Generated by tools/hw_console/generate_docs.py from design/features/*.md (each file's
cad:, parts: and leds:) and tools/hw_console/data/components.yaml — do not hand-edit this
file, it will be overwritten. Change a feature's file or a registry part and re-run the generator.
For where each part sits, see the playfield page.
Generated: 2026-11-04.
Parts are the feature's registry components, by label; their switches and coils come from the
registry. (draft) means the pin isn't wired to a controller yet (hardware-draft.yaml, no pin
number). LEDs all have real numbers in hardware-leds.yaml. "Status" is the feature file's own
status: (design/README.md's workflow); "Onshape" lists the CAD names found so far
(design/research/onshape-cad-findings.md).
| Feature | Onshape part/assembly name(s) | Parts | MPF switch(es) | MPF coil(s) | MPF LED(s) | Status |
|---|---|---|---|---|---|---|
| aerial | Faithplate walls |
s-aerial | s-aerial (draft) |
— | led-aerial |
implementing |
| dropbank | no drop-bank/insinerator CAD match found; Button assembly matches s-button |
Drp2, s-insinerator, S-RollOver | s-drop1 (draft), s-drop2 (draft), s-drop3 (draft), s-insinerator (draft), s-button |
c-drop (draft) |
led-insinerator, led-button, led-target-l1 |
implementing |
| lanes | toprail (top-lane zone only, not per-lane); bottom lanes: no CAD match found |
s-toplane1, s-toplane2, s-toplane3, s-bottomlane1, s-bottomlane2, s-bottomlane3, s-bottomlane4, S-RollOver | s-toplane1 (draft), s-toplane2 (draft), s-toplane3 (draft), s-bottomlane1, s-bottomlane2, s-bottomlane3, s-bottomlane4, s-button |
— | led-toplane1, led-toplane2, led-toplane3, led-lane-b1, led-lane-b2, led-lane-b3, led-lane-b4 |
implementing |
| orbits | left orbit; right orbit |
s-orbit-l, s-orbit-r | s-orbit-l (draft), s-orbit-r (draft) |
— | led-orbit-l, led-orbit-r, led-orbit-t |
implementing |
| portal | DropperAssy (from balldropper, one valve/riser actuator); Subway, Tube_Base/Tube_Ramp/Tube_Tube; Portal Vuk; VUK/VUK high/Exit are unused stubs |
VUK6, s-exit-success | s-vuk6 (draft), s-exit-success (draft) |
c-vuk6 (draft) |
led-dropper, led-portal-r, led-portal-m, led-exit-success, led-exit-open-1, led-exit-open-2, led-exit-open-3, led-exit-open-4, led-exit-open-5 |
implementing |
| ramps | light bridge rail right/left; Diverter_Rod, Diverter_Base, Bridge_Diverter_Cover (diverter Div1); Subway (no switches on that path) |
s-ramp-l1, s-ramp-l2, s-ramp-r1, s-ramp-r2, Div1 | s-ramp-l1 (draft), s-ramp-l2 (draft), s-ramp-r1 (draft), s-ramp-r2 (draft) |
c-ramp-diverter (draft) |
led-ramp-l, led-ramp-r |
implementing |
| skillshot | shooter ramp (shares toprail/lane geometry with lanes for candidate targets) |
S-Launch, Launch1, s-toplane1, s-toplane2, s-toplane3 | s-launch, s-plunger-lane, s-toplane1 (draft), s-toplane2 (draft), s-toplane3 (draft) |
c-plunger |
led-launch, led-save |
implementing |
| slings | Slingshot Rubber Left; Slingshot Rubber Right |
SlingL, SlingR | s-sling-left, s-sling-right |
c-sling-left, c-sling-right |
led-sling-l, led-sling-r |
implementing |
Physical parts that no feature file uses yet: the open design gaps. Machine basics are listed
separately below.
| Label | Part | Summary | Area | Wired |
|---|---|---|---|---|
| BSv2 | Kickback ball saver (leftmost bottom lane) | Kickback ball saver in the left outlane (the leftmost bottom lane), triggered by s-bottomlane4. | bottom | no |
| Pop1 | Pop bumper 1 (autofire) | Pop bumper behind the Orange Portal and the right ramp (autofire). | right-top | no |
| Pop2 | Pop bumper 2 (autofire) | Pop bumper behind the Orange Portal and the right ramp (autofire). | right-top | no |
| Pop3 | Pop bumper 3 (autofire) | Pop bumper behind the Orange Portal and the right ramp (autofire). | right-top | no |
| launch-lane-diverter | Launch-lane diverter (ball dropper feeder, idea) | Idea, not obtained: a diverter in the launch lane that sends an auto-launched ball to the ball dropper (VUK6), so the dropper can be reloaded without a player shot. | shooter | no |
| launch-lane-diverter-2 | 2nd launch-lane diverter (portal feeder, idea) | Idea, not obtained: a second diverter in the launch lane that sends an auto-launched ball into a portal VUK, so the portals can be loaded at the start of a game (which portal is open). | shooter | no |
| KD1 | Knock-down coil on a turret-bank target (idea) | Idea, not obtained: a knock-down coil on one of the turret bank's (Drp2) targets, so a sabotaged turret drops by itself in the finale's wave 1 (HW-9). | top-loop | no |
| Drp1 | Single drop target | Single drop target with reset coil: Rattmann's panel (owner 2026-10-06) - it blocks a hidden passage behind the panels; knocked down, the ball can go in. Position (owner 2026-10-07): left, between the left ramp and the middle. | left | no |
| LED-HintRow | Hint LED row, Rattmann's wall (idea) | Idea, not obtained: a row of ~8 LEDs in a playfield wall or the back panel; each Rattmann hint found lights one, and period 5 shows his wall (HW-24). Position (owner 2026-10-07): the back panel. | cabinet | no |
| DenDisplay | Den display behind Drp1's passage (idea) | Idea, not obtained: a small display behind Rattmann's panel (Drp1) showing his dens: each period's own den and the fragments of the hints found, his full wall in period 5 (D30, H1+H2). A separate small board (Pi Zero or ESP32) with a small LCD, driven by MPF events (D2). Needs a playfield change. | left | no |
| S-Spin1 | Spinner (just after the left orbit entry) | Spinner on the orbit, just after the left orbit entry switch; one switch toggle per rotation. | left | no |
| Up1 | Pop-up post (top of orbit) | Pop-up post at the top of the loop; raised, it stops the ball and sends it back to the top lanes or the left orbit. | top-loop | no |
| orbit-top-diverter | Diverter at the top of the orbit (portal loader, idea) | Idea, not obtained: a diverter at the top of the orbit that sends the ball into a portal VUK, so a launched ball can load a portal (which portal is open). | top-loop | no |
| Up2 | Pop-up post (powered up, PWM hold) | Post that moves up when powered (PWM hold): a shortcut gate for period 3 (owner 2026-10-06); position not decided yet. | — | no |
| Up3 | Pull-down post between the pop bumpers (Orange Portal pre-load) | Post between the pop bumpers, up at rest: pulled down, a ball drops through to pre-load the Orange Portal's VUK, then it rises again (position switch s-up3). | right-top | no |
| blue-portal-vuk | Blue Portal kicker (VUK, idea) | Idea, not obtained: the Blue Portal's own hole and VUK, which kicks the ball back out after a Blue Portal shot. | middle | no |
| VUK1 | VUK1 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK2 | VUK2 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK3 | VUK3 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK4 | VUK4 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK5 | VUK5 ball lock (vertical upkicker) | Vertical upkicker without a ball switch yet; can take one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) once it has one. | — | no |
| VUK7 | VUK7 ball lock (vertical upkicker) | Vertical upkicker without a ball switch yet; can take one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) once it has one. | — | no |
| VUK8 | VUK8 ball lock (vertical upkicker) | Vertical upkicker without a ball switch yet; can take one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) once it has one. | — | no |
| Up4 | Drop-down post (powered down, PWM hold) | Post that moves down when powered (PWM hold): the drop-down post in front of the Incinerator (owner 2026-10-06), keeping it shut until it opens. | — | no |
| Pull1 | Pull-down coil (spare mechanism) | Pull-down coil on the right side: in period 2 (old Aperture) it raises the lemon target that is only in play then (owner 2026-10-06, design/STORY.md). | right | no |
| old-aperture-prop | Old Aperture prop (revealed by Pull1, period 2) | The lemon target on the right side, raised by Pull1 only in period 2 (owner 2026-10-06, design/STORY.md): a retractable target or a target behind a drop post; design still open. | right | no |
| S-Target1 | Standup target 1 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target2 | Standup target 2 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target3 | Standup target 3 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target4 | Standup target 4 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target5 | Standup target 5 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target6 | Standup target 6 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target7 | Standup target 7 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| diverter-left-ramp | Diverter on the left ramp (to the Faith Plate, period 2) | Second diverter, on the left ramp: in period 2 (old Aperture) it sends the Excursion Funnel shot into the Aerial Faith Plate room. | left | no |
| funnel-exit-post | High post at the Excursion Funnel's exit (idea) | Idea, not obtained: a high pop-up post at the end of the funnel tubes that picks one of two exits - a drop hole (where it leads is open) or on along a guide rail to the bottom lanes. | left | no |
| panel-ramp | Moving-panel ramp (idea) | Idea, not obtained: a one-piece ramp styled as Portal 2's moving panels, with a sunken pivot at its low end, lifted by a pop-up post: raised it's a high shot into a ramp, lowered the ball rolls over it towards a target. | — | no |
| LED-Bridge | Lightbridge (plexiglass gantry) | Hard Light Bridge: side-lit blue plexiglass fly-over at the top of the right ramp; lights when a right ramp shot completes. | right | no |
| Servo1 | Ball dropper (see-through box + servo gate) | Ball dropper (looks like the Companion Cube dropper): first multiball lock, filled by VUK6; servo gate Servo1 drops the ball onto the playfield. | right | no |
| s-pedestal | Pedestal button target (Faith Plate platform) | Standup target on the Faith Plate platform left of the exit, shaped like a Portal pedestal button on a pillar; the ball then drops through a hole and primes the Blue Portal. | left-top | no |
| Mid-Flipper | Mid flipper (next to the pop bumpers) | Third flipper between the Orange Portal and the path to the exit, fired by the right flipper button; hits balls leaving the top loop. | right-top | no |
| LED-BlueLine | Blue LED strip (idea) | Idea, not obtained: a short blue LED strip set into the playfield, lighting the path to period 2's skill shot (follow the blue line, HW-3). Position (owner 2026-10-07): from the shooter lane toward the skill shot. | shooter | no |
| LED-YellowLine | Yellow LED strip (idea) | Idea, not obtained: a short yellow LED strip set into the playfield, lighting the way to the exit when it opens (HW-3). Position (owner 2026-10-07): toward the exit. | top-loop | no |
| Mag1 | Playfield magnet (idea) | Idea, not obtained: a magnet under the playfield where the ball rolls slowly: period 2's secret Adhesion Gel and the Wheatley branch's SPACE! grab (HW-15). Position (owner 2026-10-07): near the Mid-Flipper. | right-top | no |
| Shaker | Shaker motor (idea) | Idea, not obtained: a DC shaker motor in the cabinet: period 3's neurotoxin clock, the fire, the climax explosion (HW-6). | cabinet | no |
| CoreLock1 | Core lock 1 (idea) | Idea, not obtained: the first of 3 new core locks where GLaDOS's personality cores sit - period 3's Her Cores multiball, the cores released in 3B (rule sheets' toy table). Until they're built the 3 multiball locks stand in. | — | no |
| CoreLock2 | Core lock 2 (idea) | Idea, not obtained: the second of 3 new core locks for GLaDOS's personality cores (period 3, Her Cores). The multiball locks stand in until built. | — | no |
| CoreLock3 | Core lock 3 (idea) | Idea, not obtained: the third of 3 new core locks for GLaDOS's personality cores (period 3, Her Cores). The multiball locks stand in until built. | — | no |
| Tilt-Bob | Tilt plumb bob (idea) | Idea, not obtained: a plumb-bob tilt switch in the cabinet (HW-7). | cabinet | no |
| Tilt-Slam | Slam tilt switch (idea) | Idea, not obtained: a slam tilt switch in the coin door / cabinet (HW-7). | cabinet | no |
| Screen-Small | Small playfield screen (idea, stretch) | Idea, not obtained: a small screen on the playfield near the exit showing the chamber number (HW-20, D14) and the exit's door state as the games' sign icons: the closed-door X, then the exit icon (owner 2026-10-10, plans/sign-icons.md - the exit's door sign; no moving door, the Drp2 turret bank stays the door). | — | no |
| hidden-side-sensor | Hidden ball sensor in a side panel (idea) | Idea, not obtained: a hidden button - a side panel that looks like the playfield's wall, with an inductive proximity sensor behind it that senses the steel ball without a visible switch. | — | no |
Parts marked category: machine in the registry: what any machine needs, not game features.
| Label | Part | Used by feature | Wired |
|---|---|---|---|
| BSv1 | Ball saver post (between the flippers) | — | yes |
| Launch1 | Plunger lane / auto-launch | skillshot | yes |
| Trough | Ball trough | — | no |
| S-Start | Start button (cabinet) | — | yes |
| S-Launch | Launch button (cabinet) | skillshot | yes |
| era-select-button | Era select button (cabinet, next to Start) | — | no |
| coop-button | Co-op button (cabinet, idea) | — | no |
| Left-Flipper | Left flipper | — | yes |
| Right-Flipper | Right flipper | — | yes |
| Service-Enter | Service button - Enter | — | no |
| Service-Esc | Service button - Escape | — | no |
| Service-Up | Service button - Up (+) | — | no |
| Service-Down | Service button - Down (-) | — | no |