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This page is a temporary place we will use to work on a complete overhaul of the Recipes page.


If you want to add a recipe that's just a random word typed into OE-CAKE, don't. Such entries will be removed without warning if they aren't actually useful. Mnemonics containing repeated ingredients or ingredients with no effect on the material should be listed in notes and should not be included in the recipe itself.

Most recipes listed here should not contain more than a few components, as most large recipes are completely useless outside of the occasional one that looks cool.

Recipe Codes[]

A "recipe code" is a string of letters that represent a recipe. If you type a recipe in using Mix Mode, then you will get the material it represents.

An example of a recipe code would be "PIE", which creates a material that spews flammable powder in all directions.

Save File Recipe Codes[]

Within the save files, recipes are instead stored as a hexadecimal number. It works by sorting all the ingredients by alphabetical order, then finding the corresponding power of 2 (A = 1, B = 2, C = 4, D = 8, and so on) and adding them together. For more technical information, see .oec File.

Recipes[]

Level Elements[]

These are various recipes that could be useful in user levels, such as player characters or obstacles.

Recipe Name Properties Uses Notes
UR User Can be moved by pressing arrow keys. As a player character to navigate a level. This is the material you get when you select "User" in the game's UI.
URP Can be moved like UR. Destroyed by heat. Can be used in levels where the player must avoid heated objects.
URG Flying User Can be moved in all directions, unaffected by gravity. Can be used in levels where the player should not be affected by gravity while other objects should.
UW Can be moved in all directions, unaffected by gravity or collision. Extremely useful for precisely positioning shapes that will later be Replaced with a different material.
BEP Touch-sensitive trap Explodes on contact Very delicate material that itself is not dangerous, but can interfere with the player or trigger a larger trap


Explosives[]

Recipes that are explosive themselves or can be useful components in explosive weapons.

Recipe Name Properties Uses Notes
RP Rigid Powder Rigid body that burns quickly when heated. As a casing to contain more powerful explosives, or as a fuse.
RIP More volatile RP that creates a more powerful explosion but is much less stable. As an explosive, or a charge to detonate another explosive by violently compressing it.
MI Mochi Bomb Extremely volatile explosive that detonates on impact, creating large amounts of Mochi. As an explosive. Can cause extreme lag or crash the game easily. Use with caution.
MIP Flammable version of mochi bomb. As an explosive. Can reduce lag and make destruction more visible compared to MI, and can burn or melt targets.
MIV More stable mochi bomb. Less likely to detonate when impacted, but is no less powerful. As an explosive. Generally more practical than MI due to its stability.
PAY Incendiary Paint Sticks to surfaces and burns rapidly when heated. To accelerate burning of fuel or melting of string or elastic.
FI Creates massive amounts of liquid fuel when impacted. As an explosive. Particularly useful for burning, and can last for a long time. For bombs using FI as a payload, it's much more powerful when compressed by a smaller explosion. An RIP casing achieves this.
EFI A more stable version of FI. Less likely to detonate until set on fire. As an explosive. Does not sacrifice any power for stability and is very effective. Effectively becomes FI when ignited.


Propulsion[]

Recipe Name Properties Uses Notes
JR Jet Pushes particles attached to itself. Primarily for propulsion. Can be used as a piercing projectile. This is the material you get when you select "Jet" in the game's UI.
PIE Creates a stream of powder. Powerful thruster when the exhaust is directed into a single direction.
RIG Creates a stream of gas. Weak but stable and constant thruster.
MIPG Explodes when ignited, creating a high pressure explosion. Unaffected by gravity and quite stable. As a propellant for a projectile.


Projectiles[]

Recipe Name Properties Uses Notes
RHJ Much more forceful than normal Rigid. Can melt and burn targets. For penetrating most weaker targets easily. Harder to propel than normal Rigid.
RV For some reason, slightly more forceful than Rigid. As a simple projectile.


Utilities[]

Recipe Name Properties Uses Notes
XOR Rotates around a fixed point and deletes particles that touch it. To cut perfect circles in bodies of Wall.
VREX Generates infinite spin energy when paired with Elastic particles Generating precise and controllable levels of rotational energy


"Modified" materials[]

Recipes that act similar to one of their ingredients, primarily improved in some way.

Recipe Name Properties Uses Notes
EVM Dampened Elastic An improved Elastic material that can't be intersected as easily. Is also a bit more dampened. Most common cases where Elastic is used.
WJ Stronger Wall Capable of holding fluids of much higher pressure than Wall. Hydraulic machines that require high fluid pressures.
JH Gubraithian Fire or Everlasting Fire Acts like fire or liquid heater, but creates a fire effect and never stops burning. To create the fire effect without the material slowly burning away.
LD LightDense Does nothing with default parameters, but changing the densities of Light and Dense causes it to lie somewhere between the two. A 4th density between Light and Dense other than Water.
CH Cool Heat or IcyHot Has properties of Heater, except for not boiling water. In any case where something needs to be melted/ignited without boiling water, for example a trigger for an underwater bomb. In most cases needs to be combined with R or W to be useful.


Lasers[]

See Laser Recipes for more laser recipes.

Recipe Name Properties Uses Notes
UHI Melting laser. See laser. Pressing left or right will explode the laser. "SUSHI" can be used as a mnemonic for the recipe - the S's cancel out.
DIY High-power exploding laser. See laser.


Spectacle[]

If a recipe results in something that looks particularly cool but doesn't have many practical uses, it can be placed here.

Recipe Name Properties Uses Notes
EF Soft material that melts as it burns. T, V, M, or Y could be added to give the material the appearance of burning wax or plastic when ignited.
FREI Condensed Flare When lit on fire, melts to a big amount of active Fuel. if FREI doesn't work as intended, which is acts elastic, try FEI.
SPY Tin Foil Forms orthogonal shapes, crinkles Surprisingly stiff, deformable material. Combining with Brittle resembles something like sheet metal.
BEKQVY Sand Sculpture Moldable material that crumbles Semisolid material that can be reshaped and has interesting destruction physics. Adjust crumble with `brittleCoefficient`


Unsorted[]

All unsorted recipes will be placed here until they can be moved to another category.

Recipe Name Properties Uses Notes
WD Anything that clips into the wall will be moved upwards.
WL Anything that clips into the wall will be moved downwards.
WY Wall that visibly scorches when heated. To test penetrating power of heat-based weapons/explosives, or for aesthetic purposes. Setting the color to black will make the scorch marks darker.
IO Liquid that creates large amounts of liquid outflow. Destruction. Potentially an obstacle in a level. Can be used as a laser.
AY Paint Fluid that sticks to other objects, but not itself. NY does not have the same properties and acts like normal Yuki.
EM/SM Tape Flexible material that adheres to surfaces. For attaching two objects weakly. Has some advantages over default mochi, such as being less "messy". Since it sticks to an objects surface, it is useful for creating layers. Also since Elastic adds stiffness, it helps create a smooth curve.
QFC Decays extremely slowly when heated. In most cases needs to be combined with R or W to be useful.

The decay is extremely slow, and it may take several seconds for even one particle to disappear.

The decay rate can be adjusted with the fuelLightProbability and fuelExtinguishProbability parameters.

QRFC/QWFC is an extremely powerful material that can only be burned by liquid Hot or extremely powerful mochi bombs (containing Heater)

Adding Powder will significantly weaken the material.

PEB Shatters into several small bits when touched even gently.
BESTP A more stable PEB, which can explode on its own but can last longer.
RCQ Rigid material that extinguishes fire. Cannot evaporate. To keep a fuel source in a rocket or combustion engine from igniting.
PY When standardDistance is reduced to around 0.5, it starts moving on its own in strange ways. See Powder-Snow Reaction.
EVP Space foam Low density foam-like material. Hardly affected by gravity and difficult to penetrate. Extremely flammable. As armor against non-heated piercing projectiles or to dampen the speed of fast-moving object.
UOR User that eats things (KEEP)
WJ A 'heavy wall' that is much harder to penetrate than the standard one. (KEEP)
WP Quick Fuse. Will burn quickly. Useful for setting powder bombs and other substance mixed materials that explode. (KEEP)
RG Pale green rigid that does not react with gravity. If something knocks it, it drops down slowly like gas. (KEEP)
RIG Similar to RG, but is also a gas inflow. (KEEP)
RMX Rigid Axis which is the color of Mochi. Objects stick to RMX if they fall down onto it. (KEEP)
RH This recipe has the characteristics of Heater, except that it drops down to the ground like Fuel. (KEEP)
RPG Solid stuff that bounces around, floats, and explodes like powder. (KEEP)
RTFHG Any material containing this combination will generate many Baker-Bertrand particles. (KEEP)
RL A material that floats on water useful for boats (KEEP)
PIE Floaty blob that spews massive quantities of explosive goo. (KEEP)
PI Explosive powder that spawns for a couple of seconds but eventually stops. (KEEP)
PTE Vibrates and bounces violently, even in zero-gravity; explosive. More violent than PE. (KEEP)
RP Useful for bomb casings. Like regular powder, but solid. (KEEP)
PE Very odd material, resists gravity, see main page for more info. (KEEP)
PUR Solid Powder that you can control... makes levels easier to make, e.g. instead of using outflow to kill, you can use heater (KEEP)
FJ When you set it on fire, it throws flames floating around the whole screen (KEEP)
F Liquid propane, baby! (KEEP)
FE An elastic like material that turns into a liquid when burned. (KEEP)
DIY High-power exploding laser. (KEEP)
MH Terrorist! Sticks to the victim right to the very end. (KEEP)
MTV An odd, superglue-like material. Good as an adhesive. (KEEP)
MJ Mochi And Jet Mixed Touch It With Viscous And Get Mini Flying BLue Saucers (Saucers Only Work On Windows Version Sorry Mac Users (KEEP)
MIO Super Nuke. (KEEP)
MPG Sticks to everything, but EXPLODES when lit. MFPGJ is very fun too. (KEEP)
YP Makes a cold powder, makes a cool explosion (KEEP)
YF Extremely flammable semi-solid. (KEEP)
YA See Snow (KEEP)
GR Floating Rigid (KEEP)
FG A flammable gas, add H to the code and it starts on fire (KEEP)
JM A goo like mochi that flings any solid or liquid material around at high speed (KEEP)
JF Jet Fuel. Flammable, and reacts violently with mochi. (KEEP)
HJ Also known as lava jet. violently reacts with some elements (WARNING:This material can strip through weak non-solids! make sure to put these from solids or strong non-solids!) (KEEP)
IO A black, liquid version of outflow that destroys anything it touches and forms a ridiculous amount of liquid for the amount you draw. It also has the same density as water. It kinda looks and acts like that black oil from the X-Files. (KEEP)
UF Common User for Levels. Burns. (KEEP)
JEU A meat-like user controlled substance, turns into a powdery substance when heated. Flails about when in contact with Mochi. (KEEP)
UW Controllable wall that goes through anything, even the edge of the sandbox (as long as drain is off). (KEEP)
UBEP Controllable shape that explode when collide with anything,useful for non gravity levels. (KEEP)
SP Behaves a little bit like PE, and without any elastic in the mix!(The cause is simply that string acts similiarly to elastic) (KEEP)
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