QuickSand

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If you visit www.fallingsandgame.com you will see various other sand games and get an idea of what I'm shooting for. Although you may doubt the truth of the statement, my sand game does contain several new ideas, which to my knowledge, have not before been done (In a falling sand game)

I appreciate the ideas for the more advanced physics, but this is a particle physics simulator which concentrates less on the physical behavior of individual entities, but rather emphasizes the reaction between such elements.
Water being more fluid is a big issue for me, as you are not the first to raise this suggestion, and some have complained about it. My engine's physics are streamlined and extremely fast due to the excessively simple physics, which use nothing more than simple addition, subtraction, and comparison to get the job done.
For ice melting into water, I'm considering 'Energy' which would allow certain elements to emit and conduct various forms of defined energies, and such could be heat.
Bouyancy is an elements of rigid body physics, but it is possible to an extent. Simply make wood fall and give it a lower density than water.
I'm not sure what you mean by steam collection in enclosures, but you must realize that all of the elements are moddable and I am trying to keep moddability very easy, and such may not be very comprehendable to do.
About you elasticity and wood breaking, these also would require rigid body physics to accomplish unless I am mistaken, so I'm afraid they likely will not find their way into the game.

I appreciate your support and enthusiasm, Taron, and I understand your logic, chwaga.