recursal/Fanatic-Fandom huggingface dataset:
Maximum Temperature

The Maximum Temperature of a Planetary Body object represents the highest surface temperature present on the object's Temperature map.

While the user can change the Maximum Temperature in the properties panel, it is continually recalculated as time passes in the simulation.

## Property Details

### Location

The Maximum Temperature property of an object can be found near the top of the Surface tab.

### Units

Maximum Temperature can be viewed and edited using the following units:

* Kelvin (K) is the SI base unit for temperature
* Degrees Fahrenheit (°F)
* Degrees Celsius (°C)

Conversions between these three units are as follows:

°C = K - 273

°F = (9/5)°C + 32
Remove Barycenter Parent

The Remove action for a Barycenter object removes one of the objects orbiting the barycenter from the list of parent objects for the barycenter. The barycenter will be recalculated as the center of mass of only the remaining parent objects.

## Property Details

### Location

Each of the objects orbiting the barycenter will be listed by name in the Barycenter tab of the barycenter's properties panel. The Remove button for each of these objects will be located under its name. The Remove button will not be displayed if the barycenter has only two parent bodies.
Ange Gardien

* FR
* EN

"Protection divine"

Icône de l'objet

"Extra protection"

Icône de l'objet

**Ange Gardien** est un objet passif déblocable.

## Effets

* Fait apparaitre un familier orbital qui bloque les tirs et inflige des dégâts au contact des ennemis.
* Augmente la vitesse de tous les familiers orbitaux.
* Modèle:Seraphim (Transformation)

## Notes

* L'augmentation de vitesse de rotation augmente les chances de bloquer les tirs ennemis.
Average Temperature

The Average Temperature of an object represents the average temperature on the surface of the object. For Planetary Bodies, the Average Temperature is calculated by averaging across the Temperature map of the object's surface.

The Average Temperature property can affect an object's appearance: For example, at higher temperatures, a planet will begin to glow. At very high temperatures, the object will evaporate.

While the user can change the Average Temperature in the properties panel, it is continually recalculated as time passes in the simulation.

## Property Details

### Location

The Average Temperature property of a Planetary Body can be found in the Overview tab and at the top of the Surface tab.

The Average Temperature of an object is also displayed in its mini-info panel.

### Units

Average Temperature can be viewed and edited using the following units:

* Kelvin (K) is the SI base unit for temperature
* Degrees Fahrenheit (°F)
* Degrees Celsius (°C)

Conversions between these three units are as follows:

°C = K - 273

°F = (9/5)°C + 32
Galaxy Nebula

A Galaxy Nebula in Universe Sandbox is a simulated object representing a cloud of gas, dust, and stars in a galaxy.

## Properties Panel

The properties panel for a Galaxy Nebula object will include only a Nebula tab.

## Characteristics

Galaxy Nebula objects have the following characteristics:

* They are non-attracting objects, meaning that they do **not** exert a gravitational force on other objects in the simulation.
* They are attracted objects, meaning that they feel the effects of gravity from other attracting objects in the simulation.
* They have calculated orbital elements, and their orbit may be displayed.
* They do not collide with other objects, instead passing right through them.
* They experience nebula evolution, in which their nebula-specific properties evolve with time according to their position within the galaxy.
Mean Anomaly

The Mean Anomaly of an object describes the object's position along its orbit. It represents the fraction of the object's Orbital Period that has elapsed since the object passed its pericenter (the point where the object was at its closest distance to its Orbital Parent). For example, when one quarter of an object's orbital period has elapsed since it was at pericenter, the Mean Anomaly is equal to 90°.

Mean Anomaly is one of six orbital elements that describe an object's orbit.

## Property Details

### Location

The Mean Anomaly property is located in the Orbital Elements section of the Motion tab of an object's properties panel, if that object has an Orbital Parent.

### Units

Mean Anomaly is an angle, and can be viewed or edited using the following units:

* Radians (rad)
* Degrees (°) = (180/π) rad

For a circular or elliptical orbit (where Eccentricity < 1), the Mean Anomaly is defined in the range from -180° to +180°, or -π to π rad. For a parabolic or hyperbolic trajectory (Eccentricity >= 1), the Orbital Period is not defined, and the Mean Anomaly may have any value from -∞ to ∞.
Lapse Rate

An object's Lapse Rate indicates the rate at which the surface temperature decreases as altitude increases. Lapse Rate is equal to the object's Surface Gravity divided by its specific heat at constant pressure. This property is **read-only** and is automatically calculated by Universe Sandbox.

## Property Details

### Location

The Lapse Rate property of an object is located in the Elevation section of the Surface tab in the object's properties panel.

### Units

Lapse Rate can be viewed using the following units:

* Degrees Celsius per meter (°C/m)
* Degrees Celsius per kilometer (°C/km) = 0.001 °C/m
Auréole

* FR
* EN

"Toutes les stats augmentées"

"All stats up"

**Auréole** est un objet passif déblocable.

## Effets

* +1 réceptacle de cœur.
	+ Soigne un  cœur rouge supplémentaire.
* .
* .
* .
* .
* .
* +0.5 de taille des larmes.
* Cet objet contribue à la transformation en Séraphin. Obtenir 3 objets de cet ensemble transforme Isaac en ange ce qui lui permet de voler et gagne 3  cœurs éternels.
Planet

A Planet is a type of Planetary Body object in Universe Sandbox, representing a specific Solar System planet, known exoplanet, or a new planet created by the user.

The distinction between a "planet" and an "exoplanet" can vary with context. In the scientific astronomy community, a planet is technically defined as a body orbiting the Sun, and all other planet-like bodies orbiting other stars are termed exoplanets. However, even professional astronomers will often use "planet" to refer broadly to all exoplanets and Solar System planets.

The precise definition of a planet is controversial even within the astronomical community. In Universe Sandbox, there is no distinction between the way planets, exoplanets, moons, and large Solar System objects (i.e., dwarf planets) are simulated, so this type of categorization is less important.

## Database

The physical properties of the Solar System planets in the Universe Sandbox database, including their mass and radius, as well as their orbital elements, are sourced from NASA Jet Propulsion Laboratory's Solar System Dynamics website.
Angular Momentum

The angular momentum of an object is the rotational version of its momentum, and can refer to the orbital angular momentum of an object as it orbits an Orbital Parent, or the spin angular momentum of an object rotating around its own rotation axis.

Like momentum, angular momentum is represented as a 3D vector in Universe Sandbox. The orbital angular momentum is equal to the cross product of an object's position and its momentum. In other words, the angular momentum has a magnitude of

L

o
r
b
i
t

=
D
M
V
sin
⁡
θ
,

{\displaystyle L\_{orbit} = D M V \sin \theta,}

where *D* is the distance between the object and the reference point of its motion, *M* is the object's mass, *V* is the magnitude of the object's velocity vector, or its speed, and θ is the angle between the object's position vector and momentum vector. The direction of the angular momentum vector will point perpendicularly to both the position and momentum vectors, following the right-hand rule of vector mathematics.

The spin angular momentum of a rotating object, simulated as a solid sphere, is

L

s
p
i
n

=

2
5

M
R

V

e
q

,

{\displaystyle L\_{spin} = \frac{2}{5} M R V\_{eq}, }

where *R* is the radius of the object and *V*eq is the linear speed at the equator of the object.
Barycenter

A Barycenter in Universe Sandbox is a simulated object representing the barycenter, or center of mass, of two or more objects interacting via gravity. This center of mass exists for any two or more objects with mass, but the simulated Barycenter object allows the user to see and manipulate the barycenter.

If two objects have equal mass, their barycenter will be located exactly between them. Otherwise, the barycenter will be closer to the more massive object. In systems where one body is much more massive than the other (for example, the Earth orbiting the Sun, or the Moon orbiting the Earth), the barycenter will be located inside the larger body, making it appear as if the smaller object is orbiting the larger object, rather than their barycenter.

## Properties Panel

The properties panel for a Barycenter object will include the Barycenter and Actions tabs.
Bible

* FR
* EN

"Vol temporaire"

"Temporary flight"

**Bible** est un objet activable.

## Effets

* Permet à Isaac de voler pour la durée d'une salle.
* Tue instantanément  Maman,  Le Cœur de Maman et  Il Est Vivant.
	+ Tue également leurs équivalents dans le  Mausolée et la  Géhenne.
	+ Tue Isaac si elle est utilisée contre  Satan.
* Cet objet contribue à la transformation en Rat de Bibliothèque. Obtenir 3 objets de cet ensemble donne 25% de chances de tirer une larme supplémentaire.
* Cet objet contribue à la transformation en Séraphin. Obtenir 3 objets de cet ensemble transforme Isaac en ange ce qui lui permet de voler et gagne 3  cœurs éternels.

## Notes

* Utiliser La **Bible** sur  Isaac,  ???,  Le Bélier,   Murmure,  Méga Satan,   Delirium,   Dogma,   La Bête ou   Mère n'a aucun effet particulier.
* Échanger ou reposer la Bible alors que son effet est actif ne le désactive pas, et Isaac peut continuer de voler jusqu'à ce qu'il quitte la salle.

## Synergies

* : Invoque un feu follet blanc dans l'anneau intérieur. Les larmes des feux follets ont une vitesse des tirs de 0,75, sont autoguidées, et infligent 6 dégâts + 0,1 par étage.

## Succès déblocable

* A Halo - Vaincre  Maman,  Le Cœur de Maman ou  Il Est Vivant en utilisant la .

## Anecdotes

* La Bible est un ouvrage de textes sacrés chrétiens, composée de 73 livres de l'Ancien et du Nouveau Testament (66 pour La Bible Protestante).
* Le fait que la Bible tue instantanément  Maman,  Le Cœur de Maman et  Il Est Vivant est une référence à l'épilogue du jeu, dans lequel la Bible tombe sur la tête de la mère d'Isaac et l'assomme.
* Dans la version Flash de *The Binding of Isaac*, utiliser La Bible sur  Isaac ou  ??? tue le personnage.
* La Bible est l'un des deux ( cinq) objets qui contribuent à deux transformations (Rat de Bibliothèque et Séraphin) et est le seul objet actif à avoir cette particularité. Les autres objets sont , ,  et .
* La Bible est le premier objet activable du jeu en interne avec l'ID 33; elle a probablement aussi été le premier objet activable rajouté au jeu.

## Galerie

* Image de La Bible lorsqu'il est activé.
* 3DS  L'icône de La Bible vue sur l'écran tactile de la 3DS.
Obliquity

The Obliquity property of an object represents the angle between the object's rotation axis and the axis of the reference plane determined by the Rotation Relative to property. If Rotation Relative to is set to the Simulation Grid, this reference direction is the y-axis of the Simulation Grid. If Rotation Relative to is set to the Orbital Plane, the reference direction is the object's orbital axis, defined by its Inclination and Longitude of the Ascending Node.

## Property Details

### Location

The Obliquity property is located in the Rotation section of the Motion tab of an object's properties panel.

### Units

Obliquity is an angle, and can be viewed or edited using the following units:

* Radians (rad)
* Degrees (°) = (180/π) rad

Obliquity is only defined in the range 0-180°, or 0-π rad.
Apocenter Distance

The Apocenter Distance of an object's orbit is the distance from its Orbital Parent to the apocenter, or farthest point, of the orbit. The Apocenter Distance of an object with a circular orbit is equal to its Semi-Major Axis.

The apocenter of an object orbiting the Sun is sometimes referred to as the aphelion, while the apocenter of an object orbiting the Earth is sometimes called the apogee. Apocenter is also synonymous with apoapse, although this term usually refers to the apocenter distance rather than the apocenter point.

## Property Details

### Location

The Apocenter Distance property is located near the top of the Orbital Elements section of the Motion tab in an object's properties panel, if the object has an Orbital Parent. It is a lockable property with Semi-Major Axis, Pericenter Distance, and Eccentricity.

### Units

Apocenter Distance can be viewed and edited using the following units:

* Milky Way Galaxy radius (milky way) = 5.5×104 light year
* Parsec (parsec) = 3.08568025×1016 m
* Light-year (light year) = 9.46073047×1015 m
* Astronomical Unit (AU) = 1.495978707×1011 m
* Solar radius (sun) = 6.955×108 m
* Lunar distance (lunar dist) = 3.844×108 m
* Light-second (light sec) = 2.99792458×108 m
* Jupiter radius (jupiter) = 6.9911×107 m
* Earth radius (earth) = 6.37101×106 m
* Moon radius (moon) = 1.7371×106 m
* Kilometer (km) = 1000 m
* Meter (m) is the SI base unit for length
* Centimeter (cm) = 0.01 m
* Millimeter (mm) = 0.001 m
Selected Cell Ice Mass

The Ice Mass property indicates the mass of the ice in the selected cell.

## Property Details

### Location

The Ice Mass property is located in the Selected Grid Cell section of the Surface tab in the object's properties panel.

### Units

Ice Mass can be viewed and edited using the following units:

* Milky Way Galaxy mass (milky way) = 1.5×1012 sun
* Solar mass (sun) = 1.9891×1030 kg
* Jupiter mass (jupiter) = 1.8986×1027 kg
* Earth mass (earth) = 5.97219×1024 kg
* Moon mass (moon) = 7.349×1022 kg
* Earth ocean mass (ocean) = 1.4×1021 kg
* Earth atmosphere mass (atmosphere) = 5.158×1018 kg
* Kilogram (kg) is the SI base unit for mass
* Gram (g) = 1×10-3 kg
* Milligram (mg) = 1×10-6 kg
Atmosphere Appearance

The Atmosphere Appearance control contains settings for the on-screen appearance of an object's atmosphere.

The checkbox on the left of the control determines whether the atmosphere of the object is displayed. Atmospheres may appear as a colored haze (such as the Earth's atmosphere), or may be so thick that they obscure the surface of the object (such as Venus' atmosphere). Turning off the visible atmosphere can allow the user to see the surface more clearly.

The color setting on the right of the control sets the color of the atmosphere. For known terrestrial planets in the Solar System, including Venus, Earth, and Mars, the Default color of the planet's atmosphere is set by the Universe Sandbox database to match the known appearance of these planets. For other terrestrial planets, the atmosphere color is randomly generated.

## Property Details

### Location

The Atmosphere Appearance control is located in the Layers section of the Visuals tab of an object's properties panel.

### Settings

Expanding the Atmosphere Appearance control reveals a number of settings related to the atmosphere appearance.

#### Atmosphere Opacity

Controls whether the opacity of the atmosphere is simulated or set by the user.

#### Opacity

The transparency of the atmosphere. Can be set by the user or simulated based on the Atmosphere Mass.

#### Hide Atmosphere on Surface Lock

When turned on, the atmosphere visuals will be disabled when entering Surface Lock.
Soundtrack

Universe Sandbox contains an in-game soundtrack formerly consisting of 14 songs composed by Macoubre. These songs are played in all Universe Sandbox games. Some tracks did get removed in some versions, while others are remastered or revamped. Currently, the Universe Sandbox soundtrack contains only 9 soundtracks as of 2024.

## History

The soundtrack was first introduced in Alpha 15 update of Universe Sandbox, consisting of 14 tracks. Today, only 9 soundtracks remain.

## List:

- Intros 1, 2, 3

- Floating

- Universe

- Earth

- Expanse

- Glory

## Tension

Tension can be modified in the Game Settings Menu.
Tidal Heating

One of the effects that Universe Sandbox uses to calculate the temperature of an object is tidal heating, which is produced by the internal friction within an object as it is deformed by tidal forces.

## Related Properties & Settings

### Properties

* The rate at which energy is added to the object from tidal effects is shown in the Tidal Power property.
* The amount of heating depends on the Tidal Heating Effect property of the object.
* Tidal heating will affect an object's Average Temperature or Surface Temperature.

### Settings

* Tidal heating can be toggled on and off in the Thermodynamics section of the full Sim Settings Menu.
* When on, the strength of tidal heating can also be adjusted using the Tidal Heating Multiplier setting in the Thermodynamics section of the Sim Settings Menu.

## Models

At every time step of the simulation, Universe Sandbox calculates the total tidal force acting on the object due to gravitational forces from all the attracting objects in the simulation. The object will deform slightly under this tidal force. Universe Sandbox multiplies the change in this deformation since the last time step by a factor representing the dissipation of energy due to friction to calculate the Tidal Power, or the rate at which energy is added to the object from tidal friction. The Tidal Power is included in the Energy Absorption Rate, which is used to calculate the change in temperature for the object.
Overview Tab

The Overview tab in an object's properties panel displays the basic information about an object, such as its mass, temperature, and speed, as well as a few commonly used actions.

* Name
* Mass
* Radius
	+ Calculated Radius
* Density
* Avg Temperature (Planetary Bodies only)
* Surface Temperature (Stars, Black Holes, Fragments, and Human-Scale Objects)
* Luminosity (Stars only)
* Speed
* Rotational Period
* Orbital Period
* Age
* Surface Gravity
* Distance to You

* Replace Object
* Delete Object
* Auto Orbit
* Zero Velocity
Habitable Zone

The habitable zone of a star is the region around the star where the surface temperature of an orbiting planet or exoplanet would be in the right range of temperatures for water to exist as a liquid. This region is called "habitable" because all known life on Earth requires liquid water to exist. Universe Sandbox can estimate and display the size of the habitable zone for any simulated star.

The habitable zone displayed by Universe Sandbox is indicated by a green color. The region interior to the habitable zone (indicated in red) is too hot to support liquid surface water, while the region exterior to the habitable zone (indicated in blue) is too cold.

## Related Properties & Settings **as the Related Props and Settings**

### Props

* The size of a star's habitable zone depends on its Luminosity, which is located in the Overview tab of the star's properties panel.
* The habitable zone is measured from the surface of the star rather than its center, so the Radius of the star can also affect the location of the edges of the habitable zone.
* If an object is selected, the size of the habitable zone depends on the object's Average Albedo and Infrared Emissivity.

### Settings

* The habitable zone for a star can be displayed using the Habitable button in the View menu in the bottom bar, or by using the Habitable Zones setting in the full View Settings Menu. The habitable zone can also be toggled on and off using the H hotkey.

## Models

As of Update 30, if an object in the simulation is selected, the size of each star's habitable zone will be calculated based on that object's properties. The calculation determines the distance required between the star and the object such that the object's Equilibrium Temperature equals either the freezing point or boiling point of water (on Earth under standard conditions). The equation for calculating this distance is:

# d

L
∗

4
π
σ

T
4

1
−
a

1
−
ϵ

,

{\displaystyle d = \sqrt{\frac{L\_\*}{4 \pi \sigma T^4} \frac{1-a}{1-\epsilon}},}

where

L
∗

{\displaystyle L\_\*}

 is the Luminosity of the star,

σ

{\displaystyle \sigma}

 is the Stefan-Boltzmann constant,

T

{\displaystyle T}

 is the freezing or boiling point of water,

a

{\displaystyle a}

 is the object's Albedo, and

ϵ

{\displaystyle \epsilon}

 is the object's Infrared Emissivity. This means that an object with a smaller albedo or a larger emissivity will have a larger habitable zone.

If no object is selected, the size of the habitable zone is estimated using the Kopparapu model Habitable Zone Calculator algorithm, which calculates a conservative and optimistic distance for the inner and outer edges of the habitable zone. Universe Sandbox averages these two distances to simulate the habitable zone of a star.

## References

1. ↑ Kopparapu et al. (2013). Habitable Zones Around Main-Sequence Stars: New Estimates. *The Astrophysical Journal*. **765** (2):131
2. ↑ Habitable Zone Calculator
Collision Heating

When two objects collide, some of the kinetic energy of the collision will heat the objects, increasing their temperatures. Universe Sandbox simulates this collisional heating by calculating the expected temperature change based on the parameters of the collision and adjusting the surface temperature properties of each object.

## Related Properties & Settings

### Properties

* The Average Temperature, Minimum Temperature, and Maximum Temperature properties of a Planetary Body object are located in the Surface tab of the object's properties panel.
* The Surface Temperature property of Stars, Black Holes, Fragments, and Human-Scale Objects is located in the object's Temperature tab.

### Settings

* Collision heating can be toggled on and off using the Collision Heating toggle in the Sim Settings Menu.

## Models

During a simulated collision, a portion of the mass of the smaller object is transferred to the larger object. Universe Sandbox assumes that a small fraction of the kinetic energy of the transferred mass in a collision, *E*trans, is used to heat the colliding bodies:

E

c
o
l
l

=
0.0025

E

t
r
a
n
s

.

{\displaystyle E\_{coll} = 0.0025 E\_{trans}.}

The change in a colliding object's temperature, Δ*T*, is calculated from this incoming energy, *E*coll, which increases the temperature based on the specific heat capacity of rock, *c* and the mass of the smaller object in the collision, *M*2. Some of the heat from the collision is lost as the energy is radiated into space from the melted crater. The amount of lost heat depends on the object's mass, *M*, and surface temperature, *T*surf, the crater diameter, *D*crater, the Stefan-Boltzmann constant, the specific gas constant, *R*gas, and the current simulation time step, Δ*t*. The full equation used to calculate the temperature changed based on the incoming and outgoing heat energy is

Δ
# T

E

c
o
l
l

2
c

M
2

1

−

4
3

π

(

D

c
r
a
t
e
r

2

)

3

σ

T

s
u
r
f

3

M

R

g
a
s

1

Δ
t
.

{\displaystyle \Delta T = \frac{E\_{coll}}{2cM\_2 + 1} - \frac{4}{3}\pi \left(\frac{D\_{crater}}{2}\right)^3 \frac{\sigma T\_{surf}^3}{M R\_{gas} + 1} \Delta t.}
Color Mode

The Color Mode property of a Star, Black Hole, or Galaxy determines the source of the object's colors. The property has two options: Default and Custom. When the Color Mode is Custom, the object's colors can be set by the user.

## Property Details

### Location

For Stars and Black Holes, the Color Mode property is located in the Colors section of the Visuals tab of the object's properties panel. For Galaxies, the Color Mode property is located in the Colors section of the Galaxy tab.

## Simulation Effects

### Default Color

For Stars, the Default color is set automatically based on the object's Surface Temperature. For Black Holes, the Default color is black. For Galaxies, the Default color of each Galaxy Nebula that makes up the galaxy will be determined by the galaxy's Type and the position of the nebula in the galaxy.

### Custom Color

The Custom color of a star affects the visible color of the star's surface, as well as the color of the light that the star shines on other nearby objects.

The Custom color of a black hole affects the color of the black hole's halo.

The Custom color of a galaxy affects the color of each nebula.
Avarice Chapitre 1 (Boss)

## Sous-Sol

### Toutes les vagues de Boss

Larry Junior
Monstro
Le Duc des Mouches
Gémeaux
Pendouille
### Vague 1 spécifiquement

Steven
Dégoulis
### Vague 2 spécifiquement

Famine
Dégoulis
### Vague Cauchemar spécifiquement

La Carcasse
Steven
Le Cavalier Sans Tête

Luxure
Colère
Gourmandise
Envie

Prunelle
## Cave

### Toutes les vagues de Boss

Monstro
Pin
Pendouille
### Vague 1 spécifiquement

Steven
L'Œuf Clair
La Veuve
### Vague 2 spécifiquement

Larry Junior
Famine
L'Œuf Clair
Polycéphale
### Vague Cauchemar spécifiquement

Larry Junior
Steven
Gémeaux
Le Cavalier Sans Tête
La Veuve

Luxure
Colère
Gourmandise
Envie
## Sous-Sol Ardent

### Toutes les vagues de Boss

Monstro
Pin
Le Duc des Mouches
Gémeaux
Pendouille
Toutânhaillons
### Vague 1 spécifiquement

Steven
L'Œuf Clair
La Veuve
Dégoulis
### Vague 2 spécifiquement

Famine
L'Œuf Clair
Polycéphale
Dégoulis
Prunelle
### Vague Cauchemar spécifiquement

Larry Junior
La Carcasse
Steven
Le Cavalier Sans Tête
La Veuve
Polycéphale

Luxure
Colère
Gourmandise
Envie
Displayed Trail

As objects move through a simulation, they create a visible trail in 3D space showing where they have been. This trail fades with time, such that only the more recent positions of the object are shown in its trail.

## Related Settings

### Show Trails

Trails are on by default in most simulations. To toggle the displayed trails on and off, the user can use the T hotkey, the Trails toggle in the View menu in the bottom bar, or the Trails toggle in the full View Settings Menu. If displayed trails are turned on for the simulation, the trail for an individual object can be toggled on or off using the Trail toggle in the Visuals tab of the object's properties panel.

### Trail Center

By default, trails created by objects in a simulation will remain where they were created, relative to the Simulation Origin, until they fade. However, the user can set one object in the simulation to be the trail center, and the trails will remain in place relative to this object instead. In this case the trails will move with the trail center object if it moves relative to the Simulation Grid.

The trail center can be reset to the Simulation Origin via the Clear Trail Center action in the Actions tab of any object in the simulation.

An individual object's trail center can be toggled between the simulation trail center and the object's Orbital Parent via the Trail Mode property in the Actions tab.

The current simulation trail center is displayed in the full View Settings menu, which also contains controls for setting and resetting the trail center, and changing the trail mode.

### Trail Display Settings

Settings related to the width, length, and brightness of trails are located in the full View Settings Menu.
Band Colors

The Band Colors property of a Gas Giant determines the source of the object's colors. The property has two options: Default and Custom. When the Band Colors property is Custom, the color of each band can be set by the user.

## Property Details

### Location

The Bands property is located in the Layers section of the Visuals tab of the object's properties panel.

## Simulation Effects

### Default Color

For gas giants in the Solar System, including Jupiter, Saturn, Uranus, and Neptune, the Default colors are set by the Universe Sandbox database to match the known appearance of these planets. For other gas giants, the Default colors are randomly generated.

### Custom Color

The Custom colors of a gas giant determine the color of each horizontal band in the object's atmosphere. The number of color bands can also be increased or decreased with the + and - buttons, and the order of the bands can be swapped by dragging and dropping the colors.
Rotational Period

The Rotational Period of an object is the amount of time it takes for the object to complete one full rotation in space. The Rotational Period, *T*, is related to the object's angular speed, ω, by

# T

2
π

ω

{\displaystyle T = \frac{2\pi}{\omega}}

if angular speed is measured in radians per unit time, or

# T

360
ω

{\displaystyle T={\frac {360}{\omega }}}

if angular speed is measured in degrees per unit time.

Tidally locking an object will set its Rotational Period equal to its Orbital Period.

## Property Details

### Location

The Rotational Period property of an object can be found in the Overview tab, as well as in the Rotation section of the Motion tab.

### Units

Rotational Period can be viewed and edited using the following units:

* Gigayears (G years) = 109 years
* Megayears (M years) = 106 years
* Years (years) = 365.25 days
* Months (months) = 1/12 years
* Days (days) = 24 hours
* Hours (hours) = 60 mins
* Minutes (mins) = 60 sec
* Seconds (sec) is the SI base unit for time
Simulation Speed

The Simulation Speed is a simulation setting representing how much simulation time passes every real-time second. For example, if the Simulation Speed is set to one month per second, then a month passes in the simulation every real-time second, and it will take Earth about 12 real-time seconds to orbit the Sun. While the user can set their desired Target Simulation Speed, the actual Simulation Speed at any point will be set automatically by Universe Sandbox to balance accuracy and performance (see Accuracy and Speed below).

## Setting Details

### Location

The Simulation Speed setting is located in the bottom bar.

### Units

Simulation Speed can viewed and edited using the following units:

* Gigayears per real-time second (G years/sec) = 109 years/sec
* Megayears per real-time second (M years/sec) = 106 years/sec
* Years per real-time second (years/sec) = 365.25 days/sec
* Months per real-time second (months/sec) = 1/12 years/sec
* Days per real-time second (days/sec) = 24 hours/sec
* Hours per real-time second (hours/sec) = 60 mins/sec
* Minutes per real-time second (mins/sec) = 60 sec/sec
* Seconds per real-time second (sec/sec) means the simulation is running in real time
* Milliseconds per real-time second (ms/sec) = 0.001 sec/sec

## Simulation Effects

### Accuracy and Speed

Generally, the higher the Simulation Speed, the lower the accuracy of the simulation. For example, if the N-body simulation is too inaccurate, then orbits will fall apart. Conversely, higher Simulation Speeds will cause the simulation to run faster, so there is a trade-off between speed and accuracy.
Greenhouse Effect

The Greenhouse Effect property of an object represents the increase of the surface temperature of the object due to the object's atmosphere. This atmospheric heating is known as the Greenhouse effect.

Greenhouse Effect is generally a **read-only** property and is calculated automatically by Universe Sandbox as the difference between the object's equilibrium temperature and effective temperature.

## Property Details

### Location

The Greenhouse Effect property is located in the Atmosphere section of the Surface tab of an object's properties panel. This section is only visible for Terrestrial Planets.

### Units

Greenhouse Effect can be viewed and edited using the following units:

* Kelvin (K) is the SI base unit for temperature
* Degrees Fahrenheit (°F)
* Degrees Celsius (°C)

Conversions between these three units are as follows:

°C = K - 273

°F = (9/5)°C + 32
Momentum

The momentum of an object is the product of its mass and velocity. Like velocity, momentum is represented as a 3D vector in Universe Sandbox, so the momentum vector will point in the same direction as the velocity vector, and the magnitude of the momentum vector of an object will be

# P
M
V
,

{\displaystyle P = M V,}

where *M* is the mass of the object and *V* is the magnitude of the object's velocity vector, also known as its speed. Momentum is sometimes referred to as linear momentum to distinguish it from angular momentum.

According to the law of conservation of momentum, momentum cannot be created or destroyed, so all of the momentum in a simulation must be accounted for. Occasionally, in Universe Sandbox, mass is lost from the simulation for performance reasons, which also removes momentum. The amount of lost mass and momentum can be seen in the Stats menu.
Friction Fragmentation

When an explosion occurs near an object, the material from the exploded object will flow past the object, causing friction against the object's surface. This friction may break off pieces of the object, creating fragments.

## Related Properties & Settings

### Settings

* The production of all fragments can be turned off using the Fragment toggle in the Sim menu in the bottom bar, or using the Sim Settings Menu#Create Fragments toggle in the full Sim Settings Menu. Friction fragmentation (as opposed to collision fragmentation or Roche fragmentation can be individually controlled in the Sim Settings Menu.

## Models

At each time step, if there is a recent explosion in the same simulation as an object, Universe Sandbox checks whether the wavefront of the explosion has reached the object. If so, Universe Sandbox calculates the velocity of the wavefront relative to the object, *V*rel, and the density of the exploded material at the location of the object, ρ, which is calculated from the mass of the exploded object and the current volume of the expanding wavefront.

If the density of the exploded material is greater than 0.03 kg/m3, Universe Sandbox produces Fragment objects. Each fragment is given a mass equal to 1/1000 of the parent object's mass, a density equal to the parent object's, and a radius that is calculated from its own mass and density. The fragment's mass is then subtracted from the parent object's mass. The fragment is given a position that places it randomly on the surface of the parent object, a velocity large enough to escape the surface of the object, and randomly oriented rotation axis with a random rotation period.
Rotation Relative to

The Rotation Relative to property of an objects sets the reference plane for the object's Obliquity and Argument of Obliquity. There two options for Rotation Relative to: the Simulation Grid, for which the reference plane is the x-y plane of the grid, or the object's Orbital Plane, which is determined by the object's orbital Inclination, Longitude of the Ascending Node, and Argument of Pericenter.

## Property Details

### Location

The Rotation Relative to property is located at the top of the Rotation section of the Motion tab in an object's properties panel. If the object has no Orbital Parent, the Rotation Relative to property is not displayed, and the Obliquity and Argument of Obliquity will be calculated relative to the Simulation Grid.
Tangential Speed at Equator

The Tangential Speed at Equator of an object is the speed at which a point along the object's equator is traveling. This property depends on the object's angular speed, ω, which determines how fast the object is spinning, and its Radius, *R*, which determines how far the equator is from the center of the object, by

V

e
q

=
R
ω
.

{\displaystyle V\_{eq} = R \omega.}

## Property Details

### Location

The Tangential Speed at Equator property is located in the Rotation section of the Motion tab of an object's properties panel.

### Units

Tangential Speed at Equator can be viewed or edited using the following properties:

* The Speed of Light (lightspeed) = 2.99792458×108 m/s
* Kilometers per Second (km/s) = 1000 m/s
* Meters per Second (m/s) is the SI unit for speed
* Kilometers per Hour (km/h) = 0.2778 m/s
Atmosphere

An atmosphere consists of the collection of gases that are gravitationally bound to an object.
Universe Sandbox simulates the effects of an atmosphere on the physical properties of a Planetary Body.

## Related Properties & Settings

### Properties

* Properties related to a planetary body's atmosphere are located in the Atmosphere section of the Surface tab of the object's properties panel.

### Settings

* The visible atmosphere can be toggled on or off and its color can be changed using the Atmosphere Appearance control in the Layers section of the Visuals tab.
Selected Cell Displacement

The Displacement property indicates how much the height of the selected cell has changed from its original height, due to cratering from impacts or other effects.

## Property Details

### Location

The Displacement property is located in the Selected Grid Cell section of the Surface tab in the object's properties panel.

### Units

Displacement can be viewed using the following units:

* Milky Way Galaxy radius (milky way) = 5.5×104 light year
* Parsec (parsec) = 3.08568025×1016 m
* Light-year (light year) = 9.46073047×1015 m
* Astronomical Unit (AU) = 1.495978707×1011 m
* Solar radius (sun) = 6.955×108 m
* Lunar distance (lunar dist) = 3.844×108 m
* Light-second (light sec) = 2.99792458×108 m
* Jupiter radius (jupiter) = 6.9911×107 m
* Earth radius (earth) = 6.37101×106 m
* Moon radius (moon) = 1.7371×106 m
* Kilometer (km) = 1000 m
* Meter (m) is the SI base unit for length
* Centimeter (cm) = 0.01 m
* Millimeter (mm) = 0.001 m
Mining 101

**Mining 101** is a Side Quest unlocked after completing the first part of Blips vs Prunis main storyline quest.

## Description

*Visit Lloyd at his shop to learn more about mining.*

### Steps:

* Go to Llyod's shop. (Note the Shop will be closed on Tuesdays)
* Llyod's shop is the first building to the North as you enter Artisan Valley. It has a Pickaxe ontop of it on the map.
* Walk into the shop and the tutorial will automatically start.
* Llyod will teleport you inside of the Trocker Cove Cave.
* Equip the Pickaxe and mine the Copper Ore.
* If you try to leave the are Llyod will say "The rock won't mine itself, y'know..."
* 2 Copper Ore will drop but you will only be able to pickup 1 and then Llyod teleports you back to his shop.
* Then the tutorial & quest end.

## Rewards

* 1 Basic Pickaxe
* 3 Cocomelon
* 1 Copper Ore - from what you mine.
Spiral Arm Noise

In a spiral galaxy in Universe Sandbox, the spiral arms are created by orienting the orbits of the Galaxy Nebulae objects in the Galaxy to form a spiral structure. To simulate real galaxies with imperfect spiral structures, the orientation of these orbits can be randomly distributed across some range called the Spiral Arm Noise. Galaxies with zero Spiral Arm Noise will have perfect spiral structures, while the orbits of nebulae in a galaxy with a Spiral Arm Noise of 10% will vary as much as 18 degrees from the orientation that would create perfect spiral arms.

## Property Details

### Location

The Spiral Arm Noise property is located in the Spiral section of the Galaxy tab in the galaxy's properties panel. This section is only visible for spiral galaxies.
Luminosity

The Luminosity of a star represents the amount of power, or energy over time, emitted by the star.

## Property Details

### Location

The Luminosity property can be found in the Overview tab in the properties panel of a star.

### Units

Luminosity can be viewed and edited using the following units:

* Solar luminosity (L star) = 3.846×1026 W
* Watts (W) is the SI unit for luminosity.
Avarice Chapitre 4 (Boss)

## Utérus

### Toutes les vagues de Boss

Scolex
Guerre
Lokii
### Vague 1 spécifiquement

Boris
Loki
Boris Jr.
Pendouille
Le Rempart
Polycéphale
Dégoulis
La Souillure
Brownie

Super Paresse
Super Colère
Super Gourmandise
Super Envie
### Vague 1 spécifiquement

Monstro II
Loki
Boris Jr.
M. Fred

Super Colère
### Vague Cauchemar spécifiquement

Boris
Monstro II
Boursoufle
Le Cœur de Maman
Il Est Vivant
Le Rempart
Polycéphale
M. Fred
Dégoulis
La Souillure
Brownie

Super Envie

## Matrice

### Toutes les vagues de Boss

Guerre
Boursoufle
Le Masque d'Infamie
### Vague 1 spécifiquement

L'Œuf Clair
Boris Jr.
Pendouille
Le Rempart
La Cage
Polycéphale
Dégoulis
La Souillure
Brownie
L'Oublié

Super Paresse
Super Colère
Super Gourmandise
Super Envie
### Vague 2 spécifiquement

La Reine Charogne
Monstro II
Boris Jr.
Polycéphale

Super Colère
### Vague Cauchemar spécifiquement

La Reine Charogne
Monstro II
Scolex
Le Cœur de Maman
Il Est Vivant
Le Rempart
La Cage
Polycéphale
M. Fred
La Souillure
Brownie

Ultra Orgueil

## Utérus Balafré

### Toutes les vagues de Boss

Boris
Guerre
Lokii
La Cage
Polycéphale
Les Sœurs Vis
### Vague 1 spécifiquement

Boursoufle
Loki
Fistule
L'Œuf Clair
Le Masque d'Infamie
Boris Jr.
Pendouille
Le Rempart
Dégoulis
La Souillure
Brownie
L'Oublié

Super Paresse
Super Colère
Super Gourmandise
Super Envie
### Vague 2 spécifiquement

La Reine Charogne
Monstro II
Scolex
Boursoufle
Loki
Boris Jr.
M. Fred

Super Colère
### Vague Cauchemar spécifiquement

La Reine Charogne
Monstro II
Scolex
Guerre
Boursoufle
Le Cœur de Maman
Il Est Vivant
Boris Jr.
Le Rempart
M. Fred
La Souillure
Brownie
La Matriarche

Ultra Orgueil
Angular Speed

The angular speed of a rotating object represents the rate at which it is spinning. Angular speed is measured in angle per unit time, and is related to the object's Rotational Period, *T*, by

# ω

2
π

T

{\displaystyle \omega = \frac{2\pi}{T}}

if angular speed is measured in radians per unit time, or

# ω

360
T

{\displaystyle \omega = \frac{360}{T}}

if angular speed is measured in degrees per unit time.

Angular speed is also related to the Tangential Speed at Equator, *V*eq, via the Radius, *R*, of the object:

# ω

V

e
q

R

.

{\displaystyle \omega = \frac{V\_{eq}}{R}.}
Star

A Star in Universe Sandbox is a simulated object representing an actual star, a roughly spherical ball of plasma held in shape by the competing forces of gravity and internal pressures.

## Properties Panel

The properties panel for a Star object will include the following tabs:

* Overview
* Motion
* Temperature
* Composition
* Visuals
* Actions

## Characteristics

Star objects have the following sets of characteristics:

* They are attracting objects, meaning that they exert a gravitational force on other objects in the simulation.
* They are attracted objects, meaning that they feel the effects of gravity from other attracting objects in the simulation.
* They have calculated orbital elements, and their orbit can be displayed.
* They can collide with other objects.
* Their age affects their mass, radius, and density.
* They have a surface temperature, distinct from their internal effective temperature.
* They emit heat, which will affect the temperatures of other objects in the simulation.
* They emit light, which will allow the user to see other objects in the simulation.
* They experience stellar evolution, including the possibility of supernova.
* They have a simulated composition.
* They may have a magnetic field.

## Database

The Universe Sandbox database includes stars from several sources, including:

* The Yale Bright Star Catalogue, 5th Revised Edition, which includes over 9,000 of the brightest stars.
* The RECONS database of the 100 nearest star systems.
* The stars listed in the Open Exoplanet Catalogue.

Universe Sandbox also uses the SIMBAD Astronomical Database to find uniform positions and alternative names for stars in its database.
Supernova Remnant

A Supernova Remnant is the object left behind after a Type II supernova. Originally a Star object, this remnant will have a decreased mass and will have "Nova Remnant" appended to its name. If the mass of the remnant is less than 5 times the mass of the Sun, the object will remain a Star type. Otherwise, the object will become a Black Hole.

Type Ia supernova do not leave a remnant behind.
Orbital Period

The Orbital Period of an object is the time required for the object to complete one orbit around its Orbital Parent. The Orbital Period of an object on a parabolic or hyperbolic trajectory (where Eccentricity >= 1) is undefined, and this property will be **read-only**.

## Property Details

### Location

The Orbital Period property of an object can be found in the Overview tab as well as at the top of the Orbital Elements section of the Motion tab, if the object has a defined orbit.

### Units

Orbital Period can be viewed and editing using the following units:

* Gigayears (G years) = 109 years
* Megayears (M years) = 106 years
* Years (years) = 365.25 days
* Months (months) = 1/12 years
* Days (days) = 24 hours
* Hours (hours) = 60 mins
* Minutes (mins) = 60 sec
* Seconds (sec) is the SI base unit for time

## Simulation Effects

### Orbit

Changing the Orbital Period of an object will change the size of its orbit (specifically, the Semi-Major Axis of the orbit).
Galaxy Types

Real galaxies are classified according to their observed structure. One of the more commonly used classification schemes is known as the Hubble sequence, which divides galaxies into broad categories based on the presence or absence of spiral arms, among other features.

## Related Properties & Settings

### Properties

* The Galaxy Type property is located in the Galaxy tab in the Galaxy's properties panel. This property will determine which of the following properties will appear:
	+ The Spiral Arms, Pitch Angle, and Spiral Arm Noise properties affect the structure of a spiral galaxy, and will only appear for spiral galaxies.
	+ The Elliptical Ratio property affects the structure of an elliptical, and will only appear for elliptical galaxies.

## Models

Universe Sandbox uses an adapted Hubble classification. Galaxy types include spiral galaxies, elliptical galaxies, and irregular galaxies. Spiral and elliptical galaxy types include several subtypes. The Galaxy Type property of a Galaxy determines the orbits of the Galaxy Nebula objects in the galaxy.
Energy Conservation

One of the fundamental laws of the universe that any classical physics simulator, including Universe Sandbox, must follow in order to be able to reproduce realistic motions and collisions is the conservation of energy. In simulation, energy can be neither created nor destroyed, so the total energy in the simulation must remain constant. However, energy may be transferred from one type of energy to another. For example, some of the kinetic energy of two colliding objects may be used to heat the objects.
Mass

Mass is a property of physical objects that determines the strength of an object's gravitational force on other objects. The mass of an object also determines how it will respond when an external force is applied (such as a collision, or the gravitational pull of a nearby object).

## Property Details

### Location

The Mass property of an object can be found near the top of the Overview tab in the property panel, just under the object's name. If the object has a Composition tab, the Mass will also be listed under the Cumulative Properties category in that tab. For a Galaxy Nebula object, the Mass is located near the top of the Nebula tab.

The Mass of an object is also displayed in its mini-info panel.

### Units

Mass can be viewed and edited using the following units:

* Milky Way Galaxy mass (milky way) = 1.5×1012 sun
* Solar mass (sun) = 1.9891×1030 kg
* Jupiter mass (jupiter) = 1.8986×1027 kg
* Earth mass (earth) = 5.97219×1024 kg
* Moon mass (moon) = 7.349×1022 kg
* Earth ocean mass (ocean) = 1.4×1021 kg
* Earth atmosphere mass (atmosphere) = 5.158×1018 kg
* Kilogram (kg) is the SI base unit for mass
* Gram (g) = 1×10-3 kg
* Milligram (mg) = 1×10-6 kg

## Simulation Effects

### Gravity

The mass, *M*, of an object determines the gravitational force that the object exerts on other objects in the simulation, as well as the force that will be exerted on it. If two object have masses *M*1 and *M*2, the distance between the objects is *d*, and the gravitational constant of the simulationis *G*, then the gravitational force between the objects is

# F
G

M
1

M
2

d
2

.

{\displaystyle F = G\frac{M\_1 M\_2}{d^2}. }

### Collisions

The mass of an object will determine the outcome of a collision with another object, including the resulting velocities due to momentum conservation, the production of fragments, and the amount of heat produced by the collision.

### Radius and Density

Objects in Universe Sandbox are simulated as spheres of uniform density, so the mass of an object, *M*, is related to its radius, *R*, and density, ρ, by

# M

4
3

π

R
3

ρ
.

{\displaystyle M = \frac{4}{3}\pi R^3 \rho.}