Version 1.11 - February 21, 2025 - Everyone's Update
[Version 1.11 - February 21, 2025 - Everyone's Update]
+ Portals!
+ Portal In and Portal Out elements
+ Portals teleport pixels and electricity
+ Coral
+ Grows in Water
+ Bleaches in high temperatures
+ Adobe, made from Mud and Straw
+ Element translations for Turkish and Hungarian
[Electricity Rework]
~ Electricity is now more consistent in highly conductive material
~ Sensors give out a single charge instead of 4
~ Pixels now store when they were charged
~ Note: Effects on existing builds should be limited but please report any issues
[Changes]
+ Liquid pixels of the same element move around
+ Tiny canvas size
+ Molten elements oscillate color (Experimental)
~ Pixels can now exist along the border of the canvas
~ Disabling Staining will clear all existing pixel stains
+ Dye, Paint, etc. retain their selected color independently
+ Radioactive Tornado variant
+ Humans panic when shocked
~ Humans are less heat-resistant
~ Pipes are no longer unbreakable
+ Smoke rises in normal air density
~ Tweaked Fire and Cold Fire behavior
+ Sabatier process for producing Methane
+ Bergius process for producing Oil
+ Acid reacts with Potassium
~ Increased Methane autoignition point
+ Uranium radiates Glass on contact
+ Burning Lamp Oil explodes in Water
+ Liquid Ozone explodes when broken or shocked
+ Molten Gallium can react with Gold Coins
+ Slaked Lime reacts with Carbon Dioxide
+ Molten Plastic evaporates
+ Glue turns Color Sand into Stained Glass
+ Butter and Caustic Potash make Soap
+ Neutrons radiate Glass, Clouds, and Water
~ Light absorbed by LEDs is deleted
~ Foam made from Oxygen + Water releases the Oxygen
~ Tweaked Bleach and Acid reaction
~ Increased Molten Sulfur freezing point
~ Tweaked Smash tool
+ Cyanide dirties Water variants
+ Infection dirties Water
+ Tea and Coffee bubble when hot
+ CO2 carbonates Salt Water instead of dirtying
+ Soda and Seltzer release Foam when mixed
+ Pilk creates Foam
+ Cells can ferment Milk variants
~ Cells ferment Milk slower
~ Cheese keeps color when breaking into powder (Pilk Powder?)
~ Caramel is more heat-resistant
~ Acid turns Humans into Bone
~ Birds are less flammable
+ Fish turn to white meat when cooked
+ Worms can compost Petal, Pistil, and Vine
+ Rats can eat Hard Yolk
+ Alcohol calms Humans
+ Humans panic from bad smells
+ Smog breaks into Dirty Water
~ Fireworks create less Carbon Dioxide
+ Bless can fix Brick Rubble
+ Midas Touch converts some metals to Gold variants
+ Malware can affect Snake
~ Pointer retains same speed at any TPS
~ Optimized Cell and Cancer
~ Recolored Pipe Wall
~ Improved Slug, Brick, and Ruins buttons
~ Hid Liquid Oxygen
~ Unhid Liquid Hydrogen
~ Moved Liquid Hydrogen to Liquids
~ Moved Poison Gas to Gases
+ Liquid Nitrogen alias 'LN2'
+ Electric alias 'Electron'
+ Light alias 'Photon'
+ Nut Oil alias 'Cooking Oil'
+ Epsom Salt alias 'Magnesium Sulfate'
+ Pyrite alias 'Iron Sulfide'
+ Limestone alias 'Calcium Carbonate'
+ Quicklime alias 'Calcium Oxide'
+ Slaked Lime alias 'Calcium Hydroxide'
~ Petal displays with dark text
~ Slightly moved Porcelain
+ Built-in dialog boxes
~ Canvas touches the top of the page
~ Wide canvas size takes up more screen space
~ White border no longer shown on wide canvas size
~ Buttons, menus, and the canvas have thicker borders
~ "Elem" in stats bar is no longer uppercase
~ Unknown has no grain
- Loading a save no longer changes your selected element
+ Ctrl+S to bring up save prompt
+ Ctrl+Shift+S to instantly save canvas
+ Retroactive changelogs for versions v0.1-v0.4
+ Bluesky social link
+ Partial translations for Ukrainian, Toki Pona, and Halacae
+ Finished translations for Spanish and Russian
[Bug Fixes]
~ Fixed: Oxygen from hydrolysis immediately turns to Foam
~ Fixed: Menu heights vary dramatically with long categories
~ Fixed: Mod Manager and Info Screen text boxes don't stick to bottom
~ Fixed: Lattice Wars appear without borders
~ Fixed: Smash tool breaks harder elements faster
~ Fixed: Error in console on page load
~ Fixed: Artifacts above stats bar text on Chrome
~ Fixed: Console logging when Hail breaks a pixel
~ Fixed: Milk variants still heat into Yogurt
~ Fixed: Controls still show Smooth View keybind
~ Fixed: "Save to File" button cut off on some small screens
~ Fixed: Many aliases can't be used in Element Select
~ Fixed: Prop tool doesn't change pixel state when changing temperature
~ Fixed: Grenades stop moving while charged
~ Fixed: Lightning doesn't reach bottom on large canvases
~ Fixed: Ghost pixels when placing Foam with low air temperature set
~ Fixed: 'CR' behavior cell errors with low air temperature set
[Technical]
+ Portal 'channel' property can be set with the Prop tool (Integer)
+ runAfterReset function
+ isBreakable function
+ 'breakIntoColorMultiplier' element property
+ 'onMoveInto' element property, called when another pixel moves into it (function(pixel1,pixel2))
+ 'chargeStart' pixel property
~ 'breakIntoColor' element property can be used without 'breakInto'
+ 'sense' sensor property to detect a certain element
~ Optimized electricity
~ Fire is affected by air density
+ View setting dropdown includes views added by mods
~ currentSaveData is now always defined, and holds metadata about the current canvas, even non-saves
+ currentSaveData always contains a UUID for seeded randomness
~ Default max pixel count slightly increased
~ Save version is now sb3
~ Canvas border width is now stored (Default 1 for old saves)
~ Pixel properties with value "undefined" are skipped
+ Error message in console for broken translation files
+ GUI translation support
+ More GUI elements have IDs
+ Future standalone mode
2025-02-21 13:47:50 -05:00
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// elements.mud_brick = {
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// color: "#8a6249",
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// colorPattern: textures.BRICK,
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// colorKey: {
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// "l": "#986c51",
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// "r": "#8a6249",
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// "d": "#7f5943",
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// "w": "#634933"},
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// behavior: behaviors.WALL,
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// category: "solids",
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// state: "solid",
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// tempHigh: 1200,
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// stateHigh: "molten_dirt",
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// hardness: 0.33,
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// breakInto: "dirt"
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// }
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2024-05-15 12:53:21 -04:00
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var materials = ["brick","concrete","wood","glass","steel"];
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elements.tower = {
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color: [],
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behavior: [
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"XX|XX|XX",
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"XX|CH:"+materials.join("_tower,")+"_tower|XX",
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"XX|XX|XX",
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],
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category: "spawners",
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maxSize: 1,
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cooldown: defaultCooldown,
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}
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materials.forEach((elem) => {
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if (Array.isArray(elements[elem].color)) {
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elements.tower.color.push(elements[elem].color[0]);
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}
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else {
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elements.tower.color.push(elements[elem].color);
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}
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elements[elem+"_tower"] = {
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color: elements[elem].color,
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behavior: [
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`XX|M2|XX`,
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`XX|C2:${elem}_room|XX`,
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`XX|M1|XX`,
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],
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maxSize: 1,
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cooldown: defaultCooldown,
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category: "spawners"
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}
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elements[elem+"_room"] = {
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color: elements[elem].color,
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behavior: [
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`XX|XX|CR:${elem}_room,${elem}_room,${elem}_room,${elem}_room,tower_antenna,wood_roof%80|XX|XX`,
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`XX|XX|XX|XX|XX`,
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`CR:${elem}|CR:${elem}|CR:${elem}|CR:${elem}|CR:${elem}`,
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`CR:glass|XX|XX|CR:human%25|CR:glass`,
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`CR:glass|CR:human%25|DL|CR:human%25|CR:glass`,
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`CR:${elem}|XX|XX|XX|CR:${elem}`,
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`CR:${elem}|CR:${elem}|CR:${elem}|CR:${elem}|CR:${elem}`,
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`XX|XX|XX|XX|XX`,
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`XX|XX|XX|XX|XX`
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],
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maxSize: 1,
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cooldown: defaultCooldown,
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category: "spawners",
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hidden: true
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}
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})
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elements.tower.color = elements.tower.color.sort();
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elements.tower_antenna = {
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color: "#bababa",
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behavior: [
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"CR:steel%30",
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"CR:steel",
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"CR:steel",
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"CR:steel",
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"CH:steel",
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"CR:steel",
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"XX",
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"XX",
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"XX",
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"XX",
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],
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maxSize: 1,
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cooldown: defaultCooldown,
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category: "spawners",
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hidden: true
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}
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elements.wood_roof = {
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color: "#965829",
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behavior: [
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"XX|XX|XX|XX|XX|XX|XX",
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"XX|XX|XX|CR:wood|XX|XX|XX",
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"XX|XX|CR:wood|CH:wood|CR:wood|XX|XX",
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"XX|CR:wood|XX|XX|XX|CR:wood|XX",
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"CR:wood|XX|XX|XX|XX|XX|CR:wood",
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],
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maxSize: 1,
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cooldown: defaultCooldown,
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category: "spawners",
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hidden: true
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}
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worldgentypes.city = {
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layers: [
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[0.95, "grass"],
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[0.50, "dirt"],
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[0.05, "rock"],
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[0, "basalt"],
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],
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decor: [ // [element, chance, distance from top]
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["tower", 0.08],
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// ["bird", 0.025, 10],
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],
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baseHeight: 0.25
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}
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