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    Hammer: Difference between revisions

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    ==Drag==
    ==Drag==
    This mode is the default mode that is selected when the hammer is held. It allows you to move parts to any location you desire, except inside other parts. On rings of planets, It may not work cause you are at negative Y coordinate so build at top of asteroids.
    This mode is the default mode that is selected when the hammer is held. It allows you to move parts to any location you desire, except inside other parts.


    ===='''How to use it:'''====
    '''How to use it:'''
    To use it, hover over the part you want to move and hold the left mouse button, a blue "frame" will appear around the part selected and dragging your mouse will change the part's position. If you hold <code>[CTRL]</code> the part wont weld to anything and will be unanchored.
    To use it, hover over the part you want to move and hold the left mouse button, a blue "frame" will appear around the part selected and dragging your mouse will change the part's position. If you hold <code>[CTRL]</code> the part wont weld to anything and will be unanchored.


    '''Warning:'''
    '''Warning:'''


    Hammer breaks at negative y coordinates. To use it at them u need to shake your camera while holding item or start moving item around yourself using hammer.
    Drag can malfunction at negative Y coordinates, if you cannot move a part, try shaking the camera or moving around your character/Mouse. This will often happen if you are building on rings or under the map.


    ==Size==
    ==Size==
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    <!-- Put Image here showing a wire going trough a wall -->
    <!-- Put Image here showing a wire going trough a wall -->


    ===='''How to use it:'''====
    '''How to use it:'''
    To use it, hover over the part you want to resize and left-click it, a blue "frame" and six blue spheres will appear around the part selected. Drag any of the spheres and the part will resize if it can.
    To use it, hover over the part you want to resize and left-click it, a blue "frame" and six blue spheres will appear around the part selected. Drag any of the spheres and the part will resize if it can.
    You have three levels of precision: 1, 0.5 and 0.1 . 1 should be the one you use the most, the rest are for precise building or separating [[Wire|wires]] or [[Chute|Chutes]] that would normally touch. You can copy part size by selecting part that you want to resize and hovering your cursor on other part and clicking F.
    You have three levels of precision: 1, 0.5 and 0.1 . 1 should be the one you use the most, the rest are for precise building or separating [[Wire|wires]] or [[Chute|Chutes]] that would normally touch. You can copy the size of another part by hovering your mouse you want to copy from and by pressing <code>[F]</code>.


    <!-- Put image here representing two power cables and two lamps, in the left, both cables touch thus both lamps are on, but in the right, the same setup is built, but using 0.1 a little gap has been made between both cables and only one lamp is on -->
    <!-- Put image here representing two power cables and two lamps, in the left, both cables touch thus both lamps are on, but in the right, the same setup is built, but using 0.1 a little gap has been made between both cables and only one lamp is on -->
    Line 47: Line 47:


    ==Faces==
    ==Faces==
    TODO
    Nobody nose...
    <!--This mode allows you to add hinges to a face of a part-->
    <!--This mode allows you to add hinges to a face of a part-->

    ===='''How to use it:'''====
    '''How to use it:'''
    Nobody nose...
    TODO






    ==Paint==
    ==Paint==
    This mode allows you to paint parts to the color of your choosing. While this purely decorative, color-coding things can still help when organizing [[Bin|bins]] or [[Chute|chutes]]! For example, let's imagine you have 20 bins containing resources and you want copper, but they all look the same! How will you find what you want? If your bins were color-coded, you would simply have to go to the orange bin because you know it would contain copper, instead of searching trough every bin you own.
    This mode allows you to paint parts to the color of your choosing. While this is purely decorative, color-coding things can still help when organizing [[Bin|bins]] or [[Chute|chutes]]! For example, let's imagine you have 20 bins containing resources and you want copper, but they all look the same! How will you find what you want? If your bins were color-coded, you would simply have to go to the orange bin because you know it would contain copper, instead of searching trough every bin you own.


    <!--Add image showing a normal bin and a painted bin -->
    <!--Add image showing a normal bin and a painted bin -->


    ===='''How to use it:'''====
    '''How to use it:'''
    To use it, hover the part you want to paint and left click it, the chosen color will be applied to the part. There are two ways to select a color;
    To use it, hover the part you want to paint and left click it, the chosen color will be applied to the part. There are two ways to select a color;
    First, The color picker will allow you to choose any color you want in a simple way, just click anywhere on the gradient to set the color. The other way to select a color is to directly write the RGB values in the three boxes at the bottom.
    First, The color picker will allow you to choose any color you want in a simple way, just click anywhere on the gradient to set the color. The other way to select a color is to directly write the RGB values in the three boxes at the bottom.
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    Parameters: <!-- This could be explained better -->
    Parameters: <!-- This could be explained better -->
    *MaxForce: The maximum "Strength" of the spring. For example; image a spring connected to a stationary part and a large block of iron, the block is moved and the spring is thus extended. If this spring had high MaxForce, it would pull the large block to be at its FreeLength, if it had low MaxForce, it wouldn't be able to pull the block and would stay extended. Range: n > 0 Default: inf
    *MaxForce: The maximum "Strength" of the spring. For example; imagine a spring connected to a stationary part and a large block of heavy material, the block is affected by gravity and the spring is thus extended. If this spring had high MaxForce, it would pull the large block to be at its FreeLength, if it had low MaxForce, it wouldn't be able to pull the block and would stay extended.


    *Stiffness: Changes How much the spring naturally moves. (Most visible when a spring is attached to a stationary ceiling and a part free of movement) Range: n > 0 Default: 1000
    *Stiffness: Changes How much the spring naturally moves. (Most visible when a spring is attached to a stationary ceiling and a part free of movement)


    *FreeLength: The normal length of the spring, if extended, the spring will try to retract to this length, if compressed, the spring will try to expand to this length. Range: n > 0 and n > Distance between both parts. Default: nil (Length will be defined by distance between chosen parts)
    *FreeLength: The normal length of the spring, if extended, the spring will try to retract to this length, if compressed, the spring will try to expand to this length.


    *Damping: ??? Range: n > 0 Default: 2
    *Damping: ???


    ===Rope===
    ===Rope===
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    Parameters:
    Parameters:
    *Length: How long the rope is. Range: n > 0 and n > Distance between both parts. Default: nil (Length will be defined by distance between chosen parts)
    *Length: How long the rope is in studs.
    *Restitution: How elastic the rope is. Range: 0 - 1 Default: 0


    *Restitution: How elastic the rope is.
    <!-- Image of a player pulling a block of iron using a rope -->
    <!-- Image of a player pulling a block of iron using a rope -->


    Line 103: Line 104:


    Parameters:
    Parameters:
    *Length: How long the rod is. Range: n > 0 and n > Distance between both parts. Default: nil (Length will be defined by distance between chosen parts)
    *Length: How long the rod is in studs.


    <!-- image of a DriveBox connected to a Motor -->
    <!-- image of a DriveBox connected to a Motor -->


    ==='''How to use it:'''===
    '''How to use it:'''=
    To use this mode, select the constraint you want to add, input your parameters (Optional), click two parts and the constraint will appear between both parts. if you want to remove a constraint, click one of the two parts with the Cjoint mode selected.
    To use this mode, select the constraint you want to add, input your parameters (Optional), click two parts and the constraint will appear between both parts. if you want to remove a constraint, click one of the two parts with the Cjoint mode selected or drag them using the drag tool.






    ==Config==
    ==Config==
    This mode allows you to configure parts, this is important for any factory (even the most basic) and to any contraption or system more complex (like a ship or a [[Microcontroller]]). The most basic utilization of this mode is configuring a [[Extractor]], if you were to mine [[Copper]], you would have to place the [[Extractor]] then using this mode to change <code>MaterialToExtract</code> to "Copper", thus allowing it to mine the [[Copper]].
    This mode allows you to configure parts, this is indispensable for any factory (even the most basic) and to any contraption or system more complex (like a ship or a [[Microcontroller]]). The most basic utilization of this mode is configuring a [[Extractor]], if you were to mine [[Copper]], you would have to place the [[Extractor]] then using this mode to change <code>MaterialToExtract</code> to "Copper", thus allowing it to mine the Copper.


    ===='''How to use it:'''====
    '''How to use it:'''
    To use it, hover over the part you want to Configure and left-click it, the gray rectangle on the right should show the properties of the part. There are two types of properties: rectangles you can write in (Like <code>MaterialToExtract</code> of an [[Extractor]]) or checkmark boxes (Like <code>Toggled</code> of a [[Switch]]). When you have put the parameters you wanted in the menu click "Apply" to make the properties take effect.
    To use it, hover over the part you want to Configure and left-click it, the gray rectangle on the right should show the properties of the part. There are three types of properties: rectangles you can write in (Like <code>MaterialToExtract</code> of an Extractor) , checkmark boxes (Like <code>Toggled</code> of a [[Switch]]) and dropdown boxes (Like the <code>PolysiliconMode</code> of a [[Polysilicon]]. When you have put the parameters you wanted in the menu left click "Apply" to make the properties take effect.


    <!-- put image here of the config menu -->
    <!-- put image here of the config menu -->

    Revision as of 15:43, 14 September 2023

    The Hammer Is the most essential tool of any player, It is given to you on spawn (appears in slot 1) and cannot be dropped. It allows the manipulation and configuration of parts through six simple modes:


    These modes cannot modify parts that are owned by other players unless they give you permission;

    • Modify: Allows Drag, Size, Faces and Cjoint
    • Unlock: Allows you to unlock the part (Not important here)
    • Paint: Allows Paint
    • Configure: Allows Config
    • Interact: Allows you to interact with parts (Ex: Click a button or toggle a switch) (Not important here)



    Drag

    This mode is the default mode that is selected when the hammer is held. It allows you to move parts to any location you desire, except inside other parts.

    How to use it: To use it, hover over the part you want to move and hold the left mouse button, a blue "frame" will appear around the part selected and dragging your mouse will change the part's position. If you hold [CTRL] the part wont weld to anything and will be unanchored.

    Warning:

    Drag can malfunction at negative Y coordinates, if you cannot move a part, try shaking the camera or moving around your character/Mouse. This will often happen if you are building on rings or under the map.

    Size

    This mode allows you to resize parts, as long as it respects their malleability. Malleability determines how big a part can be made; a part with low malleability (Like Copper) will not be able to be made large, while a part with high malleability (Like Iron) will be able to be made very big. Some parts have locked size, meaning you cannot resize them!

    It is to note nothing stops you from making a part clip trough the ground or another part.

    How to use it: To use it, hover over the part you want to resize and left-click it, a blue "frame" and six blue spheres will appear around the part selected. Drag any of the spheres and the part will resize if it can. You have three levels of precision: 1, 0.5 and 0.1 . 1 should be the one you use the most, the rest are for precise building or separating wires or Chutes that would normally touch. You can copy the size of another part by hovering your mouse you want to copy from and by pressing [F].



    Faces

    TODO

    How to use it: TODO


    Paint

    This mode allows you to paint parts to the color of your choosing. While this is purely decorative, color-coding things can still help when organizing bins or chutes! For example, let's imagine you have 20 bins containing resources and you want copper, but they all look the same! How will you find what you want? If your bins were color-coded, you would simply have to go to the orange bin because you know it would contain copper, instead of searching trough every bin you own.


    How to use it: To use it, hover the part you want to paint and left click it, the chosen color will be applied to the part. There are two ways to select a color; First, The color picker will allow you to choose any color you want in a simple way, just click anywhere on the gradient to set the color. The other way to select a color is to directly write the RGB values in the three boxes at the bottom. By pressing [F], you can copy the color of the part you are hovering, useful for color-coding bins according to the material they contain.



    CJoint

    This mode allows you to place various constraints between parts: Specifically the SpringConstraint, RodConstraint and RopeConstraint. Additionally, some parts add features to these constraints. Every constraint will come with parameters, defining some property of the constraint.

    Warning! Cjoint may be confusing or contain incorrect information, proceed with caution!

    Spring

    The spring constraint allows you to connect two parts together with a spring. This spring can be used to make the suspension system of a car.

    Parameters:

    • MaxForce: The maximum "Strength" of the spring. For example; imagine a spring connected to a stationary part and a large block of heavy material, the block is affected by gravity and the spring is thus extended. If this spring had high MaxForce, it would pull the large block to be at its FreeLength, if it had low MaxForce, it wouldn't be able to pull the block and would stay extended.
    • Stiffness: Changes How much the spring naturally moves. (Most visible when a spring is attached to a stationary ceiling and a part free of movement)
    • FreeLength: The normal length of the spring, if extended, the spring will try to retract to this length, if compressed, the spring will try to expand to this length.
    • Damping: ???

    Rope

    The rope constraint allows you to connect two parts together with a loose rope. This rope can be used to tow parts using your body or a vehicle, for example imagine a block of iron and a player wearing apparel around their torso. Using a rope, the apparel is connected to the block, when the player start walking, the rope will straighten until it cannot and the player will start pulling the block. If the block is too heavy, the player wont be able to pull the block. The rope can also be used to make a swing which is less useful.

    If a rope is connected to a Winch, the winch can be connected to a "Activate" Polysilicon to lengthen the rope or to a "Deactivate" Polysilicon to shorten the rope.

    Parameters:

    • Length: How long the rope is in studs.
    • Restitution: How elastic the rope is.

    Rod

    The rod constraint allows you to connect two parts with a solid rod. This rod will not bend but it can swing.

    If a rod connects a DriveBox to a Engine or Motor, the DriveBox will spin at the same speed as the connected Engine/Motor.

    Parameters:

    • Length: How long the rod is in studs.


    How to use it:= To use this mode, select the constraint you want to add, input your parameters (Optional), click two parts and the constraint will appear between both parts. if you want to remove a constraint, click one of the two parts with the Cjoint mode selected or drag them using the drag tool.


    Config

    This mode allows you to configure parts, this is indispensable for any factory (even the most basic) and to any contraption or system more complex (like a ship or a Microcontroller). The most basic utilization of this mode is configuring a Extractor, if you were to mine Copper, you would have to place the Extractor then using this mode to change MaterialToExtract to "Copper", thus allowing it to mine the Copper.

    How to use it: To use it, hover over the part you want to Configure and left-click it, the gray rectangle on the right should show the properties of the part. There are three types of properties: rectangles you can write in (Like MaterialToExtract of an Extractor) , checkmark boxes (Like Toggled of a Switch) and dropdown boxes (Like the PolysiliconMode of a Polysilicon. When you have put the parameters you wanted in the menu left click "Apply" to make the properties take effect.

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