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//signalum doesn't require tick function fuckery
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elements . destabilized _redstone = {
color : [ "#9e0303" , "#98061a" , "#b80704" , "#c4020c" , "#f70008" , "#9e0303" , "#98061a" , "#b80704" , "#e3020a" , "#8c0303" , "#8c0303" ] ,
behavior : [
"XX|SH|XX" ,
"M2 AND SH|XX|M2 AND SH" ,
"M1|M1 AND SH|M1" ,
] ,
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viscosity : 1.5 * * 4 ,
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category : "liquids" ,
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state : "liquid" ,
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density : 1200 ,
} ,
elements . signalum = {
color : "#ff9321" ,
behavior : behaviors . WALL ,
category : "solids" ,
density : 10500 ,
conduct : 1 ,
tempHigh : 550 ,
stateHigh : "molten_signalum" ,
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state : "solid" ,
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} ,
elements . molten _sterling = {
reactions : {
"destabilized_redstone" : { "elem1" : null , "elem2" : "molten_signalum" } ,
}
} ,
elements . molten _signalum = {
color : "#f17414" ,
behavior : behaviors . MOLTEN ,
density : 10500 * 0.9 ,
conduct : 0.30 ,
temp : 600 ,
tempLow : 550 ,
stateLow : "signalum" ,
category : "liquids" ,
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state : "liquid" ,
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hidden : true ,
} ,
//pyrotheum
elements . blazing _pyrotheum = {
color : "#ffdd55" ,
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behavior : [
"HT:10%2|CR:fire%0.5 AND HT:10%2|HT:10%2" ,
"M2 AND CR:fire%0.5 AND HT:10%2|HT:10%2|M2 AND CR:fire%0.5 AND HT:10%2" ,
"M1 AND HT:10%2|M1 AND CR:fire%0.5 AND HT:10%2|M1 AND HT:10%2" ,
] ,
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tick : function ( pixel ) {
if ( pixel . temp >= - 273 && pixel . temp <= 3707 ) { //temperature minimum of 3727
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pixel . temp += 50
} else if ( pixel . temp > 3677 && pixel . temp < 3727 ) {
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pixel . temp = 3727
}
} ,
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viscosity : 1.2 * * 4 ,
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category : "liquids" ,
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state : "liquid" ,
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density : 1994 ,
insulate : false ,
temp : 3727 ,
} ,
elements . gelid _cryotheum = {
color : "#00ddff" ,
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behavior : [
" AND CR:snow%0.35HT:10%2|HT:10%2| AND CR:snow%0.35HT:10%2" ,
"M2 AND CR:snow%0.35 AND HT:10%2|HT:10%2|M2 AND CR:snow%0.35 AND HT:10%2" ,
"M1 AND HT:10%2|M1 AND CR:snow%0.25 AND HT:10%2|M1 AND HT:10%2" ,
] ,
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tick : function ( pixel ) {
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if ( pixel . temp >= - 223 ) { //temperature maximum of -223
pixel . temp -= 50
} else if ( pixel . temp > - 223 && pixel . temp < - 273 ) {
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pixel . temp = - 223
}
} ,
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viscosity : 3 * * 4 ,
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category : "liquids" ,
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state : "liquid" ,
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density : 3988 ,
insulate : false ,
temp : - 223 ,
} ,
elements . tectonic _petrotheum = {
color : [ "#342414" , "#3C2414" , "#2C1C14" , "#543424" , "#643C28" , "#74442C" ] ,
behavior : [
"XX|XX|XX" ,
"M2|XX|M2" ,
"M1|M1|M1" ,
] ,
reactions : {
"rock" : { "elem2" : "gravel" } ,
"mudstone" : { "elem2" : "mud" } , //i took creative liberties with what it breaks :eggTF:
"packed_sand" : { "elem2" : "sand" } , //stone->gravel is explicitly shown and chalcopyrite_ore->
"ice" : { "elem2" : "snow" } , //chalcopyrite_dust is implied, the rest of this section
"packed_snow" : { "elem2" : "snow" } , //isn't thermal foundation canon*/
"basalt" : { "elem2" : "basalt_gravel" } ,
"limestone" : { "elem2" : "limestone_gravel" } ,
"concrete" : { "elem2" : "dust" } ,
"brick" : { "elem2" : "brick_rubble" } ,
"wood" : { "elem2" : "sawdust" } ,
"glass" : { "elem2" : "glass_shard" } ,
"ruins" : { "elem2" : "dust" } ,
"chalcopyrite_ore" : { "elem2" : "chalcopyrite_dust" }
} ,
temp : 120 ,
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viscosity : 1.5 * * 4 ,
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category : "liquids" ,
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state : "liquid" ,
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density : 3988 ,
insulate : false ,
} ,
elements . basalt _gravel = {
color : [ "#4d4c4c" , "#42403f" , "#333130" , "#36322f" ] ,
behavior : behaviors . POWDER ,
tempHigh : 1262.5 ,
stateHigh : "magma" ,
category : "land" ,
state : "solid" ,
density : 1975 ,
hardness : 0.26 ,
} ,
elements . limestone _gravel = {
color : [ "#c7baa1" , "#e8d8b7" , "#fcf3d7" , "#fffce6" ] ,
behavior : behaviors . POWDER ,
tempHigh : 825 ,
stateHigh : "quicklime" ,
category : "land" ,
state : "solid" ,
density : 1380 ,
hardness : 0.16 ,
breakInto : [ "quicklime" , "calcium" , "dust" ] ,
}
if ( ! Array . isArray ( elements . basalt . breakInto ) ) {
tempArray = [ ]
tempArray . push ( elements . basalt . breakInto )
elements . basalt . breakInto = tempArray
}
elements . basalt . breakInto . push ( "basalt_gravel" )
elements . limestone . breakInto . push ( "limestone_gravel" )
elements . limestone . breakInto . push ( "limestone_gravel" )
elements . worm . reactions . limestone _gravel = { "elem2" : "calcium" , "chance" : 0.1 } ,
elements . acid . reactions . limestone _gravel = { "elem1" : "neutral_acid" , "elem2" : null } ,
elements . zephyrean _aerotheum = {
color : [ "#FFFCD9" , "#FEFFFC" , "#FDFFDB" , "#FFFFE8" , "#FBF6D3" , "#F1EDD0" ] ,
behavior : behaviors . AGLIQUID ,
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viscosity : 0.1 * * 4 ,
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category : "liquids" ,
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state : "liquid" ,
density : - 800 ,
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insulate : false ,
} ,
elements . energized _glowstone = {
color : [ "#fbb204" , "#fcf605" , "#fce704" , "#f8c414" , "#f8e814" ] ,
behavior : [
"M1 AND SW:light|M1 AND CR:light%40 AND SW:light|M1 AND SW:light" ,
"M2 AND CR:light%40|XX|M2 AND CR:light%40" ,
"XX|CR:light%40|XX" ,
] ,
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viscosity : 0.1 * * 4 ,
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category : "liquids" ,
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state : "liquid" ,
density : - 500 ,
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insulate : false , //TODO: > Energized glowstone source blocks will gradually float upwards if there are no blocks above them. If they float at high levels (layers 120 and above by default) they will condense back into solid glowstone. They will also condense at 80% of this height if the fluid has no space to flow.
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} ,
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elements . resonant _ender = {
color : [ "#062c2c" , "#062c2c" , "#19a8a8" , "#0a4646" , "#1f8c8e" , "#0c5c54" , "#0c5c54" ] ,
behavior : behaviors . LIQUID ,
tick : function ( pixel ) {
for ( let i = - 2 ; i < 3 ; i ++ ) {
for ( let j = - 2 ; j < 3 ; j ++ ) {
if ( ! isEmpty ( pixel . x + j , pixel . y + i ) && ! outOfBounds ( pixel . x + j , pixel . y + i ) ) {
if ( lifeArray . includes ( pixelMap [ pixel . x + j ] [ pixel . y + i ] . element ) ) {
pixel . eeex = pixel . x + Math . floor ( Math . random ( ) * ( ( 2 * 8 ) + 1 ) ) - 8
pixel . eeey = pixel . y + Math . floor ( Math . random ( ) * ( ( 2 * 8 ) + 1 ) ) - 8
//if human
//handle heads
if ( pixelMap [ pixel . x + j ] [ pixel . y + i ] . element == "head" ) {
if ( isEmpty ( pixel . eeex , pixel . eeey ) && ! outOfBounds ( pixel . eeex , pixel . eeey ) && isEmpty ( pixel . eeex , pixel . eeey + 1 ) && ! outOfBounds ( pixel . eeex , pixel . eeey + 1 ) ) {
tryMove ( pixelMap [ pixel . x + j ] [ pixel . y + i ] , pixel . eeex , pixel . eeey )
tryMove ( pixelMap [ pixel . x + j ] [ pixel . y + i + 1 ] , pixel . eeex , pixel . eeey + 1 )
}
} else if ( pixelMap [ pixel . x + j ] [ pixel . y + i ] . element == "body" ) {
} else {
if ( isEmpty ( pixel . eeex , pixel . eeey ) && ! outOfBounds ( pixel . eeex , pixel . eeey ) ) {
tryMove ( pixelMap [ pixel . x + j ] [ pixel . y + i ] , pixel . eeex , pixel . eeey )
}
}
}
}
}
}
} ,
category : "liquids" ,
density : 3000 ,
state : "liquid" ,
viscosity : 3 * * 4 ,
}