Console Commands
| help | Shows a list of commands |
| settings | Toggles the settings hexgrid where you can add your email and serial |
| save | Saves your current game mode snapshot |
| reset | Reloads the game with the selected snapshot |
| load | Changes the current game mode |
| shutdown | Closes the game |
| spawn | Spawns parts at mouse cursor location |
In Game Keys
| Arrow keys | Orbits the camera around a focused part |
| Tab + LMB on a part | Focuses the camera on the clicked part |
| Tab | Switches between first and third person view |
| Shift + Tab | Cycles through cameras |
| Shift + Up/Down Arrow keys | Zooms in/out the camera (third person view only) |
| Escape key | Toggles console/visual programming |
| Ctrl + Click on the ground | Spawns parts |
| Delete + LMB on a part | Deletes the selected part |
Visual Programming
| LMB on a part | Opens up the hexagonal grid of the selected part |
| Shift + LMB on a part | Adds the selected part to the current hexagonal grid |
| Ctrl + LMB on any hexagon | Shows a list of available options |
| Ctrl + Drag & drop grid tile on a hexagon | Links input and output or viceversa (more info in visual programming section) |
| Tab | Cycles through options in the console |
| LMB on a operant property hexagon | Allows to add an static input to the property (blue hexagons, more info in visual programming section) |
| Ctrl + Shift + LMB on a hexagon | Deletes the links of the selected property |
| Middle Mouse Button Drag | Pans through the hexagonal grid |
| Scroll | Zooms in/out the hexagonal grid |
| LMB on any operant | Shows a list of available operant's properties |
| Ctrl + LMB on any operant | Shows operant's available properties |
Building
| Press & hold 1 | Creates a connection between parts (more info available in the building section) |
| Press & hold 2 | Creates a voltaic arc connection between parts (more info available in the building section) |
| Press & hold 6 | Creates hexearth (more info available in the Hex-build system section) |
| Press & hold 7 | Deletes hexearth (more info available in the Hex-build system section) |
| Press & hold 8 | Creates Energy Bridge (more info available in the Hex-build system section) |
| 0 + LMB on a part | Disconnects a part |
The construction system supports two different ways of connecting two objects together, the short and the long distance.
Connection Types
Close distance:
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Long distance:
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Community References
Create hexearth:
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Delete hexearth/structure:
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Create ramps:
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Create Energy Bridge:
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Earth
Water
Volcanic
Grass
Metal
Ice
Save Blueprints:
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Load Blueprints:
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A key part in building your robot is to program it. Using visual elements you are able to program behaviors and control your creations by simple connections between operants and parts. Inside the game you enter this special programming mode via the Escape key. This displays the in game console and upon clicking an object you now are presented with a hexagonal grid, which represent parts, operants, inputs and outputs. While programing you might create, destroy and connect these tiles in diferent ways to modify the behavior of your robot.
Console
Important tasks in the game, such as saving and loading game files, reseting and quiting the game are left to the console. To execute a command on the console, simply type the command and press enter. The console plays a crucial role in programing your robot since you have access to every part of the robots programming here. The console is related to the grid by the current context, just click on an object and you can program it.
Operants
Community References
- Kayla's Tutorial 02 - Fast Firing Plasma Cannon by Kalapixie
- Programming Tutorial by Kalapixie
- Rawbots 101 - Visual Programming Basics (Input Sampler / Sample Mapper) by McVladi
- Rawbots 101 - Visual Programming Basics (Oscillator) by McVladi
- Video - Explaining Permissions by Xyceres
- Video - How to control an elbow with a keyboard by Xyceres
Community References
- >disconnect
- input pulse (0,1)
- disconnects part on pulse
- >primary_color
- input color (#000000-#FFFFFF)
- sets primary color for part
- >secondary_color
- input color (#000000-#FFFFFF)
- sets secondary color for part
- >highlight_color
- input color (#000000-#FFFFFF)
- sets highlight color for part
- >glow_color
- input color (#000000-#FFFFFF)
- sets glow color for part
- <part
- output part
- gets part reference
- >size
- input angle degrees (1-100)
- sets the field of vision's width
- >near
- input distance meter (1-500)
- sets the field of vision's starting distance from the camera lens
- >far
- input distance meter (1-5000)
- sets the field of vision's maximum distance from the camera lens
- <activity
- output number (0-infinity)
- gets the number of parts within the field of vision
- <detected
- output part
- gets the first seen part reference within the field of vision
Inherits from part
Inherits from part
- >angle
- input angle degrees (-90-90)
- sets the bending angle
- >velocity
- input angle degrees/secs (-1000-1000)
- sets the angular speed at which the elbow will reach it's bending limit
Inherits from part
- >power
- input dimmer (0-1)
- sets the bridge's power
- <length
- output dimmer (0-1)
- gets the bridge's length
Inherits from part
Inherits from part
Inherits from part
- >capacitance
- input capacitance (1-10)
- sets the capacitance value
Inherits from part
Inherits from part
- >lift
- input force (0-1000)
- sets propulsion force's magnitude
Inherits from part
- >thrust
- input force (0-1000)
- sets propulsion force's magnitude
Inherits from part
- >thrust
- input force (0-1000)
- sets propulsion force's magnitude
Inherits from part
- >length
- input dimmer (0-1)
- sets the laser's length
- >color
- input color (#000000-#FFFFFF)
- sets the laser's color
Inherits from part
- >angle
- input angle degrees (-180-180)
- sets the motor's offset angle
- >velocity
- input angle degrees/secs (-1000-1000)
- sets speed at which the motor makes a full revolution
- <angle
- output angle degrees (-1000-1000)
- gets the motor's current angle
Inherits from part
- >shoot
- input pulse (0,1)
- shoots a plasma bullet on pulse
- >energy_source
- input part
- sets the cannon's energy source part
Inherits from part
- >color
- input color (#000000-#FFFFFF)
- sets the light's color
- >intensity
- input amount (0-8)
- sets the light's intensity
- <intensity
- output amount (0-8)
- gets the light's intensity
Inherits from part
- >iris
- input amount (1-10)
- sets the width of the light
Inherits from part
Inherits from part
- >positive
- input keyboard
- positive keypress of the operant
- >negative
- input keyboard
- negative keypress of the operant
- >attack
- input number 0.0
- how fast the input sampler will increment or decrement
- >release
- input number 0.0
- how long the input sampler takes to reset to 0
- <sample
- output number 0.0
- gets sample signal
- >part
- input part
- part to be used
- <altitude
- output number 0.0
- gets altitude output
- >sample
- input number 0.0
- numeric input of operant
- >sample_min
- input number 0.0
- augment minimun sample
- >sample_max
- input number 0.0
- augment maximun sample limit
- >mapped_min
- input number 0.0
- minimun range of increment
- >mapped_max
- input number 0.0
- maximun range of increment
- >invert
- input logic (0,1)
- inverts mapped output
- <mapped
- output number 0.0
- gets sample output
- <inverted
- output number 0.0
- gets inverted sample output
- >part_a
- input part
- part_a to be used
- >part_b
- input part
- part_b to be used
- <distance
- output number 0.0
- gets distance between parts output
- >sample_a
- input number 0.0
- sample to be used
- >sample_b
- input number 0.0
- sample to be used
- >part_a
- input part
- part_a to be used
- >part_b
- input part
- part_b to be used
- >color_a
- input color #FFFFFF
- color to be used
- >color_b
- input color #FFFFFF
- color to be used
- >selector
- input signal (0-1)
- signal input
- <sample
- output number 0.0
- gets sample output
- <color
- output color #FFFFFF
- gets color output
- <part
- output part
- gets part output
- >sample_a
- input number 0.0
- sample to be used
- >sample_b
- input number 0.0
- sample to be used
- >part_a
- input part
- part_a to be used
- >part_b
- input part
- part_b to be used
- >color_a
- input color #FFFFFF
- color to be used
- >color_b
- input color #FFFFFF
- color to be used
- >selector
- input signal (0-1)
- signal input
- <sample
- output number 0.0
- gets sample output
- <color
- output color #FFFFFF
- gets color output
- <part
- output part
- gets part output
- >part_a
- input part
- >part_b
- input part
- part_b to be used
- <connectivity
- output logic (0,1)
- gets connectivity output
- >time
- input number 0.0
- time input
- >time_scale
- input number 0.0
- oscillator time scale
- >amplitude
- input number 0.0
- maximun change over a period
- >frequency
- input number 0.0
- number of occurrences of a repeating event per unit time
- >phase
- input number 0.0
- initial angle of a sinusoidal function at its origin
- >offset
- input number 0.0
- an integer indicating the distance (displacement) from the beginning of the object up until a given element or point
- >type
- input signal Sin|Square
- oscillator signal
- >invert
- input logic True|False
- Inverts oscillator signal
- <sample
- output number 0.0
- gets oscillation output
- >type
- input type NOT|AND|OR|NAND|NOR|XOR|XNOR
- operation type
- >in_a
- input logic (0,1)
- logic input
- >in_b
- input logic (0,1)
- logic input
- <out
- output logic (0,1)
- gets logic gate output
PID(proportional, integral, derivative) Controller
External references:
http://en.wikipedia.org/wiki/PID_controller
Community references:
- >part_a
- input part
- accelerometor part input
- <gravity
- output number 0.0
- gets acceleration of the gravity
- <pitch
- output number 0.0
- gets pitch angle output
- <accel_up
- output number 0.0
- gets projected acceleration on the y axis
- <accel_side
- output number 0.0
- gets projected acceleration on the x axis
- <accel_front
- output number 0.0
- gets projected acceleration on the z axis
- <roll
- output number 0.0
- gets roll angle in degrees
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