Difference between revisions of "Elements:Force"

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{{Languages|Elements:}}
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{{Languages|Elements:Force}}
  
在V74.0版本引入,用于以不同的方式影响其它物质。菜单的原名是“力”,后面改为“力源”。然后在V84.0版本,又改回了“力”
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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.
  
 
=== [[File:PIPE.png|PIPE]] [[Element:PIPE|Pipe]]  ===
 
=== [[File:PIPE.png|PIPE]] [[Element:PIPE|Pipe]]  ===
  
'''描述:'''
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'''Description:'''
"PIPE,移动周围的粒子. 在BRCK产生时,删除周围的一些粒子,用于做出口。然后PIPE创建成功,可以使用了。"
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"PIPE, moves particles around. Once the {{MaterialBtn|BRCK}} generates, erase some for the exit. Then the PIPE generates and is usable."
 
在产生过程中,一层BRCK出现在PIPE的周围。删除PIPE周围的BRCK,来设置PIPE的出口。一系列的线会出现,从尾部向头部依次产生,以指示PIPE的方向。当PIPE计算完成,你可以删除BRCK,用其它元素代替。
 
  
详见[[:using_pipe_element| PIPE使用教程]]
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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.
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Read the tutorial for more information (and pictures)
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[[:using_pipe_element| Tutorial on how to use PIPE]]
  
 
=== [[File:ACEL.png|ACEL]] [[Element:ACEL|Accelerator]]  ===
 
=== [[File:ACEL.png|ACEL]] [[Element:ACEL|Accelerator]]  ===
  
'''描述:'''
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'''Description:'''
  "加速器, 为周围的元素加速"
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"Accelerator, speeds up nearby elements."
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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.
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=== [[File:DCEL.png|DCEL]] [[Element:DCEL|Decelerator]] ===
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'''Description:'''
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"Decelerator, slows down nearby elements."
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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%.
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=== [[File:GBMB.png|GBMB]] [[Element:GBMB|Gravity Bomb]]  ===
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'''Description:'''
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"Gravity bomb. Sticks to the first element it touches and produces a strong gravity push."
  
为所有非固体粒子加速。ACEL需平行放置,中间只留1个像素的缝隙,这样最高效。设置life值,决定粒子将加速多少。取值100~1000,作用将更明显。ACEL的默认life值为10%每帧
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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:DCEL.png|DCEL]] [[Element:DCEL|减速器]]  ===
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=== [[File:FRAY.png|FRAY]] [[Element:FRAY|Force Emitter]]  ===
  
'''描述:'''  
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'''Description:'''  
"减速器, 为周围的元素减速."
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Force emitter. Pushes or pulls objects based on its temperature. Use like {{MaterialBtn|ARAY}}.
  
与ACEL相反。为所有非固体粒子减速。设置life的值,决定粒子将加速多少。逐渐增大值到100,作用将更明显。设置life为100,会将所有粒子立即停止。默认将粒子速度按91%速率降低。
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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.
  
=== [[File:FRAY.png|FRAY]] [[Element:FRAY|引力发生器]]  ===
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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.
  
'''描述:'''
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Note: FRAY can effect Any moving particle! That includes radiation particles!
"引力发生器. 根据自身温度来,推或拉物体。像ARAY一样使用。"
 
  
当通电后,它会向相反的方向,将用体推开。FRAY的温度值,决定了力的大小。如果冷却(温度小于0),它将物体拉向它。如果被加热,则会将物体推开。
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=== [[File:RPEL.png|RPEL]] [[Element:RPEL|Repeller]]  ===
它与ARAY的工作方式很类似,它只设置与电流导入方向相反的粒子的速度。但只设置周围10个像素的的粒子。
 
提示: FRAY可以影响所可移动的粒子。包括辐射粒子。
 
  
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'''Description:'''
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"Repels or attracts particles based on its temperature."
  
=== [[File:RPEL.png|RPEL]] [[Element:RPEL|引力反射器]]  ===
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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.
  
'''描述:'''
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=== [[File:DMG.png|DMG]] [[Element:DMG|Damage]] ===
"根据自身温度,推或拉粒子"
 
  
根据自身温度,吸引或排斥粒子。如果温度低于0,是吸引。高于零,是排斥。与FRAY不同,它不需要供电,即可工作。它可以影响,以其为中心,直径为20像素的方块的范围。
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'''Description:'''
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"Generates damaging pressure and breaks any elements it hits."
  
=== [[File:DMG.png|DMG]] [[Element:DMG|灭霸]] ===
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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.
  
'''描述:'''
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=== [[FILE:PSTN.png|PSTN]] [[Element:PSTN|Piston]] ===
"产生毁灭性的压力,来摧毁任意它接触的元素."
 
  
在它接触的任何东西表现(除DMND),产生毁灭性的压力。比较像一个移动的固体,在下落过程种,不会扩散,它会一直保持你设置的形状。下落过程中,不会被气压影响。在FANCY显示模式,它会像BOMB和DEST一样,被贴上闪闪发光的纹理。
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'''Description:'''
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"Piston, extends and pushes particles."
  
=== [[FILE:PSTN.png|PSTN]] [[Element:PSTN|活塞]] ===
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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.
  
'''描述:'''
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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.
"活塞, 扩张并推动其它粒子"
 
  
通过PSCN给活塞供电,它扩张的方向,也PSCN在哪个方向有关。在PSTN与PSCN之间,留一个像素的缝隙就会方便控制。不能对角扩张。它当扩张到碰到其它元素,将会推动它。
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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).
PSTN在遇到墙,或者推动的粒子,将过它的能力时,停止扩张。默认它可以推动31个粒子,但是你可以设置tmp值,让它可推动的更多或更少。
 
你可以使用NSCN让PSTN缩回(事实上,所有其它不是PSCN的导体)。回缩时,它将拉回在它前面的所有元素。如果有太多元素在它前面,它将只拉回它能拉的数量。(依tmp的值而定)<br>
 
ctype:如果设置这个值,PSTN将在遇到该元素时,停止。像遇到墙时一样。<br>
 
tmp:一次它可以推或拉多少像素。如果不设置,默认为31<br>
 
tmp2:最大的扩展长度,如果不设置,默认为255<br>
 
  
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ctype: if set, will make PSTN stop when it hits this element, like it would to walls.<br>
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tmp: How many pixels it can push or pull at once. if not set, defaults to 31.<br>
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tmp2: Maximum extension length. If not set, defaults to 255.
  
=== [[File:FRME.png|FRME]] [[Element:FRME|框架]] ===
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=== [[File:FRME.png|FRME]] [[Element:FRME|Frame]] ===
  
'''描述:'''  
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'''Description:'''  
"框架,可用于与活塞结合,推动更多的粒子"
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"Frame, can be used with pistons to push many particles"
  
FRME使PSTN更有用。有了它,你可以只使用一个活塞,推动整块元素。使用时,需要画一条1个像素厚的FRME,在活塞的前端。框架最长可以是31像素。当推动PSTN时,整个框架的线条,及所有在它前面的东西,会被推动。而当回缩PSTN时,它们都会被拉回。
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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 )
如果FRME上任意一点,不能移动,则整个PSTN都不会移动。回缩同理。所以,请保持框架的移动路径上是空的。
 
使用FRME有一些限制。在FRME线条上面,再放置的其它FRME元素,不会计做FRME的一部分(FRME是不可移动元素),所以你不能推或拉动形状奇怪的FRME。
 
  
同样,不能将多个活塞关联到同一个FRME上,他们会互相阻碍。可能会出现一些未知的小问题,导致出现未预期的情况。偶尔FRME破碎,或者PSTN不正常伸长。它们大多都修复了,但是如果你看到任何奇怪不符合预期的事情,请反馈。
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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.
  
TMP值如何被设置为1,会使FRME变得没有粘性,即只能推,但不会拉回粒子。
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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.
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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.
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[[Category:Force]]

Latest revision as of 15:15, 1 December 2023

Language: English  • 한국어 • polski • русский • 中文

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.

PIPE Pipe

Description: "PIPE, moves particles around. Once the BRCK.png generates, erase some for the exit. Then the PIPE generates and is usable."

After spawning, a layer of BRCK.png appears around the PIPE. To set the direction of the PIPE, erase the BRCK.png 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.png and replace the sides with another element.

Read the tutorial for more information (and pictures) Tutorial on how to use PIPE

ACEL 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.

DCEL 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%.

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.

FRAY Force Emitter

Description: Force emitter. Pushes or pulls objects based on its temperature. Use like ARAY.png.

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.png, 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!

RPEL 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.

DMG Damage

Description: "Generates damaging pressure and breaks any elements it hits."

Generates devastating pressure on contact with any surface except DMND.png. Will break some particles even without air pressure enabled, such as GLAS.png. 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.png or DEST.png when on fancy display.

PSTN Piston

Description: "Piston, extends and pushes particles."

Piston. When sparked using PSCN.png, it starts extending based on where the PSCN.png is. Put a 1 pixel gap between the PSTN and the PSCN.png 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 NSCN.png (or, actually, any conductor that isn't PSCN.png). 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.

FRME 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.