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- 1 Electronics
- 1.1 Metal
- 1.2 Electricity
- 1.3 P-type silicon
- 1.4 N-type silicon
- 1.5 Insulator
- 1.6 Negative Temperature Coefficient Thermistor
- 1.7 Positive Temperature Coefficient Thermistor
- 1.8 Electrode
- 1.9 Battery
- 1.10 Switch
- 1.11 Insulated Wire
- 1.12 Tesla Coil
- 1.13 Instant Conductor (Instantly Conducts)
- 1.14 WiFi
- 1.15 A-type ray emitter
- 1.16 Electromagnetic Pulse
- 1.17 WireWorld Wire
- 1.18 Particle Ray Emitter
- 1.19 Tungsten
- 1.20 Duplicator Ray
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.
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.
Description: "The basic conductor, meltable."
Transfers charge, melts. Heats up to 300C when SPRK is passed through. Melts into molten METL (LAVA) at 1000C/1273.15K
Description: "Electricity. The basis of all electronics in TPT, travels along wires and other conductive elements."
A single spark of electricity. Cannot be placed alone, you need to put it on a conductive material. 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 GOLD. SPRK creates heat when traveling through most conductors.
SPRK can be blocked by INSL in most cases. As long as there is an INSL between the two conductors, it will not go through. Some special elements won't be activated through INSL either, although some will anyway (like PSTN). Some elements have special rules on which other conductors it can conduct to, see each element for help.
Description: "P-type Silicon, will transfer current to any conductor."
Transfer current to all conductors regardless of rules. Melts into LAVA at 1414C/1687.15K. 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.
Description: "N-type Silicon, will not transfer current to P-type Silicon."
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 LAVA at 1414C/1687.15K
Description: "Insulator, does not conduct heat and blocks electricity."
Insulator neither absorbs nor releases heat to other elements, meaning it can be used to protect things that are sensitive to heat. A single pixel's width is enough to be effective. Insulation is flammable however, so be wary.
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.
Description: "Semi-conductor. Only conducts electricity when hot (More than 100C)."
Transitions: At over 1413° C, will melt into LAVA.
Always conducts electricity to PSCN and NSCN.
Always conducts sparks from NSCN.
Conducts sparks from PSCN if its temperature is above 100° C.
If nearby METL is sparked, heats itself up to ~200° C.
If hotter than 22° C, reduces its own temperature at a rate of 2.5° C/frame.
Description: "Semiconductor. Only conducts electricity when cold (Less than 100C)."
Basically will conduct electricity if under 100C/373.15K. Melts into LAVA(PTCT) at 1414C/1687.15K. It can cool itself down just like NTCT.
Description: "Electrode. Creates a surface that allows plasma arcs. (Use sparingly)"
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. It will keep looping if you use more than 2. Electrode will not fire to an adjacent electrode if INSL is directly in the center of the two. Walls will not affect the plasma or transfer.
Description: "Generates infinite electricity."
Passes electrical charge to most conductors. Sublimates (solid to gas) into Plasma PLSM at 2000C/2273.15K.
Description: "Only conducts when switched on. (PSCN switches on, NSCN switches off)"
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.
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.
Description: "Insulated Wire. Doesn't conduct to metal or semiconductors."
Will not conduct to/from metal or semi-conductors. Only transfers SPRK to/from PSCN and NSCN.
Melts into LAVA at 1400C/1687.15K.
Description: "Tesla coil! Creates lightning when sparked."
Creates LIGH when sparked. The size of the lightning depends on the size of the brush when you first draw the TESC
Description: "Instantly conducts, PSCN to charge, NSCN to take."
Conducts sparks instantly, PSCN must charge it, NSCN receives the charge. Has similar properties to conductive wall. Doesn't melt or break from pressure.
Description: "Wireless transmitter, transfers spark to any other wifi on the same temperature channel ."
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. the 100th one is the -273.15 ---- -200.01 range
Breaks into BRMT, or broken metal at a pressure of 15. Also dissolved by ACID
For further usage, check here: WIFI
Description: "Ray Emitter. Rays create points when they collide."
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.
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.
ARAY will not be destroyed by excessive heat or temperature.
For further usage, check here: ARAY
Description: "Electromagnetic Pulse. Breaks activated electronics."
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.
Description: "WireWorld wires, conducts based on a set of GOL-like rules. "
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 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:
- Empty → Empty
- Electron head → Electron tail
- Electron tail → Conductor
- Conductor → electron head if exactly one or two of the neighboring cells are electron heads, or remains Conductor otherwise.
(Please note that one "cell" is one pixel)
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.
Description: "Particle Ray Emitter. Creates a beam of particles set by ctype, range is set by tmp."
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.
When sparked with anything besides PSCN, INST and INWR, the beam cannot go through particles (meaning that if there is a wall in the way, of any material except CRAY or FILT, particles will not be created on the other side even if it still has much to go)
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.
INST and INWR is the "go through everything" mode. It will continue past obstacles until it reaches it's tmp limit, but not delete them.
If you spark INWR when you have CRAY(SPRK), it will spark conductive elements the invisible beam passes through.
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. This does not work when sparked by INWR.
Description: "Tungsten. Brittle metal with a very high melting point."
TUNG melts at around 3422C/3695.15K. 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. TUNG 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.
Description: "Duplicator ray. Replicates a line of particles in front of it."
When powered, this element copies what is in front of it. By default this will usually double whatever it is copying, but you can set .tmp and .tmp2 to refine how it copies. When sparked by INWR, it doesn't copy diagonally. When sparked by PSCN, it will replace existing particles when placing the copy down. Setting the .tmp to a non 0 value will copy that amount of pixels (instead of stopping at an empty space). Setting .tmp2 sets how much space to leave between each copy. Changing .ctype sets which element to stop copying on (instead of empty space).