The Powder Toy

The Powder Toy

129 ratings
General basic information for powder toy
By Cr4ckHorse and 1 collaborators
In this guide I will display all information I've learnt relating to powder toy, ranging from controls, to what the materials do and what the buttons do.

I'm still new to the game so I've certainly missed things, please let me know what I've missed and I will include it appropriately.

To find more information you can go to here ( https://powdertoy.co.uk/Wiki/W/Main_Page.html ) to find official info. The wiki is a good source of info and where I originally got a lot of this info. This guide is just compiling what I've learnt.
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HUD and menus labelled

How to fullscreen
To fullscreen, make sure your options in simulation options fit the below image.
Controls
The controls can be found within the README file that the game comes with. Otherwise I have listed them here.

Key
Action
Tab
Switch between circle/square/triangle brush
Space
Pause
Q/Esc
Quit
Z
Zoom
S
Save stamp
L
Load last saved stamp
K
Stamp library
0-9
View modes
P / F2
Screenshot
E
Bring up element search
F
Pause and step to the next frame
G
Increase grid size
Shift + G
Decrease gride size
H
Show/Hide HUD
Ctrl + H / F1
Show intro text
D / F3
Debug mode
I
Invert pressure and velocity map
W (CTRL + W if STK2 is in use)
Cycle gravity modes
Y
Cycle air modes
CTRL + E
Cycle edge modes
B
Open decorations menu
CTRL + B
Show/hide decorations
N
Toggle Newtonian gravity
U
Toggle ambient heat
CTRL + I
Install powder toy, for loading saves/stamps by double clicking
Tilde / Backtick
Open console
=
Reset pressure and velocity map
CTRL + =
Reset electricity
Left square bracket
Decrease brush size
Right square bracket
Increase brush size
Alt + Left square bracket
Decrease brush size by 1
Alt + Right square bracket
Increase brush size by 1
CTRL + C/V/X
Copy/Paste/Cut
CTRL + Z
Undo
CTRL + Y
Redo
CTRL + Cursor drag
Create material within rectangle
Shift + Cursor drag
Create a line of material
Middle mouse button / Alt + Left click
Sample element
Scroll mouse wheel
Change brush size
CTRL + Mouse scroll
Change vertical brush size
Shift + Mouse scroll
Change horizontal brush size
Shift + R
Reflect paste/stamp horizontally
CTRL + Shift + R
Reflec paste/stamp vertically
R
Rotate paste/stamp counter clockwise
F11
Fullscreen/windowed

Zooming - Zoom is nigh on essential for detailing or being precise. When you hold Z you will see a square, this square can be made bigger or smaller with the mouse wheel. When you left click the square will stay in place and you will see the zoomed in section in the corner of your screen. You can interact with the screen directly to do things precisely or accurately monitor something that moves with the help of the F key as well.
Key words
Stamp - Stamps are saved selections, say you have made a bomb that you want to use with multiple bomb testing saves. You can press S and save only the selection of bomb, then press K to open your saved stamps and select it to paste. This saves you from opening the save with the bomb multiple times to copy and paste.

Saves - Saves are the things made by people, saves can be published or not published. The red 7 on the bottom right of saves is to see the save history. The green number in the bottom number of your save is how many upvotes your save as gotten.

TMP - TMP is a variable used by some materials, for example:
QRTZ/PQRT: Color
(BRAN,STAR,FROG,FRG2): State of life
BOMB: If 2 "dmnd powder"
FIRW/FWRK: 0=ok, 1=fly up and explode, 2=explosion
WIFI/PRTO/PRTI: Channel
SING: Parts eaten
(More can be viewed here: https://powdertoy.co.uk/Discussions/Thread/View.html?Thread=8620&PageNum=0)

Life - Life is the amount of time a particle has until it decays. Most things have an inherent life of 0, meaning they don't decay. Things such as neutrons will have a life of around 800 and will decay when this reaches 0.
View Modes
Key
View mode
1
Velocity display
2
Pressure display
3
Persistent display
4
Fire display
5
Blob display
6
Heat display
7
Fancy display
8
Nothing display
9
Heat gradient display
0
Alternative velocity display
Shift + 1
Life display
Console commands
(Do not copy brackets/parenthesis unless specified)
!set type (pixel number) (material)
This will change the material at the specified pixel number to the specified material.

!set type all (material)
This will change every particle in the save to the specified material.

!set type (material) (material)
This will change all of the first material in the save to the second material.

!set type (material) 0
This will remove all of the material from the save.

Type can be used interchangeably. The following keywords are words that can be used instead:
Type - This sets a particle's identity.
Temp - Temperature of particle
Ctype - This sets the temporary state of an element, this can also be used to set what a clone emits.
Life - Sets the particles life expectancy. This can be used for timing or setting the colour of fire.
TMP, TMP2, TMP3, TMP4 - Where appropriate, is used to change the TMP values of particles.

!create (material) X, Y
Creates the material at the specified cooridinates.

!delete 200,100
Deletes the particle at the specified coordinates.

!load (save number)
This loads the save assigned to the number.

!bubble X, Y
Creates a bubble of soap at the coordinates.

!reset (velocity/pressure/sparks/temp)
Resets the specified property.

Running scripts
You can run a script in a text document by doing 'dofile("filename")'
Materials/elements
In this section I will only talk about things for materials that are not explicitly obvious (without experimentation.) A lot of materials have a good description that appears above the materials row when they're being hovered over, this section is for things that I feel do not express important things in their description.

Electronics
DRAY - This will replicate the particle in front of it in a line. The TMP value of DRAY determines how many pixels to copy. The TMP 2 value sets how much space should be left between each copy. The CTYPE determines what element to stop copying.

ARAY - This will shoot a beam out of the opposite side of the particle from the side it's being powered from (e.g. if powered from the left, it will shoot out the right.) The beam can be used to power things.

PCTC and NCTC - These 2 materials aside from their temperature reliant conductive properties, also cool themselves down to between 21c and 22c.

Explosives
LITH - Lithium can hold electric charge like a battery. PSCN for input and NSCN for output.

IGNC - When lit will launch out sparks in it's trail in the form of EMBR, this can be used to set off multiple things from one cord.

Gasses
RFRG - When under positive pressure will heat up, when under negative pressure will cool down. The more extreme the pressure the more apparent the temperature change.

FOG - When heated to 100c will turn into water vapor.

GEL - Gel is a viscous liquid that becomes less viscous when it absorbs water. Gel absorbs water from materials like paste to turn it into clay dust.

SLTW - Salt water can be separated into water and salt via boiling or absorbing the water out of solution.

Solids
PTNM - Platinum conducts like gold but with a higher melting point.

QRTZ - Gets weaker under lower pressure but stronger under higher pressure.

IRON - Iron can be used to separate hydrogen and oxygen when sparked in water. Rusts in contact with oxygen, salt or salt water.

Radioactive
VIBR and BVBR - Vibranium will conduct energy in the form of heat, pressure or on contact with PROT, NEUT, ELEC and PROT, has a violent reaction when it absorbs enough energy.

EXOT - When in contact with neutrons, will take the form of the nearest material.

Special
Right most thing (the one with the red cross) - This is the main thing assigned to right mouse button, this erases things except for walls.
Todo list
Current todo list, I was originally going to have all materials in here but recently learnt that steam guides have a character limit because god is dead.

Radioactive

Special

Game of Life

Tools




When the above tasks are done re-visit which ones really need demonstrations, de-bloating the guide of demonstrations that aren't necessary, make more concise demonstrations and add demonstrations.
Reformat into points so everything is easier to read
---MATERIALS---
Here I have done my best to briefly explain materials and demonstrate some of them.
Walls

Will automatically hold particles in and on itself.

When powered will release the particles the wall is holding.





Will erase everything.





Will allow all particles but block air, this means it will block air and pressure. In the GIF below you can see that even though the lower circle is being heated, it's ambient heat cannot get past the wall.





Allows PROT, ELEC, NEUT, PHOT and GRVT but blocks everything else.





To get the effect of this wall, you must make a square with it. Everything in the square will have it's gravity set to 0. This DOES NOT mean that things in it are not effected by gravity, it just means that things that have gravity will no longer have gravity. In the gif below the black hole on the left is in a gravity wall and the one on the right is not.





Allows gasses but blocks eveything else.





Without power E-Hole walls will hold any particles inside itself. Powders and liquids will flow into themselves. If too many parts are in one part a black hole will be made.

When powered releases all that it is holding.





Conducts power/electricity like any conductor.





Allows powders but blocks everything else.





This is the polar opposite of the air blocking wall, it will allow air but nothing else.





Basic wall - Blocks EVERYTHING, good to use if you need something to be indestructible.






Absorb wall - Absorbs particles that touch it but allows air. In the gif below you can see that the heat now dissipates through the wall but stops the water on the right.





Allows only liquids and power. In the gif below you can see both pass through.





Fan - Fan strength is effected by two things, how large the fan is and how long the line you direct it with it. To adjust fans have the fan wall selected, then hold shift, click on the fan and drag in the direction you want it to go in and as long as you want it strong. Below you can see how the length of the line affects the strength.





Streamline - Moves with pressure changes, good for seeing the pressure difference in certain scenarios.





Detector - Detectors output power when any particle passes through it. Good to demonstrate power generation when making a power plant.





E-Wall - This wall lets things pass through it when it is supplied with power, you can see it's phases displayed in the gif below.





You can think of this as a basic wall but with wires inside.





Erases just walls.
Electronics
DRAY - When powered replicates the line of particles in front of it.

TMP - When set to a none 0 value, sets how many pixels to copy.
TMP2 - Dictates how much space to leave between each copy.
Ctype - Sets what material to stop copying on.




TUNG - Tungsten has a very high melting temperature making it good for high temp applications. However it is brittle so can be broken under pressure.
In the gif below you can see that tungsten outperforms 3 other metals in temperature.




CRAY - When powered will create a line of the same material that is set to it's ctype.

Temp - Sets the temperature of the particles that are to be created.
Life - Sets the life expectancy of the particles that are spawned.
TMP - Sets the range of the beam.
TMP2 - How much space to leave before particles are spawned.
Ctype - The material that CRAY spawns in.




WWLD - Conducts electricity using game of life (GOL) rules. I'm not yet exactly sure what GOL rules are, I do know it has something to do with mathematics however. Takes charge from PSCN and outputs to NSCN. Below you can see WWLD in action.



EMP - When powered, breaks electronics that have charge, will not break conductive metals or electronics without charge. It does not remove charge but more makes it so it is more chaotic. You can see it in action below.




ARAY - Ray emitters shoot a ray out the opposite side that is receives power. It can be used to transmit power to conductors.

When rays cross they create a solid BRAY that will fade after some time.





WIFI - Wifi is used for wireless power/signal transmission. Wifi has 101 potential channels that are repressented by it's TEMP. The first channel is represented between absolute zero and -200c, after that each channel range is 100c apart.





INST - Instantly conducts, is used to move power with 0 delay. GOLD, NSCN, activated switch and PTNM are used for output from INST.





TESC - Tesla coils create lightning when they are powered.





INWR - Insulated wires will only conduct power to and from INWR, PSCN, NSCN and WIFI. Good for when you have to move power between conductors.





SWCH - Switches can be turned on using PSCN and turned off using NSCN. An activated switch will conduct power.





BTRY - Batteries supply and infinite amount of power to any conductors in contact with it.





ETRD - Electrods will create an arc of plasma between other electrodes when powered.





PTCT - Semi-conductor that only conducts electricity when below 100c. Takes charge from PSCN and outputs to NSCN. Naturally cools itself down but can be heated by sparking METL nearby.





NTCT - Same rules as PTCT but only conducts electricity when above 100c





INSL - Blocks heat and electricity but is not indestructible.





NSCN and PSCN - These are the most important materials for electronics. PSCN is used to turn things on and NSCN is used to turn things off. PSCN will conduct to NSCN but will not work the other way around, this is good for starting loops.





SPRK - This is electricity.





METL - This is the basic conductor, builds heat up to 400c and pressure when sparked.

Powered Materials
PPIP - This is the powered version of the pipe, will only move particles if powered by PSCN. To give the direction of the pipe erase part of the wall when it generates. When the wall is blue it is powered.





GPMP - When powered acts of a gravity well, with it's strength set by it's temperature. Below you can see the strength of GPMP with a temperature of around 100c.





PBCN - Clone that only emites when powered by PSCN.


Below you can see PCBN being destroyed by pressure.





PUMP - Changes pressure to it's temperature when powered by PSCN.





PVOD - Powered version of VOID, will only erase particles when powered by PSCN.





STOR - Storage holds a particle and releases it when pressured by PSCN. If a material is set to it's ctype, will only store that particle.





DLAY - Will output power after a delay. Takes power from PSCN and outputs to NSCN.





HSWC - Heat switches only conduct heat when turned on.





PCLN - Powered clones only emit when powered by PSCN. The same as breakable clone except cannot be broken.





LCRY - Liquid crystal when charged changes to a brighter version of the color set to it in decorations, when discharged becomes dark. In the gif below the LCRY is set to the color red.

Sensors
All of the sensors do the same thing just with different triggers, so I'm going to still do the demonstrations but the descriptions will be sparse.

VSNS - When a particle has a higher velocity than the temperature of the sensor, it gives out a spark. Below you can see at the stone falls it triggers, but as it rolls slowly it doesn't.





LDTC - Scans in 8 directions (up, down, left, right and the corners) for particles of it's ctype, when something matches it's ctype it sends a signal out of the other end. Below the sensor has a ctype of SPRK (the demonstration of output direction is a not possible to see here.)





LSNS - When a nearby particle has a higher life expectancy than the sensor's temp it outputs a spark.





PSNS - Pressure dependent, outputs a spark when the pressure around it gets higher than it's temperature.





TSNS - Temperature dependent. When a particle nearby has a higher temperature than the sensor it sparks.





DTEC - Outputs a spark when a particle matching it's ctype is nearby. In the gif below the sensor has a ctype of WATR. You can see the mercury doesn't trigger it but the water does.





INVS - When not under pressure acts as a barrier to particles, however when under pressure particles pass through.

Forces
PSTN and FRME - Pistons are extended by sparking PSCN in the opposite direction that you want it to extend. NSCN is used to contract the piston. The frame is attached to the piston and stick to things it comes in contact with, however if the frame has a TMP value of anything but 0 it will push but will not stick to pull things.





DMG - When DMG contacts with something it will generate high pressures.





RPEL - Repel will push away particles with strength set by it's temperature.





FRAY - When powered will repel or pull particles in the opposite direction it was sparked. If FRAY is cold it will pull, if warm will repel.





GBMB - Requires newtonian gravity is enabled to work. When contacts will explode in the opposite direction.





DCEL and ACEL - DCEL will decelerate particles and ACEL will accelerate particles. The effect is best seen with a one pixel gap.





PIPE - When placing pipe it will generate a brick wall around itself, to dictate the direction of the pipe delete a part of the wall where you want the output to be then the rest of the pipe will generate. When the pipe is generated you can delete the rest of the walls without changing the direction of the pipe, however if you delete a wall in a part of the pipe that hasn't generated yet it will start generating a new direction. Things that enter the pipe will automatically move towards the output.

Explosives
LITH - Lithium is an element that has a violent reaction when it comes into contact with water.


The TMP value represents the hydrogenation of lithium and TMP2 represents carbonation. If lithium has a hydrogenation AND carbonation of lower than 5, it can hold charge like a battery. To hold charge it must be sparked by PSCN, it will output to NSCN. Photons will bounce off lithium at different wavelengths depending on the charge of the lithium. The charge lithium has is dicated by it's ctype.





IGNC - IGNC is similar to fuse however can be set off by heat and hot materials as well as electricity. You can change the speed at which IGNC burns by changing it's life.





TNT - Standard explosive, can be set off my electricity or heat. When exploded creates proportionally small amounts of fire, CO2 and EMBR.





C-5 - An explosive set off by cold materials, cannot be set off by heat or sparks. When exploding produces sub-zero flames. Produces the most pressure of any explosive.





BOMB - Explodes on contact, bombs cannot trigger other bombs but can destroy eachother. When bomb explodes all particles within an 8 pixel radius are replaced by EMBR. DMND, CLNE, BCLN, PCLN and VIBR do not trigger bombs and can survive the explosion.





FIRW and FWRK - When FIRW comes in contact with fire it will shoot up and explode in colorful embers. When FWRK comes in contact with heat or neutrons will shoot up higher than FIRW, however has odd trajectories and pale embers.





DEST - More destructive bomb and can break almost anything. When within 2 pixels of any material (except diamond, clones or walls) will release large amounts of heat and pressure. DEST survives for a few frames after the initial explosion leading it to dig into things.





LIGH - Lightning will last between 2 to 5 frames, the size and heat of the bolt of lightning is dependent on the brush size. Lightning will strike in a random angle but always towards the direction of gravity. LIGH will spark conductors it makes contact with, upon making contact however generates large amounts of heat and pressure.





FUSE and FSEP - FUSE is a slow burning material that can only be set off by electricity or 700c. When burning generates plasma at high temperatures. FSEP is the same as fuse only in powdered form however can be set off by a lower temperature (400c).

Life - The life value of fuse is the amount of time after a spark the fuse waits until turning into plasma.
TMP - The time until fuse turns into FSEP after experiencing sufficient pressure.





CFLM - Acts like fire but "burns" at absolute zero. Ignites C-5 and ANAR.





THRM - Created by a reaction between broken metal and broken electronics at a temperature above 250c. Thermite will only ignite when in contact with fire, plasma or lava; it cannot be set off by heat or pressure. When ignited will generate equal volumes of molten thermite burning at 2000c and generating around 10 pressure.





THDR - Thunder can spark conductive materials however generate large amounts of pressure and heat upon contact, when contacting with conductive materials will not pass on it's temperature. The movement of this material are not affected by pressure.





RBDM and LRBD- Explodes on contact with water, acid and fire but cannot be set off by electricity, instead it will conduct electricity like any other conductor. LRBD is the exact same as RBDM except in liquid form.





C-4 - C4 will explode when: high pressure, sparked, temp is more than 400c or in contact with fire. C4 will transform into goo when hit with neutrons.





NITR - Nitroglycerine is a sensitive, explosive material. It will explode with pressure or fire.





GUN - Gunpowder can be ignited by: electricity, fire or a temp higher than 400c.





FIRE - Moves in the opposite direction of gravity and burns at around 400c.
Gasses
RFRG - Refrigerant is a material used for cooling, under positive pressure turns into a liquid and heats up. Under negative pressure stays as a gas and cools down.





HYGN - Hydrogen can combust with oxygen to make water. When hydrogen is put under pressures over 50 and heated to over 2000c will transform into noble gas.





BOYL - Expands when heated and contracts when cooled. Can have a violent reaction with uranium in which BOYL and uranium heat each other up.





FOG - Fog is created by passing electricity through RIME, fog will turn back into RIME when it's life reaches 0. Fog can be turned into water or water vapour when it's temperature gets high enough.





CAUS - Caustic gas acts like acid in that it will consume any particle that acid will. Caustic gas will create heat while destroying particles. Caustic gas spawns with 75 life and will decrease by 1 for every particle it consumes.





CO2 - CO2 is a heavy gas that will fall with gravity. CO2 will also turn into dry ice when its cold and will put out fire.





OXYG - Oxygen is a really flammable element that can be formed by the electrolysis of water or when smoke or CO2 passes by plant. When oxygen is over 9700c, under a pressure of 250 and gravitational forces over 20 oxygen will fuse to make broken metal.

(The gif below is a hydrogen bomb, the explosive part is made by the electrolysis of water splitting the water into hydrogen and water. Apologies it's so low FPS, steam guides only allow images under 2MB.)





SMKE - Smoke is made by fire and some explosions. When coming in contact with plants will turn into oxygen, or when coming in contact with platinum will turn into CO2.





NBLE - Noble gas turns into plasma temporarily when sparked. It will also form plasma when put under 100 pressure and heated to 5000c but will also produce CO2. Noble gas can be formed by hydrogen fusion or by proton collisions.

(Below gif is a noble gas heater)




PLSM - Plasma can be used as a hotter version of fire. When spawned by a brush will start at 9725c




WTRV - Water vapour is formed by heating water to 100c and up. When cooled forms distilled water.

(The demonstration gif for this was too large to put in the guide, so here's an id to my salt water distiller to see how water vapour is formed and can be turned into distilled water. id:3124953)




GAS - Gas is formed when oil is heated to above 60c and/or under -3 pressure. Gas will ignite when heated to over 300c.
Liquids
RSSS - Resist is immune to heat and pressure however can be destroyed by electrons and electrons. When in contact with photons will turn into solid resist.
Neutrons, gravitons and protons pass through resist freely.

If resist has a material set to it's ctype then it will solidify into that material. Further if the resist also has a tmp value, then that value will be applied to the material that resist solidifies into.






VIRS - Virus will turn what it touches into virus. Virus will die after some time if not touched by protons, virus touched by protons will never decay.

Virus can be cured by soap, which will turn virus back into what it converted. What virus has converted from will be stored in it's TMP2 value.





MERC - Mercury is a liquid metal, will grow when heated and will shrink when cooled. Mercury cannot catch fire or vaporise but can be destroyed by some materials like bomb.





SOAP - Soap under pressure will bind to other soap particles to create lines or bubbles that will float.
As seen earlier can "cure"/"clean" virus.




GEL - Gel can absorb water becoming less viscous as it does, because of how viscous gel is it will stick to surfaces. The amount of water gel has stored is stored in it's tmp value. Gel will also diffuse/move gasses through itself.





PSTE - Paste is made by mixing water and clay dust (CLST). Under pressure will temporarily solidify into brick, when heated high enough will solidify permanently into brick.





BIZR - Bizzare turns into a gas at low temperatures and solidifies at high temperatures. When bizzare touches another material it will "paint" that material with the decoration painted on bizzare.





BUBW - Carbonated water will slowly release CO2 gas. The release of CO2 also builds pressure which can result in an explosion.




GLOW - Glow glows when exposed to high temperature and also changes colour with temperature. Photons passing through glow will take on the colour of the glow.

Glow changes colour in many different situations: (these have been directly copy pasted from the wiki)

Gray >> nothing
Blue >> moving (like METL.png)
Luminous red >> high temp
Dark green/blue >> low temp
Luminous green >> high pressure
Dark purple >> low pressure
Yellow >> high temp and high pressure
Luminous pink >> high temp and low pressure
Slightly darker luminous green >> low temp and high pressure
Dark blue >> low temp and low pressure





LOXY - Liquid oxygen is made by cooling oxygen to -184c. Very flammable.




DESL - Diesel is a light, flammable liquid that ignites at around 62c or at a pressure of 5. Mainly used for engine simulations but I'm sure has other applications too. Diesel will burn steadily and slower than oil and produce a lot of smoke. Diesel can be made by mixing nitro and neutrons.





LN2 - Liquid nitrogen, created by heating NICE slightly. Will disappear when above -196c.




MWAX - Liquid wax will harden into solid wax at 45c. Will ignite at 400c but is not very flammable.




SLTW - Saltwater is made by mixing salt and water. Saltwater can be separated into salt and water by many means such as heating or absorbing the water out of solution. Can hold a little more temperature than water before splitting into salt and water. Saltwater can destroy plants and grow quartz.





DSTW - Made by condensing water vapour. Distilled water will not rust iron and cannot be used to grow plants. Does not conduct electricity but when sparked by iron with split into oxygen and hydrogen.




ACID - Acid is a corrosive material that will dissolve almost everything. Acid will not dissolve glass, diamond, gold, platinum, frame, clone, quarts or ceramic. Materials with a hardness between 1 and 60 will cause the acid experience a temperature rise using the equation:
Temperature_rise = (60-hardness) x 7

Materials with no hardness cannot be dissolved.

Unique interactions:
Explosives dissolved by acid will be turned into fire with a life of 4.
Water vapour that comes in contact with acid will have a low chance of turning into caustic gas.

The more acid corrodes the darker it becomes, to show this across an amount of acid, acid will share life values to simulate diffusion. For example if two acid particles come in contact, one with a life value of 75 and one with a life value of 60, the 2 will average out to life values of around 67.





LAVA - Lava can be created by heating various materials high enough, lava created by melting something else will not explicitly be called lava but will instead be called "molten (material)". Lava will cool into the material set to it's ctype.




OIL - Oil heated to around 60c will turn into gas or using neutrons on the oil. Oil is light and flammable.




WATR - Water can be turned into water vapour at 100c or frozen into ice at 0c. Will ignite rubidium and violently react with lithium. Water will slowly conduct electricity.
Powders
SLCN - Silicon is made (albeit with a low chance) by mixing molten stone and coal. Silicon will register sparks from up to 4 pixels away but only if it is below 100c (it will still conduct regardless of temperature if in contact). Molten silicon mixed with oxygen will make a mix of stone, sand, clay dust or powdered quartz. Molten silicon can also be mixed with METL and BMTL to make PSCN and NSCN.




SAWD - Sawdust can be made by using DMG on wood. Sawdust is very light and will float on water, however other other powders cannot displace sawdust so will cannot pass the sawdust into the water.





CLST - Clay dust can be made by breaking ceramic under -30 pressure or using DMG on ceramic, removing the water from PSTE, or reacting molten silicon and oxygen under 7440c. CLST will turn into lava at around 982c. Mixing water with clay dust will make paste, mixing molten CLST with molten QRTZ will make ceramic and mixing clay dust with nitro will make TNT.




BREL - Made by EMP'ing electronics or exploding vibranium. When sparked above 10 pressure will build heat. When sparked at around 8727c and above 30 pressure will make EXOT; this same reaction can be done without sparking at 1000c and above 50 pressure with the help of platinum.
Above a temperature of 250c making contact with broken metal will make thermite.




PQRT - Made by breaking quartz. When heated to 2300c will make molten quartz that can then be cooled to make solid quartz.




ANAR - Anti-air is very light and will fall against gravity. Anti air will only burn in cold flame and will break vibranium on contact, these reactions decrease pressure.




GRAV - A very light and flammable dust that changes colour with velocity. GRAV does not "fall" but is affected by gravity and air.





FRZZ - Freeze powder can be melted into an ice that always cools itself. When mixed with water turns the water into freeze water, this freeze water will also turn other water into freeze water.





BCOL - Broken coal acts like solid coal. Can be made by breaking coal. When hit with neutrons will turn into sawdust. When over 7 pressure, 200c and using platinum as a catalyst can be mixed with water vapor to make OIL.




YEST - Yeast will grow to make more yeast when heated slightly, if heated above 99 will turn into DYST (dead yeast); dead yeast will also turn yeast into dead yest. Neutrons can also kill yeast.




BGLA - Broken glass is made by breaking glass, it can be turned back into glass by melting then cooling.




SAND - A heavy powder with a high melting point, when melted turns into glass.




BRMT - Broken metal is made by breaking any metals. Broken metal usually melts at 1000c, but if it has a ctype of TUNG it will instead melt at around 3422c.




SALT - Salt is a light powder. Salt can water turn water into salt water and rust iron, it can also be melted at 900c.




STNE - Stone is a heavy powder than can be melted into lava. Molten rock turns into molten stone below a pressure of -9, stone can also be made by crumbling brick.




DUST - Dust is a light, flammable powder that can be made by heating dead yeast to 200c, there is also a small chance that neutrons hitting gunpowder can make dust. Hitting dust with neutrons makes FWRK.



Solids
RSSS - Solidified resist is made by using photons on liquid powder, it can be turned into a liquid again by using neutrons on it. Resist is immune to acid, heat and pressure; it will block air pressure and electricity. Solid resist also:
Reflects photons
Absorbs gravitons
Lets electrons pass through
Is destroyed by protons




ROCK - Rock is created by putting lava under pressures higher than 30 and hotter than 1943c. Cement can be stacked on rock, meaning cement will not fall off the edge of any rock foundation. Rock also has good resistance to acid and DEST.





PTNM - Platinum is a metal used to catalyse certain reactions, these reactions are:

Turning ISOZ or ISZS into plutonium and photons.
Progressing SHLD without the need for electricity.
At a pressure higher than 7 and above 200c turns water vapour and broken coal into oil.

These next reactions occur based on temperature, with a 0% chance to occur at 0c and 100% chance at 1500c.

Turns smoke into CO2
Turns resist in bizzare.

Under pressures over 2 and at 200c will turn gas into insulation but will build heat. (This is hard to do as gas will usually turn into oil or ignite before it can react.
Under pressures over 50 and at 1000c will turn broken electronics into exotic matter but will cool down.

These reactions occur when there is both platinum and hydrogen nearby.
Diesel will turn into water and oil.
Hydrogen and oxygen will make distilled water but also produce electricity and heat.

Platinum also conducts electricity at the same speed as gold.





HEAC - HEAC will conduct heat rapidly, can be good for getting heat to somewhere fast or for pulling heat out of something to help with cooling. HEAC can only be melted using lightning and will turn back into a solid when lower than 1650c.




CRMC - Ceramic has a melting point that is dictated by it's pressure, at a pressure of 0 it's melting point is 2614c, this increases by 10c for every unit of pressure. At -30 pressure will turn into clay dust.




GOLD - Gold is a an unbreakable metal with a low melting point when compared with other metals (1064c). Gold can be used to prevent iron from rusting by placing gold within proximity, this can help with making electrolysis set ups more permanent. Gold also conducts electricity faster than other metals, only being out performed by electrodes and INST.

Below you can see golds anti-rusting property.





TTAN - Titanium is a metal that blocks all air pressure making it applicable for situations where you need to stop pressure from leaking. Titanium also absorbs some of the neutrons that touch it, making it good for controlling some nuclear reactions as it can limit the amount of neutrons in a chamber.

If molten titanium is mixed with exotic matter it will make molten vibranium.




QRTZ - Quartz is a crystal that has a strength proportional to it's temperature at any given time, at absolute zero it will be broken by any pressure change; however it will only conduct electricity when below -100c. Quartz can be grown by putting it in contact with salt water.

Photons pass through quartz but get scattered in random directions and will change into random colours.The life expectancy of photons is put on hold while inside quartz.

TMP2 - Controls the shade of quartz.




FILT - Gonna come back to this once the rest of this section is done as this is a whole thing to wrap my head around.




SHLD - Shield is meant to be used as protection for circuits as just one particle can surround a circuit when sparked however has a few more applications due to it's protective properties. The most notable of these other applications is in the use of bunkers or bomb testing saves.

Shield will also grow on platinum without the need of electricity.





VINE - When spawned grows somewhat randomly to resemble grass. If vine is placed in proximity to wood it will grow along the wood. When vines are done growing they will turn into plant.





RIME - Rime is created when water vapour is cooled rapidly. When sparked turns into fog and when above 100c turns in water.




SPNG - Sponge gets darker the more water it holds and will pull water out of BUBW, SLTW, and PSTE. When wet sponge is exposed to fire it will not burn until all of the water is vaporised out of it.





DRIC - Dry ice is CO2 cooled to -80c. Dry ice takes time to turn back into CO2 when above -80c even at max temperature.




IRON - Iron is a metal that turns into BMTL then into BRMT on contract with water, salt or oxygen to represent rust. Sparking distilled water with iron will split the DSTW into oxygen and hydrogen. Molten iron will turn into molten metal when contacting coal.

(Note: The wiki says gold can be used to reverse rusting but I haven't managed to replicate this, still trying, when I do it that will become the demonstration here.




BRCK - Brick can be made by heating paste to around 460c. Brick is broken at pressures up from 8.8 and melts at 950c.




COAL - Coal is a slow burning rock, when fire is next to coal the coal does not immediately ignite, it will instead ignite when it's life value goes below 100. Coal is applicable for things that require a slow, controlled burn, such as a coal power generator.





NICE - Nitrogen ice melts into liquid nitrogen when heated above -210c, liquid nitrogen will disappear when heated enough. The lack of a final product when heated enough makes LN2 applicable for cooling systems that require no bottom limit and use clones.




GLAS - Glass is created by melting sand and then cooling it. Glass melts at 1700c, glass can also be shattered when the pressure difference between 2 frames is .25 or higher however if glass is exposed to molten salt it will become stronger, the highest you can increase the strength is to around 3.9 pressure difference between two frames. Glass strength is represented by it's life value with 28080 being the highest. From what I can tell molten salt can only reach 2 pixels into glass.
Neutrons will produce some photons when passing through glass, if enough neutrons pass through glass the neutron count will increase. On contact with electrons glass will turn them into embers.
Glass is immune to acid.




WAX - Wax melts at moderately high temperatures (around 46c) and is slightly flammable.




BMTL - Molten breakable metal can be produced by fusing oxygen above 9000c, 250 pressure and high gravity. Breakable metal is produced by thermite burning and temporarily produced in the rusting process of iron. Breakable metal turns into broken metal when pressured to 2.5.




PLNT - Plant grows when touched with water (turns the water into PLNT). When touched by neutrons turns into wood, saltwater acts like acid against plants. When plants touch CO2 or smoke it turns them into oxygen.
Plants with a TMP of 1 grow along wood.
Stick man can heal by "eating" plants, they do this by touching it with their head.




WOOD - Wood is a flammable, combustible material. Wood combusts at 600c. When heated wood will turn dark until it is black, this colour changing effect also happens when cooled. It cannot be reversed when heating above 177c. When wood is put uner pressures of -10 and heated to around 500c it will turn into broken coal. If a high velocity particle hits wood it will turn into sawdust.

Solids 2
Whoever decided steam guide sections should have a character limit needs to be slapped.




ICE - Ice is created by cooling water down to 0c however saltwater needs to be cooled further to -21c. When ice is put under pressures of 0.8 will turn into snow.
Ice with a ctype of SLTW will turn into saltwater when melted.
Ice with a ctype of FRZZ will cool infinitely.




GOO - Goo is moved and deformed under pressure. When goo is deformed and moved it's life counter goes down, when it's life counter reaches 0 it will disappear. Neutrons pass through goo but will move it slightly. Gel pushes and warps goo.
Ettiquete
Copying - Generally speaking you should ask permission to copy things from people's saves if they don't specify it else where. Some people don't allow copying, some do and some allow copying but want credit.

Voting - No real etiquette I saw with this, just vote fairly. Personally I avoid voting things down unless it's annoying and vote things up if they're pleasing to the eye, had clear effort put into it, teach me something new or are just generally interesting. However asking for votes is not advised from what I've seen.

Using the save search
Using the save search can require some uses of key things to search for a save via id, or see the portfolio of a users public saves.

Generally when you search it looks through titles and tags and shows the appropriate results.

id:(save ID) - When you click on a save, you can see a number at the bottom, this is that saves unique ID. For example if you put in the search bar (id:3124953) it will take you to my saltwater distilling save (shameless plug). And if you put (id:1382457) it will take you to a tutorial for pistons. This system lets you share your saves directly with friends or others. This is also a way to share private, unpublished saves.

user:(username) - This lets you search for a user specifically to see their public saves. For example if you put (user:mniip) this will show you the public saves for one of the developers of the game. Or if you search (user:cr4ckhorse) you will see my saves. You can also quickly search for a user by clicking their name under the save thumbnail.
Good testing/learning saves
In this section I will list in game saves that I found helpful to mess around with when learning stuff.
(UNLESS EXPLICITLY STATED the save is not mine, so it is out of appreciation that I ask you to make sure to vote on any save you learn something from.)

Bomb testers:
Made by explosivo15, id:569239
Made by epic5000, id:1391792
Made by lookitsan00b, id:717786

Particle accelerator:
Made by DiScXrD, id:1881004

Metal foundry:
Made by benike12, id:2510221

Refrigerant simulation:
Made by me, id:3123715

Piston tutorial:
Made by G-LinuxorU, id:1382457
Saving locally
To save things locally, hold control when you click the save button. Local saves are stored in a folder called saves in the data folder in the TPT folder. To see your local saves, hold control as you click the saves button.
25 Comments
bad name Apr 13 @ 12:27pm 
the game isnt allat complicated, he just put a guide for every element if you want to go at your own pace go to https://powdertoy.co.uk/Wiki/W/Main_Page.html
Fretes Mar 24 @ 4:50pm 
this post is very complete, but i have some questions about meassuring that even the wiki doesnt answer, i want to do some equations and i dont know in what is the pressure , atmosferes? psi?
6Taylor4 Mar 2 @ 9:43am 
Thank you so much! This is great! :csgostar::csgostar::csgostar::csgostar::csgostar:
Lunar_Lurker Feb 2 @ 6:11am 
i keep getting something called replace mode where i can only place elements over existing ones but cant create any how does this happen
Zawg Jan 19 @ 2:34pm 
"Basic Information" I need a degree in every field of engineering to "play" this 😭
Craig Dec 9, 2024 @ 9:03am 
post this cat
< blank > Dec 7, 2024 @ 9:16am 
i still dont know how to spark
mr.robot08 Nov 26, 2024 @ 4:48pm 
holy this is long great work i will look back on this
Po Nov 20, 2024 @ 5:43pm 
How do i load previously saved files?
saltinodavito Oct 29, 2024 @ 9:25pm 
how do you erase material?