Learn about programming and logic in Brickadia at your own speed.
Already program? Start with Wirescript for Programmers.
Want ready-made circuits instead? See Parts.
- Tools
- First Circuit
- Gates and Wires
- Pure and Exec
- Remembering Values
- Reacting to the Game
- Is It Working?
- Wirescript for Programmers (after Tools)
- Variables (after Remembering Values)
- Reading a Variable
- Buffers
- Resetting
- Numbers (after Remembering Values)
- True and False
- Vectors and Colors
- Converting Values
- Lists (after Reacting to the Game)
- Maps
- Truth Tables (after Gates and Wires)
- Choosing a Value
- Toggles and Latches (after Remembering Values)
- Bits (after Choosing a Value)
- Code Door
- Text Values (after Remembering Values)
- Taking Text Apart (after Reacting to the Game)
- Rich Text (after Text Values)
- Safe Text (after Taking Text Apart)
- Matching Text (after Taking Text Apart, Choosing a Value)
- Interpolation (after Remembering Values)
- Fmt
- Number Options
- Word Forms
- Templates Chosen at Run Time (after Reacting to the Game)
- Score Card (after Rich Text)
- Exec Pins (after Reacting to the Game)
- Custom Events
- Waiting
- Forking and Merging
- Mods (after Reacting to the Game)
- Chips
- Functions
- Imports
- Counting the Cost
- Presentation (after Chips)
- Records (after Reacting to the Game, Lists)
- Records in Storage
- Tuples (after Mods)
- Destructuring
- Enums (after Records)
- Payloads
- Option and Result (after Mods)
- Enums from Pins
- Game Enums
- Counting Loops (after Reacting to the Game, Lists)
- Looping Over a List
- Looping Over a Map (after Maps)
- Index and Value
- Loops Across Ticks (after Waiting)
- Dice (after Reacting to the Game)
- Random Colors (after Vectors and Colors)
- Shuffling (after Index and Value)
- Weighted Loot
- Seat Controls (after Reacting to the Game)
- Remote Control (after Choosing a Value)
- Ready Check (after Looping Over a List, Maps, Choosing a Value, Waiting)
- Object References (after Reacting to the Game, True and False)
- Ref Parameters (after Mods, Lists)
- Ref Values
- Per-Player State (after Maps)
- Spawning a Prefab (after Reacting to the Game, Custom Events)
- Saved Builds
- Prefab Files
- Talking to a Copy
- Lifecycle and Storage
- Nested Prefabs
- One Chip per Player (after Looping Over a Map, Seat Controls)
- Admin Gates (after Is It Working?) (needs admin to load)
- World Control (after Forking and Merging) (needs admin to load)
- Teams (after Shuffling) (needs admin to load)
- Persistent Players (after Admin Gates, Object References, Looping Over a List) (needs admin to load)
- Player Control (needs admin to load)
- Chat Commands (after Admin Gates, Taking Text Apart, Safe Text) (needs admin to load)
- Every Player (after Looping Over a Map, Persistent Players, Mods) (needs admin to load)
- Moderation (after Player Control) (needs admin to load)
- Testing (after Mods, Looping Over a List)
- Const and Folding (after Counting the Cost)
- Performance (after One Chip per Player)
- Multiplayer Architecture (after One Chip per Player, Per-Player State, Custom Events)
- Writing Libraries (after Imports)
- Distance and Direction (after Vectors and Colors, Reacting to the Game)
- Dot and Cross
- Angles
- Rotations (after Looping Over a List)
- Blending Values (after Numbers, Vectors and Colors)
- Easing (after Reacting to the Game)
- Over Time (after Seat Controls)
- Messages to One Player (after Reacting to the Game)
- Text on Screen (after Rich Text)
- Keeping It Current (after Object References)
- A HUD for Everyone (after Per-Player State, Looping Over a Map, Index and Value)