Difference between revisions of "Elements:Special"

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(Might as well cover eraser, also updated the order)
(and yes, stickmen!)
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{{Languages|Elements:Special}}
 
{{Languages|Elements:Special}}
There are some special elements, with them you can heat other particles, clone particles and yes, Stickman!
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These elements generally don't fit into any other category, and have special properties.
  
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=== [[File:NONE.png|X]] [[Element:NONE|Eraser]]  ===
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Erases particles.
  
=== [[File:NONE.png|X]] [[Element:NONE|Eraser]]  ===
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This is used to delete particles on the screen. It is the default action set for button 2 (right-click).
Erases particles when drawn over them. This is the default action set for button 2 (right-click).
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To erase signs or walls, you must use the sign tool or the wall eraser, respectively and obviously.
  
 
=== [[File:CLNE.png|CLONE]] [[Element:CLNE|Clone]]  ===
 
=== [[File:CLNE.png|CLONE]] [[Element:CLNE|Clone]]  ===
Solid. Clone particles.
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Solid. Duplicates any particles it touches.
 
 
Clone particles basically make endless copies of the first other particle they make contact with.
 
  
These particles have a special variable for remembering what the last thing they touched was, and this is preserved in stamps/saves, meaning you can transport working clone particles into tight spaces if you work carefully. If you draw over any clone type with the brush, it will clone the element you had selected instead.
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Clone fills the empty spaces around it with its ctype element. If no ctype is set (when you first create the CLNE), it will pick a particles that is touching it.. You can also draw over CLNE with another element to set its CTYPE.
 
 
...Clone particles are also transparent to photons, meaning they act like Glass to them. This is useful for making lasers.
 
  
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Photons can pass through all types of CLNE (and BCLN) particles.
  
 
=== [[File:VOID.png|VOID]] [[Element:VOID|Void]]  ===
 
=== [[File:VOID.png|VOID]] [[Element:VOID|Void]]  ===
Maroon solid. Destroys particles.
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Hole. Will drain away any particles
  
Also, it creates a small amount of pressure.
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Void deletes any particles that fall into it, similarly to to the edge of the screen. However, it cannot delete solid particles, even if they are pushed into it with piston.  
  
This element essentially represents the outer boundary of the simulation field. Any particles that travel into it (NOT particles simply touching it)cease being simulated and immediately disappear.
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One relatively unknown feature of VOID is that if you set its CTYPE to an element, it will only destroy that element. However, this can only be done with PROP or the console, you cannot draw over it like CLNE.
 
 
Void is capable of conducting heat, and so clone can be used in combination with Void or Black Hole to make arbitrary temperature regulators.
 
  
 
=== [[File:DMND.png|DMND]] [[Element:DMND|Diamond]]  ===
 
=== [[File:DMND.png|DMND]] [[Element:DMND|Diamond]]  ===
Color: Light teal
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Diamond, Indestructible.
  
Temp: 22.00
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Normally can't be destroyed, even with things that destroy everything else, like BOMB.
 
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It will only be destroyed if it gets pushed off the screen, is inside a wall that absorbs solids, or is overwritten with another element by DRAY.
Solid. Indestructible. Does not conduct electricity.
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DMND is commonly used to contain high temperature, high pressure, or other destructive elements. However, it should only be used as a last resort, because there are many, more creative ways, to contain destructive elements.
  
 
=== [[File:VACU.png|VACU]] [[Element:VACU|Vacuum]]  ===
 
=== [[File:VACU.png|VACU]] [[Element:VACU|Vacuum]]  ===
Solid. Generates negative pressure and heats up by sucking particles.
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Vacuum, sucks in other particles and heats up.'
  
Vacuum generates constant negative pressure on any space it occupies, meaning you can use flood fill to vacuum whole areas out.
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Vacuume acts the same as VOID, except it creates negative pressure, and also heats up as it sucks in particles.
 
 
Vacuum acts like Void otherwise, and absorbs any particles that are moving into it (but NOT particles that are simply touching it. It's possible to line vacuum with other elements provided they don't move into it.)
 
 
 
Make special note that Vacuum gains heat whenever it consumes anything.
 
 
 
Since version 45, it can be destroyed by [[explosives| Bomb]]
 
  
 
=== [[File:VENT.png|VENT]] [[Element:VENT|Air Vent]] ===
 
=== [[File:VENT.png|VENT]] [[Element:VENT|Air Vent]] ===
Solid. Generates pressure and push particles away.
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Air vent, creates pressure and pushes other particles away.
 
 
Vent generates constant pressure on any space it occupies, meaning you can flood fill areas to pressurize them. However otherwise it's effectively just like Diamond.
 
  
In versions 45 and beyond, it can be destroyed by [[explosives| Bomb]]
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Generates pressure
  
 
=== [[File:STKM.png|STKM]] [[Element:STKM|Stickman]]  ===
 
=== [[File:STKM.png|STKM]] [[Element:STKM|Stickman]]  ===
Stickman. Don't kill him.
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Stickman. Don't kill him! control with the arrow keys
 
 
Experiment with the harsh conditions possible on the powder toy using your own mortal stick man! He is affected by gravity and air.
 
 
 
Use the left and right arrow keys to make him run, and use the up key to make him jump. The legs still are slightly glitchy but have considerably improved. Occasionally, his feet may stretch to outrageous lengths and then proceed to throw him violently about and even through solids.
 
 
 
By touching stickman's head against an element (or particular walls) his head will change color, and then by pressing Down he'll spit out that element. Note that it you place his head against a metal, he will spark the metal. This feature enables stickmen to use electronics, or even guns.
 
  
Stickman sinks in water, but he can technically swim.
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Use the left and right arrow keys to move, up to jump, and down to shoot particles.
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You can change the element that you shoot by touching some of it with your head, but you can't select solids.
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If STKM goes through gravity wall, it will get rocket boots. EHOLE removed them
  
Extreme hot (greater than 62 C) or cold will eat away at Stickman's health, and extreme pressure (about pressure =8.00) will instantly liquefy him by forming a mound of the powder that his head is made of. Lower pressures can throw stickman around. He isn't affected by extreme vacuum. Radioactive elements and life elements also damage and kill him, and anything else that seems dangerous (like acid or fire).
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Stickman are hurt by heat above 51.85C (325K) or below 29.15C (244K). They are alsot damaged by extreme pressure.?
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They are also hurt by certain elements, regardless of the heat:
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-VIRS
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-ACID
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-AMTR
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-URAN
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-PLUT
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-NEUT
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and by elements that destroy all particles:
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VOID, VACU, PVOD, BHOL, BOMB (only if the middle of the head is inside the blast)
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PLNT will restore STKM's health
  
By touching him against plant, he will regenerate lost health, the limit being 100 health points.
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Only one STKM can be on the screen at a time, and if it dies, it will reapear at the SPWN pixel. There can normally only be one pixel of SPWN on the screen at a time, and it is created when you place a STKM (the "STKM" menu item actually creates SPWN!)
NOTE: Except when you change his life in the console: !set life stkm (life here)
 
  
STKM can have rocket boots equipped when he passes through the gravity wall. Press [up] on the arrow keys to control his altitude. Press [left] or [right] to control his horizontal velocity. To brake, press < and > at the same time. To deactivate rocket boots, Let the stickman go through E-HOLE.
 
Rocket boots fire plasma.
 
<i>It is noted that fighters also have the ability to use rocket boots.</i>
 
  
 
=== [[File:CONV.png|CONV]] [[Element:CONV|Converter]]  ===
 
=== [[File:CONV.png|CONV]] [[Element:CONV|Converter]]  ===
Solid, changes any particle it touches into it's ctype except diamond.
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Solid, converts everything into the particle if first touches.
 
 
Set the ctype of the CONV by either drawing over the CONV with the desired particle, or you can type in the console: !set ctype CONV (desired ctype).
 
 
 
The ctype is also changed into the first particle it touches.
 
  
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CONV converts all the particles that touch it into its ctype element. If no ctype is set, it will be set to the first element that it touches. You can also set the ctype manually by drawing over it with the element.
  
 
=== [[File:BCLN.png|BCLN]] [[Element:BCLN|Breakable Clone]]  ===
 
=== [[File:BCLN.png|BCLN]] [[Element:BCLN|Breakable Clone]]  ===
Same as clone, but breakable under pressure (like goo).
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Breakable Clone.
 
 
it also breaks under large amounts of singularity or negative pressure.
 
  
=== [[File:PRTI.png|PRTI]] [[Element:PRTI|Portal IN]]  ===
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Like CLNE, but breaks under high temperatures or pressures. While "broken" it can move around while still creating more of the element, and will disappear after 1000 frames.
Elements go inside and then come out of Portal OUT.
 
  
A system where only Portal IN exists will result in the particles first entering and being stored in the PRTI, after a short time though, it will cause the particles to sile up outside the Portal IN until a Portal OUT is created.
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=== [[File:PRTI.png|PRTI]] [[Element:PRTI|Portal-IN]]  ===
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Portal IN. Particles go in here. Also has temperature dependent channels. (same as WIFI)
  
The larger the surface area of Portal In you have at one time, the faster it will come in.
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PRTI absorbs falling particles like void, except the particles will come out of PRTO particles on the same temperature channel. If there are no connected PRTOs, some particles can be stored in the portal until it is full and will not accept any more.
 
 
Produces a small amount of Low Pressure to attract particles.
 
 
 
Also, the pressure it creates does not break breakable elements.
 
 
 
Note: Portals can also be used like WIFI to transfer SPRK to other places.
 
It also comes with channels defined by heat, just like with WIFI. This way you can have
 
multiple portals that don't link to each other in one save.
 
  
 
=== [[File:PRTO.png|PRTO]] [[Element:PRTO|Portal OUT]]  ===
 
=== [[File:PRTO.png|PRTO]] [[Element:PRTO|Portal OUT]]  ===
Elements put in Portal IN come out here.
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Portal OUT. Particles come out here. Also has temperature dependent channels. (same as WIFI)"
  
The larger surface area of Portal OUT you have at one time, the faster it will come out.
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Particles that fall into a PRTI will come out of PRTOs on the same temperature channel. If there is more than one PRTO, more particles will come out of the ones with lower #s.?
  
Produces a small amount of High pressure to expel particles.
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===  [[File:STK2.png|32px]] [[Element:STK2|Second Stickman [STK2]]]  ===
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Second stickman. Don't kill him! Control with wasd.
  
===  [[File:STK2.png|32px]] [[Element:STK2|Second Stickman [STK2]]]  ===
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The same as STKM, except has a different name, different controls, and different color legs.
Essentially the same as STKM. Press A to move left, D to move right, W to jump, and S to use special.
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Since STK2 uses W and S as controls, you have to hold ctrl to save stamps or change the gravity mode.
  
When it's on the screen, use CTRL + s to save, CTRL + d to activate debug mode, and Shift + w to switch gravity modes.
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Spawned from SPWN2, the only 5 letter long element name. SPWN2 is the same as SPWN, except for STK2.
  
 
=== [[File:TRON.png|TRON]] [[Element:TRON|Tron]]  ===
 
=== [[File:TRON.png|TRON]] [[Element:TRON|Tron]]  ===
Spawning tempurature: -273.15c
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Smart particles. Travels win straight lines and avoids obstacles. Grows with time.
  
A programmed element that travels around the screen in 4 possible directions. It will gradually get longer the longer it exists on the screen. TRON will try to maneuver as best it can not to crash into itself or other TRON entities on the screen. It will also think cleverly to get out of classic "snake" situations.
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Move around the screen and tries to avoid bumping into things. When created, they are a random color. Each "one" consists of a line of same-colored particles, where each one is successively darker. If they reach a dead end and can't turn around, they crash and die.
  
 
=== [[File:BHOL.png|BHOL]] [[Element:BHOL|Black Hole]]  ===
 
=== [[File:BHOL.png|BHOL]] [[Element:BHOL|Black Hole]]  ===
Creates a negative gravity field and sucks in particles (like vacuum without exerting any pressure), Newtonian gravity must be enabled. Can also be created using the console by putting alot of particles on the screen and compressing them.
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Black hole. Sucks in particles using gravity (requires Newtonian)
  
        !set x all A
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Similar to VAC, except it uses gravity instead of pressure to suck in particles.
        !set y all A
 
  
A is for example 255.
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=== [[File:WHOL.png|WHOL]] [[Element:WHOL|White Hole]]  ===
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White hole. pushes other particles using gravity (requires Newtonian Gravity)
  
=== [[File:WHOL.png|WHOL]] [[Element:WHOL|White Hole]]  ===
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similar to vent,except it uses gravity instead of pressure to suck in particles.
Creates a positive gravity field pushing other particles away (similar to vent without exerting pressure), Newtonian gravity must be enabled.
 
  
 
=== [[File:FIGH.png|FIGH]] [[Element:FIGH|Fighter]]  ===
 
=== [[File:FIGH.png|FIGH]] [[Element:FIGH|Fighter]]  ===
Fighter is simply a CPU controlled AI for STKM. FIGH will attempt to attack a STKM (when spawned) by spitting it's ctype out, just like ordinary STKM. FIGH will stand still if there is no STKM in the simulation. FIGH has identical body physics to STKM and will die in the same conditions. You can spawn up to 100 fighters! You can also change his maximum health by going in the console and typing
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Fighter. Tries to kill stickmen. You must first give it an element to kill him with.";
!set life figh ???
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Similar to stickman, except not controllable and has a different shaped head. There can also be more than one on the screen at a time. They will follow STKM and SKT2, and try to kill them by shooting particles at them. (they must still pick them up with their head like STK though.)
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There is no specific SPAWN element for FIGH, but they can be created with CLNE, etc.
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[[Category:Elements]]
 
[[Category:Elements]]

Revision as of 19:27, 9 February 2015

Language: English  • polski • русский • 中文

These elements generally don't fit into any other category, and have special properties.

X Eraser

Erases particles.

This is used to delete particles on the screen. It is the default action set for button 2 (right-click). To erase signs or walls, you must use the sign tool or the wall eraser, respectively and obviously.

CLONE Clone

Solid. Duplicates any particles it touches.

Clone fills the empty spaces around it with its ctype element. If no ctype is set (when you first create the CLNE), it will pick a particles that is touching it.. You can also draw over CLNE with another element to set its CTYPE.

Photons can pass through all types of CLNE (and BCLN) particles.

VOID Void

Hole. Will drain away any particles

Void deletes any particles that fall into it, similarly to to the edge of the screen. However, it cannot delete solid particles, even if they are pushed into it with piston.

One relatively unknown feature of VOID is that if you set its CTYPE to an element, it will only destroy that element. However, this can only be done with PROP or the console, you cannot draw over it like CLNE.

DMND Diamond

Diamond, Indestructible.

Normally can't be destroyed, even with things that destroy everything else, like BOMB. It will only be destroyed if it gets pushed off the screen, is inside a wall that absorbs solids, or is overwritten with another element by DRAY. DMND is commonly used to contain high temperature, high pressure, or other destructive elements. However, it should only be used as a last resort, because there are many, more creative ways, to contain destructive elements.

VACU Vacuum

Vacuum, sucks in other particles and heats up.'

Vacuume acts the same as VOID, except it creates negative pressure, and also heats up as it sucks in particles.

VENT Air Vent

Air vent, creates pressure and pushes other particles away.

Generates pressure

STKM Stickman

Stickman. Don't kill him! control with the arrow keys

Use the left and right arrow keys to move, up to jump, and down to shoot particles. You can change the element that you shoot by touching some of it with your head, but you can't select solids. If STKM goes through gravity wall, it will get rocket boots. EHOLE removed them

Stickman are hurt by heat above 51.85C (325K) or below 29.15C (244K). They are alsot damaged by extreme pressure.? They are also hurt by certain elements, regardless of the heat: -VIRS -ACID -AMTR -URAN -PLUT -NEUT and by elements that destroy all particles: VOID, VACU, PVOD, BHOL, BOMB (only if the middle of the head is inside the blast) PLNT will restore STKM's health

Only one STKM can be on the screen at a time, and if it dies, it will reapear at the SPWN pixel. There can normally only be one pixel of SPWN on the screen at a time, and it is created when you place a STKM (the "STKM" menu item actually creates SPWN!)


CONV Converter

Solid, converts everything into the particle if first touches.

CONV converts all the particles that touch it into its ctype element. If no ctype is set, it will be set to the first element that it touches. You can also set the ctype manually by drawing over it with the element.

BCLN Breakable Clone

Breakable Clone.

Like CLNE, but breaks under high temperatures or pressures. While "broken" it can move around while still creating more of the element, and will disappear after 1000 frames.

PRTI Portal-IN

Portal IN. Particles go in here. Also has temperature dependent channels. (same as WIFI)

PRTI absorbs falling particles like void, except the particles will come out of PRTO particles on the same temperature channel. If there are no connected PRTOs, some particles can be stored in the portal until it is full and will not accept any more.

PRTO Portal OUT

Portal OUT. Particles come out here. Also has temperature dependent channels. (same as WIFI)"

Particles that fall into a PRTI will come out of PRTOs on the same temperature channel. If there is more than one PRTO, more particles will come out of the ones with lower #s.?

STK2.png Second Stickman [STK2]

Second stickman. Don't kill him! Control with wasd.

The same as STKM, except has a different name, different controls, and different color legs. Since STK2 uses W and S as controls, you have to hold ctrl to save stamps or change the gravity mode.

Spawned from SPWN2, the only 5 letter long element name. SPWN2 is the same as SPWN, except for STK2.

TRON Tron

Smart particles. Travels win straight lines and avoids obstacles. Grows with time.

Move around the screen and tries to avoid bumping into things. When created, they are a random color. Each "one" consists of a line of same-colored particles, where each one is successively darker. If they reach a dead end and can't turn around, they crash and die.

BHOL Black Hole

Black hole. Sucks in particles using gravity (requires Newtonian)

Similar to VAC, except it uses gravity instead of pressure to suck in particles.

WHOL White Hole

White hole. pushes other particles using gravity (requires Newtonian Gravity)

similar to vent,except it uses gravity instead of pressure to suck in particles.

FIGH Fighter

Fighter. Tries to kill stickmen. You must first give it an element to kill him with.";

Similar to stickman, except not controllable and has a different shaped head. There can also be more than one on the screen at a time. They will follow STKM and SKT2, and try to kill them by shooting particles at them. (they must still pick them up with their head like STK though.)

There is no specific SPAWN element for FIGH, but they can be created with CLNE, etc.