Powder simulation using lists and pen instead of clones, allowing for as many particles as you want. Select materials on the left and click and drag in the middle. Click and hold the arrows to scroll through the list. Wall and eraser are at the bottom right for easy access, and selecting things like flower and conveyer will add an option at the bottom right for flower colour/conveyer orientation. Static updates: Allows for interactions to happen while particles are static. Turning this on may cause performance issues, so is off by default, but this causes interactions to not work properly (e.g. wood doesn’t burn), so if possible, turn this on. You can use TurboWarp if it lags. Careful mode: You can only click to place one pixel. Size: 1x1 to 4x4 pixel brush (I think I’ll change this soon) Reset: Gee I wonder what this does. Click save to show the save code. Copy it. Click load and enter the save code. To hide the save code variable, just click somewhere else. Adding new stuff in remixes: Add a new costume in the material sprite and name the costume the material name, then increase the repeat in the place custom block by 1. Also add a new costume in the powder sprite also called the same thing. This will create a stationary one-coloured particle. To add motion, add the material name to one of these lists: powder (sand), hard powder (stone), liquid, slow liquid, gas, gas-light, gas-heavy or unique (unique is a bit complicated). For texturing, add the material name to one of the “textured” lists. For interactions, there’s a very long script called “interact” near the right. Add an if particle type = material name and use the “when touching turn into” custom block and add the thing it reacts by and to and enter 1 or a pick random block in the last input. Fun fact: sand falls.
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