When burning things, the pollution counter goes up. Pollution effects how quickly heat escapes, and has effects on certan blocks.
When enabled, air will convect, and move. Hot air will rise, and air can blow around light objects.
Reccomended, as most interesting things require heat. You should turn this off if trying to build something delecate.
Heat view turns on the thermal camera, that allows you to see heat move around the screen.
It's simple, and this sim's namesake. In fact, the algorithm used to simulate falling sand inspired this entire game.
Water can change into steam, ice or snow when falling. It cools objects, and reacts to heat. It will also errode some materials.
Stone will melt into lava, and lava will freeze to stone. It reacts to heat, and is good for building simple structures.
All air is fully simulated. It can carry heat, and move. The air block can be used to erase.
It has a bit more structure than sand, but will erode with water. It also melts down to stone when heated.
Burnt organic matter. It's light, and gets everywhere.
Heated water, that will rise. It cools fairly quickly at room temp.
Light flamable gas. Will combine with oxygen to form H2O.
A heavier Isotope of Hydrogen, created by hitting it with a neutron. May spark lightning due to static.
Neutrally Charged, but has mass. Will combine with certan atoms to form isotopes.
Posatively charged, will combine with electrons to form atoms.
Sends signals in wire, and forms atoms when combined with protons.
Energetic, the most fundimental part of matter. Can tunnel through short barriers.
Has color charge (Quantum Chromodynamics), and will bond with other quarks to form Hadrons.
When combined with hydrogen, creates heat and water.
Hot, melted rock. It will catch dry materials on fire, but cools fast.
Highly corrosive and destructive. It will melt through most containers.
Fungus will quickly eat organic matter. It has a few weaknesses though, such as heat, insects and moss.
Moss is complex, and has a symbiotic relationship with flies. It needs moisture to grow, but will become dry and flamable without water.
Dirt will naturally grow moss, and combined with water can grow larger plants.
Cold, frozen water. It melts fast, and forms when stationary water cools down.
Fire spreads, so don't start a fire near wood or dry organic matter.
Burns.
Simple minded creatures, but they form complex relationships with other life forms. They eat, reproduce and die.
They will decompose with dirt, and have a symbiotic relationship with moss, fungus, dirt and water.
Frozen falling water. It dosen't stay that way for long. It's very light, but makes a good decorator.
It's a flamable liquid. You know how this works. It spreads fire, and fast.
Oxidized by oxygen, and air. It also has a higher melting temp than stone.
Melted sand. It's also harder to melt than many other materials. Can be caused by lightning strikes.
Stone not strong enough? Titanium can handle high temperatures, and is very conductive. Perfect for containers, and barriers.
Temperature won't pass through. Good for handling fragile or radioactive materials.
High energy photons. They have short lifespans, and will reflect off of surfaces.
Fast moving and high powered. Will spark wires and melt almost anything.
Radioactive, will decay into Gamma Rays. Can be used to build bombs, lasers and more. Easily exited.
A close brother to Uranium, and can produce a lot more energy. It requires more energy to get started though.
Remembers the first item it touched, and continually spawns it. Spawners require high electric charge to function.
A simple but complex electrical signal. Uses an implementation of the Wire World cellular automiton.
It's fully Turing complete, and carries heat. It can also be used to create logic gates, diodes and more.
Each signal is made of a head, and a tail.
It's more of an information carrier than anything, don't think about the physics of it too much.
Wires carry signals, and can be used to create simple logic. They will become an signal head if touching 1-2 signal heads.
Glows when it recieves an electric charge.
Turns heat energy into electric energy.
Generates heat when it receives enough signal.
It cools nearby objects, and functions as the inverse of the Heat Source.