<br />
=== simulation.pressure ===<br />
number sim.pressure(number x, number y)<br />
Returns a value on the pressure map.<br />
<br />
nil sim.pressure(number x, number y, number pressure, [number width, number height])<br />
Sets values on the pressure map.<br />
<br />
=== simulation.prettyPowders ===<br />
type sim.prettyPowders()<br />
Does something<br />
<br />
=== simulation.reloadSave ===<br />
nil sim.reloadSave()<br />
Reloading save.<br />
<br />
=== simulation.resetPressure ===<br />
nil sim.resetPressure()<br />
Resets the pressure map to no pressure.<br />
<br />
=== simulation.resetTemp ===<br />
nil sim.resetTemp()<br />
Resets the temperature of all particles to their spawn temperature.<br />
<br />
=== simulation.saveStamp ===<br />
string sim.saveStamp([number x, number y, number width, number height])<br />
Creates a stamp of the specified coordinates. Coordinates default to entire simulation.<br />
Returns the stamp id created.<br />
<br />
=== simulation.toolBox ===<br />
type sim.toolBox(number x1, number y1, number x2, number y2, [number tool], [number strength])<br />
Does something<br />
<br />
=== simulation.toolBrush ===<br />
number sim.toolBrush(number x, number y, [number rx], [number ry], [number tool], [number brush], [number strength])<br />
Does something<br />
<br />
=== simulation.toolLine ===<br />
type sim.toolLine(number x1, number y1, number x2, number y2, [number rx], [number ry], [number tool], [number brush], [number strength])<br />
Does something<br />
<br />
=== simulation.velocityX ===<br />
number sim.velocityX(number x, number y)<br />
Returns an X value on the velocity map.<br />
<br />
nil sim.velocityX(number x, number y, [number value], [number width, number height])<br />
Sets X values on the velocity map.<br />
<br />
=== simulation.velocityY ===<br />
number sim.velocityY(number x, number y)<br />
Returns an Y value on the velocity map.<br />
<br />
nil sim.velocityY(number x, number y, [number value], [number width, number height])<br />
Sets Y values on the velocity map.<br />
<br />
=== simulation.waterEqualisation ===<br />
number sim.waterEqualisation()<br />
Returns the current Water equalisation setting.<br />
<br />
nil sim.waterEqualisation(number setting)<br />
Set the Water equalisation setting to setting.<br />
<br />
=== simulation.waterEqualization ===<br />
Same as sim.waterEqualisation()<br />
<br />
== Constants ==<br />
Any of these constants can be accessed with simulation.<constant name here><br />
<br />
=== DECO ===<br />
; DECO_DIVIDE<br />
; DECO_SMUDGE<br />
; DECO_ADD<br />
; DECO_SUBTRACT<br />
; DECO_CLEAR<br />
; DECO_DRAW<br />
; DECO_MULTIPLY<br />
<br />
=== FIELD ===<br />
; FIELD_DCOLOUR<br />
; FIELD_Y<br />
; FIELD_TEMP<br />
; FIELD_TYPE<br />
; FIELD_VY<br />
; FIELD_X<br />
; FIELD_TMP2<br />
; FIELD_TMP<br />
; FIELD_FLAGS<br />
; FIELD_VX<br />
; FIELD_CTYPE<br />
; FIELD_LIFE<br />
<br />
=== MAX ===<br />
; MAX_TEMP<br />
<br />
=== MIN ===<br />
; MIN_TEMP<br />
<br />
=== NUM ===<br />
; NUM_PARTS<br />
<br />
=== PT ===<br />
; PT_NUM<br />
<br />
=== R ===<br />
; R_TEMP<br />
<br />
=== TOOL ===<br />
; TOOL_VAC<br />
; TOOL_AIR<br />
; TOOL_NGRV<br />
; TOOL_PGRV<br />
; TOOL_HEAT<br />
; TOOL_WIND<br />
; TOOL_COOL<br />
<br />
=== Uncategorized ===<br />
; YRES<br />
; XRES<br />
<br />
[[Category:Lua]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Elements:Electronics&diff=4051Elements:Electronics2013-12-08T18:21:32Z<p>Simon: Undo revision 4050 by gondorfarts (talk)</p>
<hr />
<div>{{Languages|Elements:Electronics}}<br />
<br />
== Electronics ==<br />
This category contains lots of elements that react with spark to perform drastic changes in their behavior, or different ways to transfer an electric current to other electronic conductors. Most have unique properties that are very useful.<br />
<br />
Ctrl + += removes all sparks from the screen and resets them to the element they were before. They will sometimes come back if there is BTRY or something else generating sparks on the screen.<br />
<br />
<br />
=== [[File:METL.png|METL]] [[Element:METL|Metal]] ===<br />
'''Description:'''<br />
"The basic conductor, meltable."<br />
<br />
Transfers charge, melts. Basically copper in behavior. Heats up to 300°C when SPRK is passed through. Melts into molten metal ([[Element:LAVA|LAVA]]) at 1000C/1273.15K<br />
<br />
=== [[File:SPRK.png|SPRK]] [[Element:SPRK|Electricity]] ===<br />
'''Description:'''<br />
"Electricity. The basis of all electronics in TPT, travels along wires and other conductive elements."<br />
<br />
A single spark of electricity. Not an actual particle, it's only visible on conducting elements. Heats up certain conductors and generates a small amount of pressure.<br />
<br />
SPRK can travel through most conductors every 8 frames. It has 4 frames of activity and then 4 frames of rest before a conductor will receive any more SPRK. Some exceptions to this are water and [[Element:GOLD|GOLD]].<br />
<br />
SPRK can be blocked by [[Element:INSL|INSL]] in most cases. As long as there is an INSL in a certain location between the two conductors, it will not go through. Some special elements won't be activated through INSL either, although some will anyway (like [[Element:PSTN|PSTN]].<br />
<br />
Some elements have special rules on which other conductors it can conduct to, see each element for help.<br />
<br />
=== [[File:PSCN.png|PSCN]] [[Element:PSCN|P-type silicon]] ===<br />
[[:basic_electronics| See Electronics tutorial]]<br />
<br />
'''Description:'''<br />
"P-type Silicon, will transfer current to any conductor."<br />
<br />
Transfer current to all conductors regardless of rules. Melts into [[Element:LAVA|LAVA]] at 1400C/1687K. Put a 1-pixel thick layer of PSCN followed by NSCN to form a simple solar panel. Generally used to activate powered materials or in diodes. <br />
<br />
=== [[File:NSCN.png|NSCN]] [[Element:NSCN|N-type silicon]] ===<br />
[[:basic_electronics| See Electronics tutorial]]<br />
<br />
'''Description:'''<br />
"N-type Silicon, will not transfer current to P-type Silicon."<br />
<br />
Will only conduct based on the receiving elements rules and does not conduct to PSCN under any circumstances. Generally used to deactivate powered materials or in diodes. Melts into [[Element:LAVA|LAVA]] at 1400C/1687K<br />
<br />
=== [[File:INSL.png|INSL]] [[Element:INSL|Insulator]] ===<br />
Insulator, does not conduct heat and blocks electricity.<br />
<br />
Insulator neither absorbs nor releases heat to other elements, meaning it can be used to prevent extremely hot things from burning things that are sensitive to heat. A single pixel's width is enough to be effective.<br />
<br />
Insulator can be used to stop a Spark transfer from wires and electrons less than 2 pixels away, meaning you can have a wire with a 1 pixel space between it and a spark will not transfer if there is insulator in the gap.<br />
<br />
Insulation IS flammable however, so be wary.<br />
<br />
=== [[File:NTCT.png|NTCT]] [[Element:NTCT|Negative Temperature Coefficient Thermistor]] ===<br />
[[:basic_electronics| See Electronics tutorial]]<br />
<br />
'''Description:'''<br />
"Semi-conductor. Only conducts electricity when hot (More than 100C)."<br />
<br />
Basically will conduct electricity if above 100C/373K. Among its special conductive properties is the ability to cool itself to about 22C. Melts into [[Element:LAVA|LAVA]](NTCT) at 1400C/1687K.<br />
<br />
=== [[File:PTCT.png|PTCT]] [[Element:PTCT|Positive Temperature Coefficient Thermistor]] ===<br />
[[:basic_electronics| See Electronics tutorial]]<br />
<br />
'''Description:'''<br />
"Semiconductor. Only conducts electricity when cold (Less than 100C)."<br />
<br />
Basically will conduct electricity if under 100C/373K. Melts into [[Element:LAVA|LAVA]](PTCT) at 1400C/1687K. Among its special conductive properties is the ability to cool itself to about 22C.<br />
<br />
Since it has the ability to cool itself to about 22C, it is very useful to demonstrate the process of evaporation.<br />
<br />
=== [[File:ETRD.png|ETRD]] [[Element:ETRD|Electrode]] ===<br />
'''Description:'''<br />
"Electrode. Creates a surface that allows plasma arcs. (Use sparingly)"<br />
<br />
When energized finds the nearest electrode and creates a line of plasma between them and transfers the charge. Caution: Use literally 1 pixel of it per electrode, not entire blocks. Otherwise this will create an awful lot of plasma which is usually very laggy.<br />
<br />
It will keep looping if you use more than 2. Electrode will not fire to an adjacent electrode if Insulator [[Element:INSL|INSL]] is directly in the center of the two. Walls will not affect the plasma or transfer.<br />
<br />
=== [[File:BTRY.png|BTRY]] [[Element:BTRY|Battery]] ===<br />
'''Description:'''<br />
"Generates infinite electricity."<br />
<br />
Passes electrical charge to most conductors. Sublimates (solid to gas) into Plasma [[Element:PLSM|PLSM]] at 2000C/2273K.<br />
<br />
=== [[File:SWCH.png|SWCH]] [[Element:SWCH|Switch]] ===<br />
'''Description:'''<br />
"Only conducts when switched on. (PSCN switches on, NSCN switches off)"<br />
<br />
Conducts electricity when sparked by PSCN, stops conducting when receives spark from NSCN. SWCH is dark green when off, bright green when activated. With decor, switch can make a useful lightbulb.<br />
<br />
It might conduct at different speeds depending on where it is sparked from, this is a particle order issue. Once it is saved it will start conducting more instantly from the top left, and conduct more normally from other sides.<br />
<br />
=== [[File:INWR.png|INWR]] [[Element:INWR|Insulated Wire]] ===<br />
'''Description:'''<br />
"Insulated Wire. Doesn't conduct to metal or semiconductors."<br />
<br />
Will not conduct to/from metal or semi-conductors. Only transfers SPRK to/from PSCN and NSCN.<br />
<br />
Melts into [[Element:LAVA|LAVA]] at 1400C/1687K.<br />
<br />
<br />
=== [[File:TESC.png|TESC]] [[Element:TESC|Tesla Coil]] ===<br />
'''Description:'''<br />
"Tesla coil! Creates lightning when sparked."<br />
<br />
Creates [[Element:LIGH|LIGH]] when sparked. The size of the lightning depends on the size of the brush when you first draw the TESC<br />
<br />
=== [[File:INST.png|INST]] [[Element:INST|Instant Conductor (Instantly Conducts)]] ===<br />
'''Description:'''<br />
"Instantly conducts, PSCN to charge, NSCN to take."<br />
<br />
'''Color:'''<br />
Dark grey<br />
<br />
Conducts sparks instantly, PSCN must charge it, NSCN receives the charge. Has similar properties to conductive wall. Doesn't melt or break from pressure.<br />
<br />
=== [[File:WIFI.png|WIFI]] [[Element:WIFI|WiFi]] ===<br />
'''Description:'''<br />
"Wireless transmitter, transfers spark to any other wifi on the same temperature channel ."<br />
<br />
Receives spark from any conductive material (with the exception of NSCN) but only NSCN, INWR and PSCN can receive the spark '''from''' WIFI. There are 99 frequencies to use, all of which are 100 degrees apart.<br />
<br />
Breaks into BRMT, or broken metal at a pressure of 15. Also dissolved by [[Element:ACID|ACID]]<br />
<br />
For further usage, check here:[[:using_wifi_element| WIFI]]<br />
<br />
=== [[File:ARAY.png|ARAY]] [[Element:ARAY|A-type ray emitter]] ===<br />
'''Description:'''<br />
"Ray Emitter. Rays create points when they collide."<br />
<br />
Can receive a SPRK from all of the electric conductors, even SWCH. It creates a line of the element BRAY in the direction opposite to the side it was sparked from. Unlike other electronics, ARAY must receive a SPRK from a pixel in direct contact with it.<br />
<br />
Using PSCN to spark ARAY will make BRAY that will erase any normal BRAY. It does mostly the opposite of normal BRAY. It will spark metal and does not fade out slowly. Bray can pass through every wall, and will now become the temperature of the ARAY firing it. ARAY does not conduct heat to anything else.<br />
<br />
ARAY will not be destroyed by excessive heat, or temperature.<br />
<br />
For further usage, check here:[[:using_aray_element| ARAY]]<br />
<br />
=== [[File:EMP.png|EMP]] [[Element:EMP|Electromagnetic Pulse]] ===<br />
'''Description:'''<br />
"Electromagnetic Pulse. Breaks activated electronics."<br />
<br />
'''Color:'''<br />
Blue<br />
<br />
Activated electronics on screen will malfunction and heat up at random when SPRK touches EMP. Some electronics will turn into BREL or NTCT. Makes the screen flash when activated, more intensely so if the amount of EMP is larger. WIFI near activated electronics may have its channel changed to a random new one, DLAY may have its delay changed to a random new one, and ARAY/SWCH/METL/BMTL/WIFI may heat up or break.<br />
<br />
=== [[File:MERC.png|MERC]] [[Element:MERC|Mercury]] ===<br />
'''Description:'''<br />
"Mercury. Volume changes with temperature, conductive."<br />
<br />
Mercury is a liquid that conducts electricity. When heated up, this liquid expands, and vice versa. Does not kill STKM. One of the heaviest liquids, it can even sink below some lighter elements like DUST. It is almost indestructible since it can't catch fire, vaporize, or turn into lava.<br />
<br />
=== [[File:WWLD.png|WWLD]] [[Element:WWLD|WireWorld Wire]] ===<br />
'''Description:'''<br />
"WireWorld wires, conducts based on a set of GOL-like rules. "<br />
<br />
Wire is a solid conductible element based on another game known as WireWorld. WWLD will not melt or break from pressure. In 84.3, the name of this element changed from WIRE to WWLD to avoid confusion for new users about conductive materials. WWLD accepts SPRK from PSCN and gives to NSCN. WWLD works on the same principles as [[Elements:Life| GOL]], simple mathematical rules applied cause generation of four different states; Empty, Electron Head (blue), Electron Tail (white), and Conductor (orange). The rules it follows are:<br />
<br />
* Empty → Empty<br />
* Electron head → Electron tail <br />
* Electron tail → Conductor<br />
* Conductor → electron head if exactly one or two of the neighboring cells are electron heads, or remains Conductor otherwise.<br />
(Please note that one "cell" is one pixel)<br />
<br />
WWLD is extremely useful for logic gates, and has many other electronic applications. For example, entire computers (albeit, large ones) have been created made entirely out of WWLD. <br />
<br />
For further instructions on how to use Wireworld Wires please go to http://karlscherer.com/Wireworld.html <br />
or http://www.quinapalus.com/wires0.html<br />
<br />
=== [[File:CRAY.png|CRAY]] [[Element:CRAY|Particle Ray Emitter]] ===<br />
'''Description:'''<br />
"Particle Ray Emitter. Creates a beam of particles set by ctype, range is set by tmp."<br />
<br />
CRAY is an element that will create any element when sparked. It has the same directions as ARAY (it shoots at the opposite angle than sparked). By default the tmp is set to 0 (which is a range of 255) but you can change the tmp manually to suit your needs. CRAY will automatically set it's ctype to the first thing it touches when no ctype is set, or you can draw on it with the brush. CRAY has the same destructible properties as ARAY.<br />
<br />
When sparked with anything besides PSCN and INST, the beam cannot go through particles (meaning that if there is a wall in the way, of any material, particles will not be created on the other side even if it still has much to go)<br><br />
PSCN sets off delete mode, it will go through any particle it finds and delete it (except DMND will be left alone). If there wasn't a particle in a location, it will just create the ray like normal. It does not create particles in the spaces for particles it deletes.<br><br />
INST is the "go through everything" mode. It will continue past obstacles until it reaches it's tmp limit, but not delete them.<br><br />
INWR is entirely normal except when you have CRAY(SPRK). In that case it will spark conductive elements the invisible beam passes through.<br />
<br />
To set the deco color of things created from CRAY, put FILT in the path, and elements will get that color as the beam passes through.<br />
<br />
=== [[File:TUNG.png|TUNG]] [[Element:TUNG|Tungsten]] ===<br />
'''Description:'''<br />
"Brittle metal with a very high melting point"<br />
<br />
TUNG melts at around 4000 K or 3750 C. When you spark it, it's temperature raises by about 59C and it can continue getting hotter to around 3324C. When this happens, it will get white and light up like a light bulb. TUGN can be used in glowsticks, heaters, lightbulbs or a heat resistant metal. It breaks similar to GLAS and QRTZ, which break at any sudden pressure change. It can withstand large pressures as long as it got there slowly.<br />
<br />
<br />
[[Category:Elements]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4049Electronics 1012013-12-08T14:06:31Z<p>Simon: /* NTCT & PTCT */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.gif|220px|frame|right|An animation of metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.gif|220px|frame|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|110px|thumb|right|Diode]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== OR gate ===<br />
[[File:OR.png|110px|thumb|right|Logical OR gate]]<br />
The simplest logic gate you can create, it consists of two diodes (one on each input) that allows current to travel from either one of the inputs to the output without flowing back into the other input.<br />
<br />
In the example on the left, the output shares a common common cathode (NSCN) with each input having their own anode (PSCN).<br />
<br />
=== AND gate ===<br />
[[File:AND.png|110px|thumb|right|Logical AND gate]]<br />
A little more complicated than OR gates, but still relatively simple. It consists of a NTCT core, a NSCN output and two inputs: one METL and one PSCN.<br />
<br />
The METL input (A) is used to "activate" (i.e heat up) the NTCT core to allow the PSCN input (B) current to travel through to the NSCN output.<br />
<br />
Because the operation of the NTCT core relies on its thermal properties (the ability to conduct when hot and to cool down itself) it is important to thermally isolate the core, an air gap is usually sufficient.<br />
<br />
Because of NTCT's mode of operation, there's a slight timing bias due to prolonged (and delayed) effect the METL activation has, powering input B before A may not be as reliable as the reverse order. The delay effect is proportional to the size of the core, the smallest core (1 particle) has no delay.<br />
<br />
=== NOT gate ===<br />
[[File:NOT.png|110px|thumb|right|Logical NOT gate]]<br />
A NOT gate simply inverts the input. It's construction is to an AND gate, but it swaps out one of the inputs with a constant power supply (BTRY) and uses the inverse functionality of PTCT (Deactivated/Heated by METL) as opposed to NTCT (Activated/Heated by METL).<br />
<br />
Because there's only one input, it does not suffer the same timing problem as the AND gate.<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:NTCTTemp.gif&diff=4048File:NTCTTemp.gif2013-12-08T14:06:10Z<p>Simon: An animation of a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up</p>
<hr />
<div>An animation of a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4047Electronics 1012013-12-08T14:04:13Z<p>Simon: </p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.gif|220px|frame|right|An animation of metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|110px|thumb|right|Diode]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== OR gate ===<br />
[[File:OR.png|110px|thumb|right|Logical OR gate]]<br />
The simplest logic gate you can create, it consists of two diodes (one on each input) that allows current to travel from either one of the inputs to the output without flowing back into the other input.<br />
<br />
In the example on the left, the output shares a common common cathode (NSCN) with each input having their own anode (PSCN).<br />
<br />
=== AND gate ===<br />
[[File:AND.png|110px|thumb|right|Logical AND gate]]<br />
A little more complicated than OR gates, but still relatively simple. It consists of a NTCT core, a NSCN output and two inputs: one METL and one PSCN.<br />
<br />
The METL input (A) is used to "activate" (i.e heat up) the NTCT core to allow the PSCN input (B) current to travel through to the NSCN output.<br />
<br />
Because the operation of the NTCT core relies on its thermal properties (the ability to conduct when hot and to cool down itself) it is important to thermally isolate the core, an air gap is usually sufficient.<br />
<br />
Because of NTCT's mode of operation, there's a slight timing bias due to prolonged (and delayed) effect the METL activation has, powering input B before A may not be as reliable as the reverse order. The delay effect is proportional to the size of the core, the smallest core (1 particle) has no delay.<br />
<br />
=== NOT gate ===<br />
[[File:NOT.png|110px|thumb|right|Logical NOT gate]]<br />
A NOT gate simply inverts the input. It's construction is to an AND gate, but it swaps out one of the inputs with a constant power supply (BTRY) and uses the inverse functionality of PTCT (Deactivated/Heated by METL) as opposed to NTCT (Activated/Heated by METL).<br />
<br />
Because there's only one input, it does not suffer the same timing problem as the AND gate.<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:SparkLife.gif&diff=4046File:SparkLife.gif2013-12-08T14:00:44Z<p>Simon: Animation of a metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.</p>
<hr />
<div>Animation of a metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:NOT.png&diff=4045File:NOT.png2013-12-08T13:45:58Z<p>Simon: </p>
<hr />
<div></div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4044Electronics 1012013-12-08T13:45:36Z<p>Simon: /* Basic gates & logic */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|110px|thumb|right|Diode]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== OR gate ===<br />
[[File:OR.png|110px|thumb|right|Logical OR gate]]<br />
The simplest logic gate you can create, it consists of two diodes (one on each input) that allows current to travel from either one of the inputs to the output without flowing back into the other input.<br />
<br />
In the example on the left, the output shares a common common cathode (NSCN) with each input having their own anode (PSCN).<br />
<br />
=== AND gate ===<br />
[[File:AND.png|110px|thumb|right|Logical AND gate]]<br />
A little more complicated than OR gates, but still relatively simple. It consists of a NTCT core, a NSCN output and two inputs: one METL and one PSCN.<br />
<br />
The METL input (A) is used to "activate" (i.e heat up) the NTCT core to allow the PSCN input (B) current to travel through to the NSCN output.<br />
<br />
Because the operation of the NTCT core relies on its thermal properties (the ability to conduct when hot and to cool down itself) it is important to thermally isolate the core, an air gap is usually sufficient.<br />
<br />
Because of NTCT's mode of operation, there's a slight timing bias due to prolonged (and delayed) effect the METL activation has, powering input B before A may not be as reliable as the reverse order. The delay effect is proportional to the size of the core, the smallest core (1 particle) has no delay.<br />
<br />
=== NOT gate ===<br />
[[File:NOT.png|110px|thumb|right|Logical NOT gate]]<br />
A NOT gate simply inverts the input. It's construction is to an AND gate, but it swaps out one of the inputs with a constant power supply (BTRY) and uses the inverse functionality of PTCT (Deactivated/Heated by METL) as opposed to NTCT (Activated/Heated by METL).<br />
<br />
Because there's only one input, it does not suffer the same timing problem as the AND gate.<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4043Electronics 1012013-12-08T12:57:43Z<p>Simon: /* AND gate */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|110px|thumb|right|Diode]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== OR gate ===<br />
[[File:OR.png|110px|thumb|right|Logical OR gate]]<br />
The simplest logic gate you can create, it consists of two diodes (one on each input) that allows current to travel from either one of the inputs to the output without flowing back into the other input.<br />
<br />
In the example on the left, the output shares a common common cathode (NSCN) with each input having their own anode (PSCN).<br />
<br />
=== AND gate ===<br />
[[File:AND.png|110px|thumb|right|Logical AND gate]]<br />
A little more complicated than OR gates, but still relatively simple. It consists of a NTCT core, a NSCN output and two inputs: one METL and one PSCN.<br />
<br />
The METL input (A) is used to "activate" (i.e heat up) the NTCT core to allow the PSCN input (B) current to travel through to the NSCN output.<br />
<br />
Because the operation of the NTCT core relies on its thermal properties (the ability to conduct when hot and to cool down itself) it is important to thermally isolate the core, an air gap is usually sufficient.<br />
<br />
Because of NTCT's mode of operation, there's a slight timing bias due to prolonged (and delayed) effect the METL activation has, powering input B before A may not be as reliable as the reverse order. The delay effect is proportional to the size of the core, the smallest core (1 particle) has no delay.<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4042Electronics 1012013-12-08T12:19:19Z<p>Simon: Make logic gate images smaller.</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|110px|thumb|right|Diode]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== OR gate ===<br />
[[File:OR.png|110px|thumb|right|Logical OR gate]]<br />
The simplest logic gate you can create, it consists of two diodes (one on each input) that allows current to travel from either one of the inputs to the output without flowing back into the other input.<br />
<br />
In the example on the left, the output shares a common common cathode (NSCN) with each input having their own anode (PSCN).<br />
<br />
=== AND gate ===<br />
[[File:AND.png|110px|thumb|right|Logical AND gate]]<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4041Electronics 1012013-12-08T12:17:51Z<p>Simon: /* OR gate */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|220px|thumb|right|Diode]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== OR gate ===<br />
[[File:OR.png|220px|thumb|right|Logical OR gate]]<br />
The simplest logic gate you can create, it consists of two diodes (one on each input) that allows current to travel from either one of the inputs to the output without flowing back into the other input.<br />
<br />
In the example on the left, the output shares a common common cathode (NSCN) with each input having their own anode (PSCN).<br />
<br />
=== AND gate ===<br />
[[File:AND.png|220px|thumb|right|Logical AND gate]]<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4040Electronics 1012013-12-08T12:02:00Z<p>Simon: /* Diode */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|220px|thumb|right|Diode]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== OR gate ===<br />
[[File:OR.png|220px|thumb|right|Logical OR gate]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== AND gate ===<br />
[[File:AND.png|220px|thumb|right|Logical AND gate]]<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4039Electronics 1012013-12-08T11:28:53Z<p>Simon: /* OR gate */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|220px|thumb|right|Diode]]<br />
<br />
=== OR gate ===<br />
[[File:OR.png|220px|thumb|right|Logical OR gate]]<br />
A diode allows current to travel in only one direction, this direction is always PSCN to NSCN, in the example on the right, this direction is left to right.<br />
<br />
SPRK will pass from METL to both NSCN or PSCN or vice versa. SPRK will also pass from PSCN to NSCN, but will '''not''' pass from NSCN to PSCN.<br />
<br />
=== AND gate ===<br />
[[File:AND.png|220px|thumb|right|Logical AND gate]]<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4038Electronics 1012013-12-07T23:09:53Z<p>Simon: /* Diode */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
[[File:Diode.png|220px|thumb|right|Diode]]<br />
<br />
=== OR gate ===<br />
[[File:OR.png|220px|thumb|right|Logical OR gate]]<br />
<br />
=== AND gate ===<br />
[[File:AND.png|220px|thumb|right|Logical AND gate]]<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4037Electronics 1012013-12-07T23:09:52Z<p>Simon: /* OR gate */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
[[File:OR.png|220px|thumb|right|Logical OR gate]]<br />
<br />
=== AND gate ===<br />
[[File:AND.png|220px|thumb|right|Logical AND gate]]<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4036Electronics 1012013-12-07T23:09:45Z<p>Simon: /* AND gate */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
<br />
=== AND gate ===<br />
[[File:AND.png|220px|thumb|right|Logical AND gate]]<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:OR.png&diff=4035File:OR.png2013-12-07T23:08:01Z<p>Simon: </p>
<hr />
<div></div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:AND.png&diff=4034File:AND.png2013-12-07T23:07:51Z<p>Simon: </p>
<hr />
<div></div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:Diode.png&diff=4033File:Diode.png2013-12-07T23:07:23Z<p>Simon: </p>
<hr />
<div></div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4030Electronics 1012013-12-07T19:21:58Z<p>Simon: /* NTCT & PTCT */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
[[File:NTCTTemp.png|220px|thumb|right|A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up]]<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
<br />
=== AND gate ===<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:NTCTTemp.png&diff=4029File:NTCTTemp.png2013-12-07T19:20:29Z<p>Simon: A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up</p>
<hr />
<div>A metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT has heated up</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4028Electronics 1012013-12-07T18:35:04Z<p>Simon: /* Internals */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
<Fig 3><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up almost instantly and cools down after a short while.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
<br />
=== AND gate ===<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:SparkLife.png&diff=4027File:SparkLife.png2013-12-07T18:34:36Z<p>Simon: A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.</p>
<hr />
<div>A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4026Electronics 1012013-12-07T18:33:29Z<p>Simon: /* Internals */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
[[File:SparkLife.png|220px|thumb|right|A metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.]]<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely. <br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
<Fig 3><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up almost instantly and cools down after a short while.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
<br />
=== AND gate ===<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4025Electronics 1012013-12-07T18:14:27Z<p>Simon: Image to accompany SPRK description</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
[[File:SparkRadius.png|220px|thumb|right|The blue area marks the locations within the radius that SPRK checks]]<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
=== Internals ===<br />
<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely. <br />
<br />
<Fig 2><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
<Fig 3><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up almost instantly and cools down after a short while.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
<br />
=== AND gate ===<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:SparkRadius.png&diff=4024File:SparkRadius.png2013-12-07T18:13:41Z<p>Simon: uploaded a new version of &quot;File:SparkRadius.png&quot;: Fix SPRK check radius</p>
<hr />
<div>Blue area shows the checking radius for SPRK</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:SparkRadius.png&diff=4023File:SparkRadius.png2013-12-07T18:06:53Z<p>Simon: Blue area shows the checking radius for SPRK</p>
<hr />
<div>Blue area shows the checking radius for SPRK</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4022Electronics 1012013-12-07T18:03:33Z<p>Simon: /* PSCN & NSCN */</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
<Fig 1><br />
<br />
The blue area marks the locations within the radius that SPRK checks <br />
<br />
=== Internals ===<br />
<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely. <br />
<br />
<Fig 2><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
=== NTCT & PTCT ===<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
<Fig 3><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up almost instantly and cools down after a short while.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
<br />
=== AND gate ===<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4021Electronics 1012013-12-07T18:02:45Z<p>Simon: Update formatting</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
=== METL ===<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
=== SPRK ===<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
<Fig 1><br />
<br />
The blue area marks the locations within the radius that SPRK checks <br />
<br />
=== Internals ===<br />
<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely. <br />
<br />
<Fig 2><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
=== PSCN & NSCN ===<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
====== NTCT & PTCT ======<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
<Fig 3><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up almost instantly and cools down after a short while.<br />
<br />
=== INWR ===<br />
<br />
=== INST ===<br />
<br />
== Basic gates & logic ==<br />
<br />
=== Diode ===<br />
<br />
=== OR gate ===<br />
<br />
=== AND gate ===<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Electronics_101&diff=4020Electronics 1012013-12-07T16:57:04Z<p>Simon: Start page</p>
<hr />
<div>== Conduction ==<br />
<br />
Part one of this guide will cover the fundamentals of the primary metals/wires available in the game<br />
<br />
First, we’ll start the the absolute most basic materials involved in electronics<br />
<br />
'''METL'''<br />
The most basic wire or conductor in the game, it conducts to almost any other conductive elements.<br />
<br />
'''SPRK'''<br />
Spark is the charged state of most conductors, it cannot be placed normally in the game like other materials, it has to be placed on top of a conductor to charge it. Any conductor that is charged will appear yellow and have a faint blue glow.<br />
<br />
When a material is charged at a single point, it will try to spread outward like a wave in all directions.<br />
<br />
Spark may jump very small (1 pixel) horizontal or vertical gaps (but not diagonally) to spread to another conductor, this is a very useful mechanic when it comes to working on a small scale, because it allows for the creation of more complicated arrangements of conductors so they don’t “short out”, it also allows for physical separation to prevent the transmission of heat while still being able to pass an electrical signal.<br />
<br />
<Fig 1><br />
<br />
The blue area marks the locations within the radius that SPRK checks <br />
<br />
=== Internals ===<br />
<br />
This is a quick explanation of how conduction works at a lower level, feel free to skip this part.<br />
<br />
When you see charged metal in the game, it is actually a different element (SPRK), when spark spreads, it replaces the conductor (which must have a “life” of 0) with itself, setting the particle “life” to 4 and the “ctype” to the original element.<br />
When the “life” counts down and reaches zero, the SPRK will replace itself with the original element and set its “life” again to 4, as mentioned earlier, SPRK will only spread to “life” 0 conductor, setting the “life” to 4 creates a cool down timer that prevents it from looping back on itself indefinitely. <br />
<br />
<Fig 2><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK, below the wire is a gradient mapped view of the life value of the material.<br />
<br />
== Advanced Conductors/Semiconductors ==<br />
<br />
METL is the most basic conductor in the game, it alone is not sufficient when creating more complicated circuits, that place is filled by the other conductors available in the game; these conductors are where the fun happens, the reason for this is that they only conduct to certain conductors or only conduct under set conditions.<br />
<br />
'''PSCN & NSCN'''<br />
<br />
These two conductors where the first semiconductors introduced to the game, their core mechanic is that SPRK can move from PSCN to NSCN but not the other way around, this allows a junction of PSCN and NSCN to behave like a diode.<br />
PSCN is commonly used to activate powered materials while NSCN is used to deactivate them.<br />
<br />
'''NTCT & PTCT'''<br />
<br />
Negative / Positive Temperature Coefficient Thermistor, these two materials will only conduct when their ideal temperature is met, for NTCT, this is when it is hot (above 100C) and for PTCT this is when it is cold (below 100C). Both PTCT and NTCT will always receive charge from NSCN, but will only receive charge from PSCN when the previously mentioned temperature condition is met. Because of this, a PSCN - (P/N)TCT - NSCN junction will behave like a diode only when its temperate condition is met.<br />
<br />
Furthermore, a nearby charge from METL will not pass through to (P/N)TCT, but it will cause it to heat rapidly to ~200oC. This allows the creation of an AND gate. This temperature based activation is only temporary as (P/N)TCT cools itself to 22C.<br />
<br />
<Fig 3><br />
<br />
In this interactive animation is a metal wire conducting a charge of SPRK near a block of NTCT, below the wire is a gradient mapped view of the temperature value of the material, notice how the block of NTCT heats up almost instantly and cools down after a short while.<br />
<br />
'''INWR'''<br />
<br />
'''INST'''<br />
<br />
== Basic gates & logic ==<br />
<br />
Diode<br />
<br />
OR gate<br />
<br />
AND gate<br />
<br />
== Advanced gates & logic ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Elements:Solids&diff=3516Elements:Solids2013-05-06T11:24:07Z<p>Simon: Gold description</p>
<hr />
<div>{{Languages|Elements:Solids}}<br />
<br />
Solids are particles that cannot be moved unless transformed to another state, such as gases or liquids.<br />
<br />
=== [[File:BRCK.png|BRCK]] [[Element:BRCK|Brick]] ===<br />
Color: grey, BRCK created from PPIP glows blue because it has a tmp of 1<br />
<br />
Temp: 22.00<br />
<br />
Description: "Brick. breakable building material"<br />
<br />
This element is a solid form of stone, it doesn't conduct electricity and it melts at 940C. It breaks at a pressure of 8.81 to form Stone. Paste, if heated hot enough(around 500 degrees), will turn into brick; this is because paste is clay dust dissolved in water and thus acts like clay, baking into ceramic when heated.<br />
<br />
=== [[File:GOO.png|GOO]] [[Element:GOO|Goo]] ===<br />
Color: brown<br />
<br />
Temp: 22.00<br />
<br />
Description: "Solid. Deforms and disappears under pressure.". Neutrons can also pass through, slightly distorting the goo.<br />
<br />
Goo deforms and dissipates under pressure.<br />
<br />
=== [[File:ICE.png|ICE]] [[Element:ICE|Ice]] ===<br />
Color: very light blue<br />
<br />
Temp: -28.00<br />
<br />
Description: "Solid. Freezes water. Crushes under pressure. Cools down air."<br />
<br />
Cold. Frozen water. Shatters into snow under a pressure of 0.81. Melts at 0 C. It's ctype determines what it will melt into when it's a liquid.<br />
<br />
=== [[File:WOOD.png|WOOD]] [[Element:WOOD|Wood]] ===<br />
Color: light brown<br />
<br />
Temp: 22.00<br />
<br />
Description: "Solid. Flammable"<br />
<br />
Wood. Flammable. Passes neutrons. Burns medium speed. Can not be pressurized into coal.<br />
<br />
=== [[File:PLNT.png|PLNT]] [[Element:PLNT|Plant]] ===<br />
Color: green<br />
<br />
Temp: 22.00<br />
<br />
Description: "Plant. Drinks water and grows."<br />
<br />
Plant. Flammable, drinks water (not distilled water though) and grows. Neutrons change it into wood. Saltwater eats into it. If exposed to smoke, plant produces oxygen, simulating the process of photosynthesis - the carbon dioxide presumably contained in the smoke is converted into oxygen.<br />
Stickman can eat it(walk into it) and get more health.<br />
Stickman's maximum health is 100, don't forget!<br />
<br />
=== [[File:BMTL.png|BMTL]] [[Element:BMTL|Breakable Metal]] ===<br />
Color: Dark Blue<br />
<br />
Temp: 22.00<br />
<br />
Description: "Breakable Metal."<br />
<br />
Breaks under a pressure of 2.51, it melts at 1000C and is conductive. This element is commonly used as a construction material for destructible buildings, similar in purpose to Brick. The reaction of Thermite produces Broken Metal, if Broken Metal (powder) is melted and cooled again it will form Breakable metal (solid). For some reason, it allows half of the photons that incident upon it through.<br />
<br />
Recipe for fusion: Oxygen at max. temperature, max pressure, GLOW, and gravity pushing it together.<br />
<br />
=== [[File:WAX.png|WAX]] [[Element:WAX|Wax]] ===<br />
Color: cream<br />
<br />
Temp: 22.00<br />
<br />
Description: "Wax. Melts at moderately high temperatures."<br />
<br />
Melts at 45C, bounces neutrons (NEUT), melts with photons, flammable.<br />
<br />
=== [[File:GLAS.png|GLAS]] [[Element:GLAS|Glass]] ===<br />
Color: grey<br />
<br />
Temp: 22.00<br />
<br />
Description: "Solid. Meltable. Shatters under pressure."<br />
<br />
Glass, shatters under pressure, lets through photons, melts at 1500C to Lava. Photons can be passed through glass to separate the different wavelengths of light. Immune to acid. Neut passing through will give off Phot of similar color at a angle to simulate Cherenkov radiation .<br />
<br />
[[:hidden_manual_for_photons| Hidden manual for PHOT]]<br />
<br />
=== [[File:NICE.png|NICE]] [[Element:NICE|Nitrogen Ice]] ===<br />
Color: very light blue<br />
<br />
Temp: -200.11<br />
<br />
Description: "Nitrogen Ice" (obviously)<br />
<br />
Nitrogen ice, very cold. Spawns at -238.15; melts at about -203 to LN2.<br />
<br />
=== [[File:COAL.png|COAL]] [[Element:COAL|Coal]] ===<br />
Color: black<br />
<br />
Temp: 22.00<br />
<br />
Description: "Solid. Burns slowly."<br />
<br />
Coal, slowly burns. When coal is heated, it turns orange-white, and then cools by itself to a light grey after the heat is removed (simulating charcoal). This aspect is shared by BCOL as well. Note that this effect is not visible in blob, fancy, nothing, and heat gradient displays.<br />
<br />
Turns into wood when neutrons hit it. It is also one of the few solids to absorb photons.<br />
<br />
Shatters into broken coal (BCOL) at a pressure of 4.31 after a slight delay.<br />
<br />
=== [[File:SPNG.png|SPNG]] [[Element:SPNG|Sponge]] ===<br />
Color: orange<br />
<br />
Temp: 22.0<br />
<br />
Description: "A sponge. Absorbs water"<br />
<br />
A sponge, absorbs water. Turns darker when water is absorbed. Burns when exposed to fire or at temperatures above 2450. Water can be released under high pressure or when SPNG is burnt with fire.<br />
<br />
=== [[File:VINE.png|VINE]] [[Element:VINE|Vine]] ===<br />
Color: green<br />
<br />
Temp: 22.0<br />
<br />
Description: "Vine, grows."<br />
<br />
When vine is spawned, it grows in a semi-random pattern somewhat resembling grass.<br />
<br />
=== [[File:FILT.png|FILT]] [[Element:FILT|Filter]] ===<br />
Color: Dark blue (Cold), Light Blue, Green, Orange, Brown and Red (hot).<br />
<br />
Temp: 22.00<br />
<br />
Description: "Filter for photons, changes the color."<br />
<br />
Filter for photons, it changes the colors of the photons, see Glass.<br />
<br />
When FILT is cooled, it changes color to a higher level of the electromagnetic spectrum, and vice-versa (in simpler terms, it turns blue when cooled, and turns red when heated). <br /><br />
Leaving its tmp at 0 (the default) will change any photons that pass through to its color.<br /><br />
Setting its tmp to 1 will filter photons, only letting photons with similar colors pass through.<br /><br />
Making its tmp 2 will add that color to the photon's color, not overwriting it.<br /><br />
Setting its tmp to 3 will subtract color from the photons, without just overwriting their color.<br />
<br />
FILT can also set the color of white BRAY that passes through it<br />
<br />
=== [[File:SHLD.png|SHLD]] [[Element:SHLD|Shield]] ===<br />
Color: Light Grey<br />
<br />
Temp: 22.00<br />
<br />
Description: "Shield. Spark it to grow."<br />
<br />
When SHLD is sparked it produces a layer of SHD2 and another layer of SHLD on the outside, Process repeats with SHD3 and SHD4. When SHD3 or SHD4 is not surrounded by SHLD or SHD2 (such as when the outside SHLD layer is destroyed) it can grow new layers of SHLD to regenerate itself.<br />
<br />
Meant to be used as protection for circuits and often used in bunkers, SHLD does not conduct heat.<br />
<br />
=== [[File:PIPE.png|PIPE]] [[Element:PIPE|Pipe]] ===<br />
Color: grey<br />
<br />
Temp: 0.00<br />
<br />
Description: "Moves elements around. Read FAQ on website for help." <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 flow of 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, remove the BRCK from the end you want the flow of particles to start. It resets any characteristics of particles in it (eg Molten PSCN becomes stone lava).<br />
<br />
Read the tutorial for more information (and pictures) <br />
[[:using_pipe_element| Tutorial on how to use PIPE]]<br />
<br />
<br />
=== [[File:INVS.png|INVS]] [[Element:INVS|Invisible]] ===<br />
Color: teal<br />
<br />
Temp: 22.00<br />
<br />
Description: "Becomes invisible when placed under high pressure"<br />
When exposed to high pressures, INVS becomes intangible, allowing particles to pass through like E-wall. Photons can pass through and be transformed into neutrons, but only when NOT pressurized.<br />
<br />
=== [[File:QRTZ.png|QRTZ]] [[Element:QRTZ|Quartz]] ===<br />
Color: light blue with obvious color variations when viewed in Pressure or Velocity Display.<br />
<br />
Temp: 22.00<br />
<br />
Becomes brittle when cooled to near absolute zero and turns into PQRT.<br />
Lets PHOT go through, scatters PHOT.<br />
Doesn't dissolve in acid. Melts at 2300c.<br />
Melts slowly.<br />
Grows slowly when SLTW is added, it's ctype can be set with the console to determine how fast it grows.<br />
Conducts electricity when under pressure.<br />
<br />
=== [[File:IRON.png|IRON]] [[Element:IRON|Iron]] ===<br />
Color: grey<br />
<br />
Temp: 22.00<br />
<br />
Rusts with salt (SALT), salt water (SLTW), oxygen (O2), water (WATR) and liquid oxygen (LO2).<br />
Can be used to electrolyze WATR into H2 and O2.When it is molten and poured on coal and then cooled down it forms metal.<br />
<br />
=== [[File:DMND.png|DMND]] [[Element:DMND|Diamond]] ===<br />
Color: Light teal<br />
<br />
Temp: 22.00<br />
<br />
Solid. Indestructible. Does not conduct electricity.<br />
<br />
=== [[File:DRIC.png|DRIC]] [[Element:DRIC|Dry Ice]] ===<br />
<br />
Color: white<br />
<br />
Temp: -100.50<br />
<br />
Dry ice, forms when CO2 is cooled above about -90 degrees<br />
<br />
=== [[File:FUSE.png|FUSE]] [[Element:FUSE|Fuse]] ===<br />
<br />
Color: Dark Green<br />
<br />
Temp: 22.00<br />
<br />
Fuse, ignites with high temperatures (e.g. plasma) and electricity, but not fire. Slow burning. Burns at an average of 4000-6000 degrees. Breaks into FSEP under a pressure of 2.71.<br />
<br />
=== [[File:TTAN.png|TTAN]] [[Element:TTAN|Titanium]] ===<br />
<br />
Color: Grey<br />
<br />
Temp: 22.00<br />
<br />
A metallic solid with interesting properties. It is an unbreakable material with a Melting point of roughly 1668°c. It will conduct electricity. It will absorb around 50% of all neutrons it is on contact with. Its unique property is that it is a complete "pressure insulator" at any thickness.<br />
<br />
=== [[File:GOLD.png|GOLD]] [[Element:GOLD|Gold]] ===<br />
<br />
Color: Gold/Yellow<br />
<br />
Temp: 22.00<br />
<br />
Gold is a solid, unbreakable metal with a melting point of 1064°c, it has anti-corrosion properties, when placed next to IRON, it will prevent it from rusting (useful when performing electrolysis), it will block all pressure in a similar manner to TTAN.<br />
It also has some interesting electrical properties, it has a conduction speed of about 50% more than other materials (with only ETRD and INST being faster) and being able to conduct across a 3 pixel gap (but not a 2 pixel gap)<br />
Gold will allow neutrons to pass through, but will absorb about half of them.<br />
<br />
[[Category:Elements]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Elements:Sensors&diff=3515Elements:Sensors2013-05-06T11:14:21Z<p>Simon: Update PSNS start temperature</p>
<hr />
<div>{{Languages|Elements:Sensors}}<br />
This menu was introduced in 84.0 to fill the needs of the lately added sensor materials.<br />
<br />
=== [[File:DTEC.png|DTEC]] [[Element:DTEC|Detector]] ===<br />
Colour: Orange<br />
<br />
Temp: 22.00<br />
<br />
Added in version 83, detector generates a spark when something with it's ctype is nearby. To set it's ctype, draw over it with an element like you would with clone. When drawing the metal that will receive the spark, or any solid element nearby it, don't draw on top of the DTEC, because that will set it's ctype and instantly start sparking nearby metal. DTEC can be used as a smaller replacement to detector wall so that you can make your creations smaller.<br />
<br />
=== [[File:TSNS.png|TSNS]] [[Element:TSNS|Temperature Sensor]] ===<br />
Colour: Pink<br />
<br />
Temp: 22.00<br />
<br />
Temperature sensor is the second sensor material added. It does not conduct temperature, but stores the temperature given. If a material, that has more heat than the TSNS, is close to the TSNS (inside it's invisible 2x2 area), the TSNS starts to spark conductive materials.<br />
<br />
=== [[File:PSNS.png|PSNS]] [[Element:PSNS|Pressure Sensor]] ===<br />
Colour: Red<br />
<br />
Temp: 4.00<br />
<br />
Pressure sensor is used to detect if the ambient/air pressure is greater than the current temperature of the sensor, if it detects such a pressure, it will spark any nearby conductors. It does not conduct temperature, but stores the temperature given just like TSNS<br />
<br />
[[Category:Elements]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:PSNS.png&diff=3514File:PSNS.png2013-05-06T11:12:23Z<p>Simon: Category:Menu icons</p>
<hr />
<div>[[Category:Menu icons]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=File:TSNS.png&diff=3513File:TSNS.png2013-05-06T11:11:37Z<p>Simon: Category:Menu icons</p>
<hr />
<div>[[Category:Menu icons]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Elements:Sensors&diff=3512Elements:Sensors2013-05-06T11:09:44Z<p>Simon: Add PSNS description</p>
<hr />
<div>{{Languages|Elements:Sensors}}<br />
This menu was introduced in 84.0 to fill the needs of the lately added sensor materials.<br />
<br />
=== [[File:DTEC.png|DTEC]] [[Element:DTEC|Detector]] ===<br />
Colour: Orange<br />
<br />
Temp: 22.00<br />
<br />
Added in version 83, detector generates a spark when something with it's ctype is nearby. To set it's ctype, draw over it with an element like you would with clone. When drawing the metal that will receive the spark, or any solid element nearby it, don't draw on top of the DTEC, because that will set it's ctype and instantly start sparking nearby metal. DTEC can be used as a smaller replacement to detector wall so that you can make your creations smaller.<br />
<br />
=== [[File:TSNS.png|TSNS]] [[Element:TSNS|Temperature Sensor]] ===<br />
Colour: Pink<br />
<br />
Temp: 22.00<br />
<br />
Temperature sensor is the second sensor material added. It does not conduct temperature, but stores the temperature given. If a material, that has more heat than the TSNS, is close to the TSNS (inside it's invisible 2x2 area), the TSNS starts to spark conductive materials.<br />
<br />
=== [[File:PSNS.png|PSNS]] [[Element:PSNS|Pressure Sensor]] ===<br />
Colour: Red<br />
<br />
Temp: 22.00<br />
<br />
Pressure sensor is used to detect if the ambient/air pressure is greater than the current temperature of the sensor, if it detects such a pressure, it will spark any nearby conductors. It does not conduct temperature, but stores the temperature given just like TSNS<br />
<br />
[[Category:Elements]]</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Lua_API:Simulation&diff=3311Lua API:Simulation2013-02-22T14:38:16Z<p>Simon: More</p>
<hr />
<div>The Simulation API allows for modifying the state and properties of particles, air and gravity<br />
<br />
== Methods ==<br />
<br />
=== simulation.partNeighbours === <br />
number ... sim.partNeighbours(number x, number y, number radius, [number type])<br />
Returns a list of particles indexes that neighbour the given coordinates that matches the given type (if it is specified)<br />
The resulting list does not contain the "origin particle"<br />
<br />
=== simulation.partChangeType === <br />
nil sim.partChangeType(number index, number type)<br />
Reliably change the type of a particle, this method avoids the side effects created by changing the type directly with the "partProperty" method.<br />
<br />
=== simulation.partCreate ===<br />
nil sim.partKill(number index)<br />
nil sim.partKill(number x, number y)<br />
Reliably delete a particle at a specified index or location, this method avoids the side effects created by changing the type to 0/DEFAULT_PT_NONE with the "partProperty" method<br />
<br />
=== simulation.partProperty ===<br />
nil sim.partProperty(number index, object field, object value)<br />
Set the property value on a particle specified by index<br />
<br />
object sim.partProperty(number index, object field)<br />
Get the property value on a particle specified by the index<br />
<br />
The "field" may be a field name or field ID, see [bottom of page] for more information<br />
<br />
=== simulation.partID ===<br />
number sim.partID(number x, number y)<br />
Get the index of a particle at the specified position<br />
<br />
=== simulation.partPosition ===<br />
number x, number y sim.partPosition(number index)<br />
Get the location of the particle at the specified index<br />
<br />
=== simulation.partCreate ===<br />
<br />
=== simulation.ambientHeat ===<br />
<br />
=== simulation.pressure ===<br />
<br />
=== simulation.velocityX ===<br />
<br />
=== simulation.velocityY ===<br />
<br />
=== simulation.gravMap ===<br />
<br />
== Constants ==</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Lua_API:Simulation&diff=3310Lua API:Simulation2013-02-22T14:37:36Z<p>Simon: More spec for Simulation API</p>
<hr />
<div>The Simulation API allows for modifying the state and properties of particles, air and gravity<br />
<br />
== Methods ==<br />
<br />
=== simulation.partNeighbours === <br />
number ... sim.partNeighbours(number x, number y, number radius, [number type])<br />
Returns a list of particles indexes that neighbour the given coordinates that matches the given type (if it is specified)<br />
The resulting list does not contain the "origin particle"<br />
<br />
=== simulation.partChangeType === <br />
nil sim.partChangeType(number index, number type)<br />
Reliably change the type of a particle, this method avoids the side effects created by changing the type directly with the "partProperty" method.<br />
<br />
=== simulation.partCreate ===<br />
nil sim.partKill(number index)<br />
nil sim.partKill(number x, number y)<br />
Reliably delete a particle at a specified index or location, this method avoids the side effects created by changing the type to 0/DEFAULT_PT_NONE with the "partProperty" method<br />
<br />
=== simulation.partProperty ===<br />
nil sim.partProperty(number index, object field, object value)<br />
Set the property value on a particle specified by index<br />
<br />
object sim.partProperty(number index, object field)<br />
Get the property value on a particle specified by the index<br />
<br />
The "field" may be a field name or field ID, see [bottom of page] for more information<br />
<br />
=== simulation.partID ===<br />
number sim.partID(number x, number y)<br />
Get the index of a particle at the specified position<br />
<br />
=== simulation.partPosition ===<br />
number x, number y sim.partPosition(number index)<br />
Get the location of the particle at the specified index<br />
<br />
=== simulation.ambientHeat ===<br />
<br />
=== simulation.pressure ===<br />
<br />
=== simulation.velocityX ===<br />
<br />
=== simulation.velocityY ===<br />
<br />
=== simulation.gravMap ===</div>Simonhttp://powdertoy.co.uk/Wiki/index.php?title=Lua_API:Simulation&diff=3309Lua API:Simulation2013-02-22T14:19:14Z<p>Simon: Begin document</p>
<hr />
<div>The Simulation API allows for modifying the state and properties of particles, air and gravity<br />
<br />
== Methods ==<br />
<br />
=== simulation.partNeighbours === <br />
number ... sim.partNeighbours(number x, number y, number radius, [number type])<br />
Returns a list of particles indexes that neighbour the given coordinates that matches the given type (if it is specified)<br />
The resulting list does not contain the "origin particle"</div>Simon