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triplejumpgames

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A member registered Jul 23, 2016 · View creator page →

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Recent community posts

an earlier version of this build had an issue with material exports that would keep it from starting - this has been fixed now

The fix I just put up should restore upgrade tools in situations where the inventory somehow gets erased. If there are other things that are getting lost, please let me know!

This should be fixed in the most recent build, sorry it took this long

Alrighty well I’ve uploaded the new build so hopefully it’s fixed in this, let me know if it happens again

Isotopes and nuclear stuff is definitely going to be in 1.0 :)

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I tried creating a new world in this build and went all the way to the right and the upper right but I’m not seeing it… Can you see if there’s a particular type of pixel that is spawning the sand?

Also does this always happen if you create a new world? Does it happen at the left edge of the world too?

I think this is in the game

OH thank you for telling me! I’ll fix that feedback bug in the next build.

One trick for Carbon is you can use Blender pixels to turn excess Charcoal into Carbon. I’m also going to be adding the first plantable trees and crops in a content update that’ll probably be in the next couple days.

Atomcraft community · Created a new topic Modding Guide
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Quick Guide to Modding:

You can export material and reaction json files using the in-game console commands:

  • export_indiv_materials
  • export_indiv_reactions

These will export the json files to the userdata/Materials and userdata/Reactions directories

Userdata directory is C:\Users[username]\AppData\Roaming\godot\app_userdata\Atomcraft

With the latest build (11-27-2025) the game will automatically load any new files you make in those directories on startup, so you can copy from existing files, make some modifications, and then try your materials and reactions in-game!

You can also hot-reload materials & reactions from the user directories after making changes by pressing F3, although if you are changing a lot of things at once or repeatedly overwriting things it might not work and you may need to restart the game at that point. A good way to test this works is to try changing the color of a material in a json file and then press F3 in game to see it update.

Remember you can give yourself your new materials from the console with give command

alrighty look forward to seeing what you come up with!

I just added something in the most recent build (27b) so Blender pixels can now turn Charcoal into Carbon :)

we’re going to have seeds for plantable trees soon when we do the crops update soon

I may add some additional ways to get Carbon though

This is another Godot game. We’ll get back to it at some point in the future after Atomcraft launches; I have a lot more ideas for it

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it’s in the new build now :) I added all of the resolutions in the current Steam Hardware Survey

yeah I can add that

some things you find early will be useful later, or they’re spread throughout the world so they’ll be convenient to find

It just depends what you find first. There will be upgrades that need silver soon (also I think some of the craftable pixels use it?)

This is in now

do you have the most recent build? It should turn into alumina…

btw crowbar now has that shift-drag line mechanic :)

Hey everyone, the goal is to get as many chemical reactions as possible into the game, but I have to add them as we go, so - if there are reactions you are expecting that don’t work yet, please list them here and I will work on getting them in. :)

I haven’t added all of the pathways for Aluminum yet since they get a little complex, we just have this one simplified path at the moment, but I do want to add all the paths.

ok that’s super weird… do you know if you can post a video in bug-reports on the discord? If you created a new world and a new character, you should start with just the hand and plastic drill tool (which can only drill wood). Then you get wood drill to get cuprite, and copper drill to get cassiterite.

hmm I just tried it and I’m able to - are you playing on a new world or is it a save from previously where you had the copper drill?

Thanks!

this got replaced with Cobalt Steel (added to guide)

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Yes you heat or laser the cobaltite to get Cobalt Oxide, then heat it and add Carbon to get the Cobalt out of it. Then, you mix cobalt into molten steel (only need 1 per 5 molten steel)

At the moment, the materials that can carry signal are Copper and Zinc (they build into wires), although I’m going to make a broader system for electrical conductivity later. I’m going to make a wiring tutorial with some examples today

added it to the guide

You can actually make half-adders and adders using copper and zinc btw, because their signals will not interfere with each other and you can make the wires cross over on diagonals

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Oh yeah, Potassium symbol was broken in some places before - I think it is fixed now (Potash is now K2CO3), but if you see any specific examples in the latest build let me know!

For logic gates, they are all facing down right now - the input spaces are top left and top right relative to the gate pixel, and the output is below it (except for the NOT gate, where the input is directly above). I'm still trying to think about the best way to implement them bc it feels a little weird to have 4 directional variants, but I need some way of defining what the inputs and outputs are, but the gates in there now are actually usable :)

Yes! Having a marquee select when you hold and drag the Crowbar is high on my list right now!

oh that's a good catch, adding to buglist should be easy to fix

lasers can pass through glass in the most recent build now :)

Made this interesting soil mixing machine on the stream tonight - 

The top has left and right conveyor belts to bring together piles of materials (in this case, Fertile Loam and Biochar)

In the middle is a part with some Blender pixels spaced apart to make the pixels jump around until they get a chance to react (becoming Vital Loam). There are Programmable Filter pixels at the bottom with examples next to them of Vital Loam, so they'll let the result drop through.

Below that, there is a pool of water to make the Vital Loam that falls through turn into Wet Vital Loam (which is currently planned to be the best soil in the game for growing plants)

The pool of water stays refilled by a setup on the right side where a sensor is wired through a NOT logic gate to a line of Door pixels - when the water level drops, the sensor turns off, the wire after the NOT gate lights up, and the door opens, letting water from the basin above refill the machine. When it fills back to the sensor, it closes the door again, so there can be a lot of water in the tank and we don't have to manually refill it as often. :)

The bottom part is an Allow Solids filter - so just the soil pixels fall through onto the right conveyor belt below, and then that slides them over to the exit of the machine.

Soon we'll have crops in the game, so I want to figure out how to make a good soil mixing machine to get the optimal soil :)

oh you're right! I need to make lasers pass through glass and crystals - ok that's high on the list now :)

also I'm working on a help system that will be able to give players the properties of any material as well as their sources and what reactions they participate in - it should probably be done in a few days

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I haven't seen anyone make this yet - it's probably the hardest thing at the moment to create in the game, but it is possible. So, here is a guide :)

For Nitroglycerin, you have to mix Nitric Acid and Glycerin, so first you need to get both of those.

  • Nitric Acid - to get this, you collect Potassium Nitrate from the walls of the Limestone Caves (it's a kind of yellowish pixel) and combine it with Sulfuric Acid. This gives you Potassium Bisulfate and Nitric Acid.

    Formula: Potassium Nitrate Powder + Sulfuric Acid -> Potassium Bisulfate + Nitric Acid

  • Glycerin - this comes from the reaction of Liquid Fat with Aqueous Lye. Lye is one of the products that comes from burning trees - collect some of that and put it in water to get the Aqueous Lye solution. For Liquid Fat, you can either drop Nuts next to Blender pixels to change them into Fat, or you can collect slime pixels by killing Slimes in the limestone caves biome and then heat up the slime - the Green Slime pixels will decompose into Liquid Fat. Solid Fat can be melted into Liquid Fat by heating it up very slightly. Once you have Liquid Fat and Aqueous Lye, mix them together and you get as outputs Glycerin and Soap.

    Formula: Liquid Fat + Aqueous Lye -> Glycerin + Soap

Alright, so now you've got Nitric Acid and Glycerin.

Next is the dangerous part of the process - when the Nitric Acid and Glycerin react, they increase the temperature (exothermic reaction). If the temperature increases even a few degrees, Nitroglycerin will EXPLODE!

So, if you just dump the materials together, you will definitely get a large explosion right away.

In addition, any time that a Nitroglycerin pixel falls onto a solid surface there is a 10% chance per pixel-collision that the pixel explodes. If the explosion catches other Nitroglycerin pixels near it, it'll cause a chain reaction. However, falling out of a filter, if there is a surface immediately below it, doesn't trigger the explosion chance. Also, sliding down a 45 degree ramp of pixels doesn't trigger the explosion chance.

So check out the machine above:

  • the upper chamber is filled with Nitric Acid (the green liquid)
  • the grey pixels in the middle of it are Blender pixels - these randomly swap the loose pixels next to them every frame, which is good for facilitating reactions - in this case, it helps the Glycerin that you can teardropper in mix with the Nitric Acid (not strictly necessary, but could be useful)
  • at the bottom of the chamber there are Programmable Filter pixels, with example pixels in the spaces next to them - setting them to allow through Nitroglycerin on the left and Water on the right. The reaction creates 3x the Water pixels as Nitroglycerin pixels so getting rid of the Water is important for a machine
  • the Programmable Filters output directly onto ramps - this prevents the Nitroglycerin from triggering the 10% explosion chance because going down a diagonal doesn't count as a fall, as long as there is something immediately underneath for each step.

And that's how it works! You can also just do the mixing manually if you want (doesn't need to be a machine), but be very careful eyedroppering the materials into the mix - I usually make a basin where I can move the cursor back and forth to keep any one place from getting too hot, and wait a moment between drops. If you want to make a machine for creating a lot of Nitroglycerin, you would also want to set up a Dispenser pixel triggered by a slow Oscillator to gradually drip the materials in. It may take some experimentation, but it's possible to make a device where you could just put the materials in and then let it run. :)

Final Step Formula: 1 Glycerin + 3 Nitric Acid -> 1 Nitroglycerin + 3 Water

Once you get the hang of it, it's actually not that hard to make the rockets. Good luck making Nitroglycerin!

Some of this is fixed in today's updates: you can now delete character & world slots, and should be able to mine and rebuild the filters. :) I'm still thinking about more options for storage.

maybe it should be a gameplay setting... I might add it to settings

I have to add that still - tonight's hotfix patch I will add a lot more reactions and molten varieties for all the ores in Buried City :)

Thanks

Quick tip:

* you can select a material to pick up by holding LEFT CTRL when hovering it - this is useful for getting specific materials out of piles!