Difference between revisions of "Elements:Force"
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− | {{Languages|Elements:Force | + | {{Languages|Elements:Force}} |
− | Introduced in version 74.0, the Force materials are used to affect different types of matter with force. The original name of the menu was Force, but it changed into Force Creating a bit later. However, in 84.0, the name was | + | Introduced in version 74.0, the Force materials are used to affect different types of matter with force. The original name of the menu was Force, but it changed into Force Creating a bit later. However, in 84.0, the name was renamed back to Force. |
=== [[File:PIPE.png|PIPE]] [[Element:PIPE|Pipe]] === | === [[File:PIPE.png|PIPE]] [[Element:PIPE|Pipe]] === | ||
'''Description:''' | '''Description:''' | ||
− | "PIPE, moves particles around. Once the BRCK generates, erase some for the exit. Then the PIPE generates and is usable." | + | "PIPE, moves particles around. Once the {{MaterialBtn|BRCK}} generates, erase some for the exit. Then the PIPE generates and is usable." |
− | After spawning, a layer of BRCK appears around the PIPE. To set the direction of the PIPE, erase the BRCK around the end you want the particles to come out of. A series of lines will then appear showing the direction of flow, working from the end to the beginning. After the full pipe is calculated, you can remove the BRCK and replace the sides with another element. | + | After spawning, a layer of {{MaterialBtn|BRCK}} appears around the PIPE. To set the direction of the PIPE, erase the {{MaterialBtn|BRCK}} around the end you want the particles to come out of. A series of lines will then appear showing the direction of flow, working from the end to the beginning. After the full pipe is calculated, you can remove the {{MaterialBtn|BRCK}} and replace the sides with another element. |
Read the tutorial for more information (and pictures) | Read the tutorial for more information (and pictures) | ||
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Opposite of ACEL; decelerates non-solid particles. Setting .life changes how much they will be decelerated, values up to the max of 100 increase it's effectiveness. Setting life to 100 actually makes all particles stop instantly. By default it will decelerate particles by 91%. | Opposite of ACEL; decelerates non-solid particles. Setting .life changes how much they will be decelerated, values up to the max of 100 increase it's effectiveness. Setting life to 100 actually makes all particles stop instantly. By default it will decelerate particles by 91%. | ||
+ | |||
+ | === [[File:GBMB.png|GBMB]] [[Element:GBMB|Gravity Bomb]] === | ||
+ | |||
+ | '''Description:''' | ||
+ | "Gravity bomb. Sticks to the first element it touches and produces a strong gravity push." | ||
+ | |||
+ | Sticks to the first particle it touches and creates a burst of positive gravity, then a strong burst of negative gravity. Newtonian gravity must be enabled for it to work. | ||
=== [[File:FRAY.png|FRAY]] [[Element:FRAY|Force Emitter]] === | === [[File:FRAY.png|FRAY]] [[Element:FRAY|Force Emitter]] === | ||
'''Description:''' | '''Description:''' | ||
− | Force emitter. Pushes or pulls objects based on its temperature. Use like ARAY. | + | Force emitter. Pushes or pulls objects based on its temperature. Use like {{MaterialBtn|ARAY}}. |
When powered, it will push elements away from the opposite side. The temperature (temp) of the FRAY particle determines the velocity force. If cold (< 0C), it will pull matter to it, and if hot, it will push matter away. | When powered, it will push elements away from the opposite side. The temperature (temp) of the FRAY particle determines the velocity force. If cold (< 0C), it will pull matter to it, and if hot, it will push matter away. | ||
− | It works just like ARAY, it only sets velocity in the straight line directly opposite of the spark that sparks it. It only sets velocity for 10 pixels though. | + | It works just like {{MaterialBtn|ARAY}}, it only sets velocity in the straight line directly opposite of the spark that sparks it. It only sets velocity for 10 pixels though. |
Note: FRAY can effect Any moving particle! That includes radiation particles! | Note: FRAY can effect Any moving particle! That includes radiation particles! | ||
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"Generates damaging pressure and breaks any elements it hits." | "Generates damaging pressure and breaks any elements it hits." | ||
− | Generates devastating pressure on contact with any surface except DMND. Much like a moving solid, it does not spread out when falling. It will stay in whatever shape you put it in and is unaffected by air pressure while falling. Also takes on a sparkling texture like BOMB | + | Generates devastating pressure on contact with any surface except {{MaterialBtn|DMND}}. Will break some particles even without air pressure enabled, such as {{MaterialBtn|GLAS}}. Much like a moving solid, it does not spread out when falling. It will stay in whatever shape you put it in and is unaffected by air pressure while falling. Also takes on a sparkling texture like {{MaterialBtn|BOMB}} or {{MaterialBtn|DEST}} when on fancy display. |
=== [[FILE:PSTN.png|PSTN]] [[Element:PSTN|Piston]] === | === [[FILE:PSTN.png|PSTN]] [[Element:PSTN|Piston]] === | ||
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"Piston, extends and pushes particles." | "Piston, extends and pushes particles." | ||
− | Piston. When sparked using PSCN, it starts extending based on where the PSCN is. Put a 1 pixel gap between the PSTN and the PSCN for better control. It cannot extend diagonally. When it continues to extend and hits a element, it will push it. | + | Piston. When sparked using {{MaterialBtn|PSCN}}, it starts extending based on where the {{MaterialBtn|PSCN}} is. Put a 1 pixel gap between the PSTN and the {{MaterialBtn|PSCN}} for better control. It cannot extend diagonally. When it continues to extend and hits a element, it will push it. |
PSTN stops extending when it hits a wall, or once it is pushing too many particles for it to handle. By default it can only push 31, but you can set the .tmp allow it to push more / less. | PSTN stops extending when it hits a wall, or once it is pushing too many particles for it to handle. By default it can only push 31, but you can set the .tmp allow it to push more / less. | ||
− | You can make PSTN retract with NSCN (or, actually, any conductor that isn't PSCN). It will pull back the stack of elements it has in front of it when you do this. If there are too many elements in front of it, it will just pull as many as it can carry (set by .tmp). | + | You can make PSTN retract with {{MaterialBtn|NSCN}} (or, actually, any conductor that isn't {{MaterialBtn|PSCN}}). It will pull back the stack of elements it has in front of it when you do this. If there are too many elements in front of it, it will just pull as many as it can carry (set by .tmp). |
ctype: if set, will make PSTN stop when it hits this element, like it would to walls.<br> | ctype: if set, will make PSTN stop when it hits this element, like it would to walls.<br> | ||
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"Frame, can be used with pistons to push many particles" | "Frame, can be used with pistons to push many particles" | ||
− | FRME makes PSTN much more useful. With it, you can use just one piston to push whole blocks of elements. To start, draw a one pixel thick line of FRME in front of the piston. This can be up to 15 pixels wide in either direction. Now, when you push the PSTN, the entire line of FRME and everything in front of it will be pushed. When you retract the PSTN, it will all come back too. | + | FRME makes PSTN much more useful. With it, you can use just one piston to push whole blocks of elements. To start, draw a one pixel thick line of FRME in front of the piston. This can be up to 15 pixels wide in either direction. Now, when you push the PSTN, the entire line of FRME and everything in front of it will be pushed. When you retract the PSTN, it will all come back too. The piston Ctype applies to the frame too ( see PSTN info for this ) |
If any single FRME can't move, the entire PSTN won't be able to move. Also, for retracting, any particle caught under the FRME will prevent the entire thing from retracting. Make sure to keep the path behind the frame clear. | If any single FRME can't move, the entire PSTN won't be able to move. Also, for retracting, any particle caught under the FRME will prevent the entire thing from retracting. Make sure to keep the path behind the frame clear. | ||
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TMP: if set to 1, makes the FRME "non-sticky", which means it will only push, not pull back particles with it. | TMP: if set to 1, makes the FRME "non-sticky", which means it will only push, not pull back particles with it. | ||
+ | [[Category:Force]] |
Latest revision as of 15:15, 1 December 2023
Language: | English • 한국어 • polski • русский • 中文 |
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Introduced in version 74.0, the Force materials are used to affect different types of matter with force. The original name of the menu was Force, but it changed into Force Creating a bit later. However, in 84.0, the name was renamed back to Force.
Contents
Pipe
Description:
"PIPE, moves particles around. Once the generates, erase some for the exit. Then the PIPE generates and is usable."
After spawning, a layer of appears around the PIPE. To set the direction of the PIPE, erase the
around the end you want the particles to come out of. A series of lines will then appear showing the direction of flow, working from the end to the beginning. After the full pipe is calculated, you can remove the
and replace the sides with another element.
Read the tutorial for more information (and pictures) Tutorial on how to use PIPE
Accelerator
Description: "Accelerator, speeds up nearby elements."
Accelerates any non-solid particles. ACEL should be parallel with a one pixel gap to be the most effective. Setting .life determines how much the particle will be accelerated, values from 100 up to the max of 1000 will increase it's effectiveness. The default life will accelerate particles by 10% every frame.
Decelerator
Description: "Decelerator, slows down nearby elements."
Opposite of ACEL; decelerates non-solid particles. Setting .life changes how much they will be decelerated, values up to the max of 100 increase it's effectiveness. Setting life to 100 actually makes all particles stop instantly. By default it will decelerate particles by 91%.
Gravity Bomb
Description: "Gravity bomb. Sticks to the first element it touches and produces a strong gravity push."
Sticks to the first particle it touches and creates a burst of positive gravity, then a strong burst of negative gravity. Newtonian gravity must be enabled for it to work.
Force Emitter
Description:
Force emitter. Pushes or pulls objects based on its temperature. Use like .
When powered, it will push elements away from the opposite side. The temperature (temp) of the FRAY particle determines the velocity force. If cold (< 0C), it will pull matter to it, and if hot, it will push matter away.
It works just like , it only sets velocity in the straight line directly opposite of the spark that sparks it. It only sets velocity for 10 pixels though.
Note: FRAY can effect Any moving particle! That includes radiation particles!
Repeller
Description: "Repels or attracts particles based on its temperature."
Pushes or pulls particles depending on the temperature. If the temp is below 0, it will pull, and if it is above 0, it will push. Unlike FRAY, it does not need electricity to work. It affects particles within a square box of size 20 pixels centered on the RPEL particle.
Damage
Description: "Generates damaging pressure and breaks any elements it hits."
Generates devastating pressure on contact with any surface except . Will break some particles even without air pressure enabled, such as
. Much like a moving solid, it does not spread out when falling. It will stay in whatever shape you put it in and is unaffected by air pressure while falling. Also takes on a sparkling texture like
or
when on fancy display.
Piston
Description: "Piston, extends and pushes particles."
Piston. When sparked using , it starts extending based on where the
is. Put a 1 pixel gap between the PSTN and the
for better control. It cannot extend diagonally. When it continues to extend and hits a element, it will push it.
PSTN stops extending when it hits a wall, or once it is pushing too many particles for it to handle. By default it can only push 31, but you can set the .tmp allow it to push more / less.
You can make PSTN retract with (or, actually, any conductor that isn't
). It will pull back the stack of elements it has in front of it when you do this. If there are too many elements in front of it, it will just pull as many as it can carry (set by .tmp).
ctype: if set, will make PSTN stop when it hits this element, like it would to walls.
tmp: How many pixels it can push or pull at once. if not set, defaults to 31.
tmp2: Maximum extension length. If not set, defaults to 255.
Frame
Description: "Frame, can be used with pistons to push many particles"
FRME makes PSTN much more useful. With it, you can use just one piston to push whole blocks of elements. To start, draw a one pixel thick line of FRME in front of the piston. This can be up to 15 pixels wide in either direction. Now, when you push the PSTN, the entire line of FRME and everything in front of it will be pushed. When you retract the PSTN, it will all come back too. The piston Ctype applies to the frame too ( see PSTN info for this )
If any single FRME can't move, the entire PSTN won't be able to move. Also, for retracting, any particle caught under the FRME will prevent the entire thing from retracting. Make sure to keep the path behind the frame clear.
There are several things you can't do with FRME. Any FRME stacked above the first layer (line) won't be counted as part of the frame (frames aren't moving solids), so you can't have it push or pull any oddly shaped FRME. Also don't attach multiple pistons to the FRME and try to retract, as they will block each other. There might be some glitches causing behavior different than described here, occasionally the FRME breaks or PSTN won't extend properly. These have mostly been fixed but if you see anything odd that does not seem intended, you should report it.
TMP: if set to 1, makes the FRME "non-sticky", which means it will only push, not pull back particles with it.