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This category contains 16 elements, 14 of which are true walls, all of which are indestructible.
NOTE: some things like BRAY (when shot out from ARAY) can go through any wall. This is just because it doesn't check for walls when being created, it can't actually exist inside most walls. LIGH does the same.
Description: "Erases walls."
Description: "Blocks everything. Conductive."
Special: Conducts SPRK. Transparent to ARAY.
Description: "E-Wall. Becomes transparent when electricity is connected."
Blocks: See special
Allows: See special
Special: Acts like WALL (Non conductive) when not electrified, otherwise acts like Conductor.
Description: "Detector. Generates electricity when a particle is inside."
Special: Will pass SPRK on to anything conductive while a particle is in its area. When activated, it gives out a orange glow.
Description: "Streamline. Set start point of a streamline."
Special: Shows you how pressure is moving around the simulation. Unlike other walls, the brush size doesn't matter.
Description: "Fan. Accelerates Air. Use the line tool to set direction and strength."
Special: Creates pressure and airflow. To use, place the wall where you need it, while you still have the Fan wall selected hold shift, click on the wall then drag in the direction you want air to flow.
Fan gives stickmen the ability to shoot out air, just like it would an element. Its head will turn light blue, and it will get overridden by any other element it touches.
Description: "Blocks most particles but lets liquids through. Conductive."
Blocks: Gases, Powders, Solids and Energy
Allows: Liquid Elements, Pressure
Special: Only allows liquids to pass through it, Also conducts SPRK to anything conductive.
Description: "Absorbs particles but lets air currents through."
Blocks: Nothing, it eats them instead
Special: Absorbs all particles that enter its space. HOWEVER, if the particle has a vector speed (X) and the thickness is less than X, the particles will pass.
Description: "Basic wall, blocks everything."
Description: "Allows air, but blocks all particles."
Blocks: All particles of any state
Description: "Allows powders, blocks all other particles."
Blocks: Anything not a powder, except FIRE, SMKE and CO2
Allows: Powders, FIRE, SMKE, CO2
Special Allows only powders and FIRE, SMKE and CO2.
Description: "Allows all particles to pass through and conducts electricity."
Special: Conducts SPRK to anything conductive.
Description: "E-Hole. Absorbs particles, releases them when powered."
Allows: See Special
Blocks: See Special
Special: Holds particles in place until electrified, releases them when electrified. Forms Black Holes when too much mass is put into it. E-Hole will also remove jetpacks from a stickman or a fighter.
Description: "Allows gasses, blocks all other particles."
Blocks: Liquids, Solids, Powders and Energy.
Allows: Gasses and Pressure
Special: This wall does allow FIRE as well.
Description: "Gravity wall. Newtonian Gravity has no effect inside a box drawn with this."
Blocks: Newtonian gravity.
Allows: All particles
Special: If you make a box using gravity wall, then Newtonian gravity has no effect inside the box. It does not block how things like pressure are blocked, it just sets the gravity of all things inside the box to 0.
When a stickman/fighter makes contact, small purple rocket boots appear (Or what other call jetpacks), giving that person the ability to fly by ejecting hot plasma downwards. A stickman can still use another element, but cannot walk or "jump" without creating plasma, making troublesome to walk across flammable materials. A stickman cannot be hurt by plasma when it has a jetpack on, but will still be hurt by heat.
Controls: ^ arrow key: up < arrow key: left > arrow key: right <> simultaneously held down: Brake (Slowly goes down)
Description: "Allows energy particles, blocks all other particles."
Blocks: Everything except energy particles.
Allows: All energy particles. At the moment, these are PHOT, NEUT, ELEC, PROT, and GRVT