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Solids are particles that cannot be moved unless transformed to another state, such as gases or liquids.


Description: "Deforms and disappears under pressure."

Goo deforms and dissipates under pressure. While this happens, the life values goes down until it hits zero and the goo disappears. Neutrons can also pass through, slightly distorting the goo.


Description: "Crushes under pressure. Cools down air."

Cold (spawns at -28C) frozen water. Shatters into snow under a pressure of 0.8. It also generates a small amount of negative pressure around it. Melts at 0 C.

It's ctype determines what it will melt into. For example, ICE with a ctype of FIRE will turn into fire when it melts. This can be used to make various effects, from nuclear explosions to weird lava-ish molten snow.


Description: "Wood, flammable"

WOOD is flammable and spontaneously combusts at exactly 600C. NEUT can pass through WOOD, whilst deforming the WOOD. VINE will grow on WOOD when you place VINE next to WOOD. This will not stop until all the wood that can be reached is covered with PLNT/VINE. PLNT turns into WOOD at NEUT's contact. Can not be pressurized into coal.

PLNT Plant

Description: "Plant, drinks water and grows."

Plant is flammable and combusts at exactly 300C, or when exposed to fire. Turns WATR into PLNT. NEUT changes PLNT to WOOD. SLTW has an ACID-like effect on PLNT. If exposed to smoke, plant produces oxygen, simulating the process of photosynthesis - the carbon dioxide presumably contained in the smoke is converted into oxygen.

When STKM touches PLNT with its head, it eats the PLNT and converts it to 5 health. Eating does not make you superhuman, so why would it in Powder Toy?

BMTL Breakable Metal

Description: "Breakable Metal. Common conductive building material, can melt and break under pressure."

BMTL breaks into BRMT under a pressure of 2.5. It also melts at 1000C and is conductive. This element is commonly used as a construction material for destructible buildings, similar in purpose to Brick. THRM produces molten THRM when it burns, which cools into BMTL. If Broken Metal (BRMT) is melted and cooled it will form breakable metal (BMTL) again.

Half of all photons that touch it will go through, the other half will reflect off.

Molten BMTL is also created in the last step of fusion: Oxygen at 9000ºC temperature, 250 pressure, and high Newtonian Gravity.


Description: "Wax. Melts at moderately high temperatures."

Melts at 46C and ignites at 400C. Has no reactions.

GLAS Glass

Description: "Glass. Meltable. Shatters under pressure, and refracts photons."

Glass, shatters when pressure changes too fast, lets through photons, and melts at exactly 1700C. Photons can be passed through glass to separate the different wavelengths of light, works perfectly when you make a prism. NEUT passing through will give off some PHOT of a similar color at an angle to simulate Cherenkov radiation. Converts ELEC to EMBR upon contact. GLAS is immune to ACID.

Hidden manual for PHOT

NICE Nitrogen Ice

Description: "Nitrogen Ice. Very cold, will melt into LN2 when heated only slightly."

Nitrogen ice, very cold. Spawns at -238.15C; melts at -210.05C into LN2.


Description: "Coal, burns very slowly. Gets red when hot."

Coal, burns exceptionally slow. When coal is heated, it turns orange-white, and then changes to a light grey when cooled. This aspect is shared by BCOL as well, and this effect is not visible in blob, fancy, nothing, and heat gradient displays. NEUT converts COAL to WOOD. It is also one of the few solids to absorb photons. Shatters into broken coal (BCOL) at a pressure of 4.3 after a slight delay.

Note that COAL can be heated to max temperatures without it ever combusting. LAVA, FIRE and PLSM are the only elements that can ignite it. NEUT might provide the illusion that it ignites COAL, but that is because it turns COAL into WOOD, which does have a combustion temperature.

BRCK Brick

Description: "Brick, breakable building material."

This element is a solid form of stone, is not conductive and it melts at 950C. It breaks at a pressure of 8.8 to form STNE.

PSTE, if heated hot enough (at around 460C), will turn into BRCK. This simulates clay baking into ceramic at high temperatures.

If you change the TMP of BRCK to 1, the BRCK will glow a faint blue, PPIP generates this kind of BRCK.


Description: "Burns slowly. Ignites at somewhat high temperatures or with electricity."

Fuse, ignites at 700 degrees and when in contact with SPRK. Slow burning. Burns at an average of 4000-6000 degrees. Breaks into FSEP under a pressure of 2.7.


Description: "Rusts with salt, can be used for electrolysis of WATR."

Melts at 1414C. Rusts with salt (SALT), salt water (SLTW), oxygen (O2), water (WATR) and liquid oxygen (LO2). Note that DSTW will not rust iron. If water is present AND the iron is sparked, the water will split into two elements, HYGN and OXYG. To prevent rust when electrolyzing, place a pixel of GOLD next to the iron. This will slow the rusting process down by a lot.

If mixed with COAL or BCOL and cooled, the IRON will turn into METL. The optimal temperature for making METL is at 1435C. This process will consume the COAL or BCOL.

DRIC Dry Ice

Description: "Dry ice, formed when CO2 is cooled."

DRIC forms when CO2 is cooled to a temperature of exactly -80C. Takes time to turn back into CO2 when DRIC is heated to above -80C, even at max temperature.

SPNG Sponge

Description: "Sponge, absorbs water. Is not a moving solid."

A sponge, absorbs water. Turns darker when water is absorbed. Burns when exposed to fire or at temperatures above 2450. Water can be released under high pressure or when SPNG is burnt with fire.

When sponge absorbs salt water, it may drop SALT. When absorbing BUBW, it releases CO2. When absorbing PSTE, the PSTE gets turned into CLST.


Description: "Solid, created when steam cools rapidly and goes through sublimation."

Created when WTRV is cooled so rapidly, that it doesn't have the time to visit liquid form (deposition). Turns into FOG when sparked. Basically solid steam. Changes back to WATR at exactly at a Temp of 0.00 degrees celsius or more, or WTRV under certain pressures (see WTRV and WATR for more information).


Description: "Vine, can grow along WOOD.

When vine is spawned, it grows in a semi-random pattern somewhat resembling grass.

SHLD Shield

Description: "Shield. Spark it to grow."

When SHLD is sparked it produces a layer of SHD2 and another layer of SHLD on the outside, Process repeats with SHD3 and SHD4. When SHD3 or SHD4 is not surrounded by SHLD or SHD2 (such as when the outside SHLD layer is destroyed) it can grow new layers of SHLD to regenerate itself.

Meant to be used as protection for circuits and often used in bunkers, SHLD does not conduct heat.

FILT Filter

Description: "Filter for photons, changes the color."

Filter for photons, it changes the colors of the photons.

When FILT is cooled, it changes color to a higher level of the electromagnetic spectrum, and vice-versa (in simpler terms, it turns blue when cooled, and turns red when heated).

Leaving its tmp at 0 (the default) will change any photons that pass through to its color.

Setting its tmp to 1 will filter photons, only letting photons with similar colors pass through.

Setting its tmp to 2 will add that color to the photon's color, not overwriting it.

Setting its tmp to 3 will subtract color from the photons, without just overwriting their color.

Setting its tmp to 4 will make the photon colour closer to red.

Setting its tmp to 5 will make the photon colour closer to blue.

Setting its tmp to 6 will have no effect, hence the display of 'no effect'.

Setting its tmp to 7 will subtract color from the photons, but allow photons of similar colors to pass through with no change.

Setting its tmp to 8 will cause the FILT to absorb all photons that are not the same color as itself. It will subtract color from any photons that match its color.

Setting its tmp to 9 will enable "old QRTZ scattering' mode. This gives the photons that pass through a random -/+ X/Y velocity and changes their color randomly (usually to a hue of purple or yellow.)

If you set FILT's tmp to anything but the numbers 0-9, it goes into 'unknown effect' mode and does nothing.

FILT can also set the color of white BRAY that passes through it.

Tutorial: minecraft-physics' tutorial/explanation

Predict the color changes: From -273.15 to 200 degrees it stays blue. Between 200 and 840 it changes every 40 degrees in such a fashion: 240 it changes, 280 it changes, etc. From 840 to 9725.85 degrees it stays red. Testing courtesy of tmo97

QRTZ Quartz

Description: "Quartz, breakable mineral. Conducts but becomes brittle at lower temperatures."

QRTZ's resistance to pressure scales with the temperature. It scatters PHOT when they go through. Melts at 2300C with a delay. It grows slowly when SLTW is added, QRTZ's ctype determines how fast it grows. Conducts electricity when under pressures higher than 8 pressure units, or around -270ºC.

TTAN Titanium

Description: "Titanium. Higher melting temperature than most other metals, blocks all air pressure."

A metallic solid with interesting properties. It is an unbreakable material with a Melting point of exactly 1668°C. It will conduct electricity. It will absorb around 50% of all neutrons it is on contact with. Its unique property is that it is a complete "pressure insulator" at any thickness. HOWEVER, when SPRK touches it, it loses this ability of a pressure insulator

If molten TTAN is mixed with EXOT, it turns into molten VIBR, which can be cooled to form VIBR.


Description: "Corrosion resistant metal, will reverse corrosion of iron."

Gold is a solid, unbreakable metal with a melting point of 1064°c, it has anti-corrosion properties, when placed next to IRON, it will prevent it from rusting (useful when performing electrolysis)

It also has some interesting electrical properties, it has a conduction speed of about 50% more than other materials (with only ETRD and INST being faster) and being able to conduct across up to a 3 pixel gap

Gold will allow neutrons to pass through, but will absorb about half of them.