sandboxels/mods/PRNGworldgenlib.js

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/*Version 1.2.0 Pseudorandom world generator*/
function pseudorandom(key, num, max = 1){
return (Math.log(key)*(num*Math.log(1625.4986772154357))) % max;
};
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eLists.STONEELEMS = ["rock", "gravel", "tuff", "basalt", "rock_wall"];
let oreChances = {
diamond: 0.045,
gold: 0.1,
silver: 0.2,
tungsten: 0.3,
iron: 0.4,
copper: 0.6,
charcoal: 0.8,
uranium: 0.805,
aluminum: 1
}
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function makeCurve(pos, w, dir, div = 200){
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let prevX = pos[0], prevY = pos[1];
let res = [];
for(i = w; i >= 0; i--){
let x2 = (dir == 1) ? pos[0]-i : pos[0]+i;
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let y2 = height-((1/div)*(i**2));
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res = res.concat(lineCoords(prevX, prevY, Math.round(x2), Math.round(y2), 1));
prevX = Math.round(x2), prevY = Math.round(y2);
}
return res;
}
elements.sandstone = {
category: "solids",
color: ["#a89f67", "#b89c6b", "#bbad68"],
behavior: behaviors.SOLID,
breakInto: "sand",
tempHigh: 1700,
stateHigh: "molten_glass",
};
elements.packed_sand.tempHigh = 300;
elements.packed_sand.stateHigh = "sandstone";
function drawLine(elem,x1,y1,x2,y2, replace = null){
let coords = lineCoords(Math.round(x1),Math.round(y1),Math.round(x2),Math.round(y2));
for(let pos of coords){
let res = tryCreate(elem, pos[0], pos[1]);
if(replace != null && res == null){
let pixel = getPixel(pos[0], pos[1]);
if(pixel != null && replace.includes(pixel.element)){
changePixel(pixel, elem);
}
}
}
}
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let structureFuncs = {
ocean: (seed)=>{
let side = (pseudorandom(15, (seed/2**32)*62, 1) > 0.5) ? 0 : width;
let positions = makeCurve([side, 45], 90, (side == 0) ? -1 : 1, 200-(pseudorandom(82, (seed/2**32)*972, 70) - 35));
let obj = {};
for(let pos of positions){
if(obj[pos[0]] != undefined){
obj[pos[0]] = (obj[pos[0]] > pos[1]) ? obj[pos[0]] : pos[1];
} else {
obj[pos[0]] = pos[1];
}
}
for(let key in obj){
for(let i = obj[key]; i > 0; i--){
let p = getPixel(key, i);
if(p != null){
changePixel(p, "water");
}
//tryDelete(key, i);
}
}
},
pyramid: (seed)=>{
if(pseudorandom(232, 4564*(seed/2**32), 1) < 0.25){
let x = pseudorandom(531, 9834*(seed/2**32), width);
let h = pseudorandom(659, 2342*(seed/2**32), 10) + 20;
let hwidth = h*Math.atan(0.78539816);
let num = 0;
for(let i = x - hwidth; i < x + hwidth; i++){
let y = (height-35)-(h);
drawLine("sandstone", i, height-35, x, y, ["sand", "cactus"]);
num++;
if(i == x){
num = 0;
};
}
}
},
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};
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class biome {
constructor(layersArr, yLevels, properties, afterFunc = false, genStructures = false, sp = false){
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this.layers = layersArr;
this.yLevels = yLevels;
this.vMulti = 1;
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this.structures = (genStructures != false) ? [].concat(genStructures) : undefined;
this.afterFunc = (afterFunc != false) ? afterFunc : undefined;
this.sPriority = sp;
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for(let item in properties){
this[item] = properties[item];
}
this.generate = function(seed){
autoResizeCanvas();
Version 1.13.2 - January 11, 2026 + Edit Mode ~ Moved Special tools to the edit tab ~ Expect more tools in the future + Relations - Multiple pixels as a single entity + Group and Ungroup tool in edit tab + Grouped pixels fall and move as one structure + Grouped pixels are ungrouped when broken or changing states + Grouped pixels can displace fluids (Experimental) + More Shift-Select functionality: + Battery can set a frequency to create timers + Image tool can set element ~ Fire begins more yellow and gets redder quicker + Icing (Hidden) made with Butter and Sugar ~ Liquids and Gases appear less grainy ~ Settings changes + Speed option in Settings to replace TPS button + Keybind: T to change TPS ~ Renamed E button to Elem button ~ Improved simulation speeds - Removed World Gen ~ We recommend the PRNGworldgenlib.js mod, a much better world generator - Removed Cheerful Mode [Changes] + Escape can be pressed to cancel while drawing a line + Fillers can be painted and will fight other colors + Portals show destination lines when hovered over or selected + Portal In can be selected with the Elem button by typing 'Portal' + Lightning placed near certain elements will change color + Worms can break down Flour, Dough, Adobe, Paper, Confetti, Cellulose, Cheese, and Potato + Worms can move through Mulch + Radiation will radiate Batter + Rad Steam causes Cheese to rot ~ Filters and Gates are Acid-resistant ~ Portals no longer teleport Fuse ~ Ruler measures diagonal lines as a pixel count instead of hypotenuse ~ Unique flame colors for Nickel, Iron, and Mercury ~ Rearranged Special category ~ Opening the Info, Mods, or Settings menus will pause the game ~ Steam: All canvas sizes now stretch to the full screen width + Assigned densities to many solids + Keybind: Quote (") to toggle Edit Mode [Bug Fixes] ~ Fixed: Dragging pixels through Filters creates ghost pixels ~ Fixed: Filters can break when transporting to Gates or Pipes ~ Fixed: Pixels are rendered in incorrect position when mixing with Pipe, Filter, or Gate ~ Fixed: Broken modded saves are loaded every bootup ~ Fixed: Precision Dot is misaligned with 2- and 4-wide brushes ~ Fixed: Portals can't transmit electricity if surrounded by pixels ~ Fixed: E-cloner can't be set to Fuse by clicking on it ~ Fixed: Some saves throw TypeError "Cannot set properties of undefined" ~ Fixed: Prop tool always unpauses after dialog ~ Fixed: Z and Backspace keys select Heat by default instead of Sand ~ Fixed: Random can't place Fire, Plasma, Ink, Bless, Rock Wall, Cold Fire, Sun, Pointer, or Art ~ Fixed: Elem dialog doesn't close if button is pressed again ~ Fixed: Wrong font when language set to Italian ~ Fixed: Magnesium melts at a much lower temperature than expected ~ Fixed: Shift-selecting Random and inputting 'random' causes errors [Technical] ~ Note: Optimizations mean a lot of code was rewritten, please report any issues and be patient ~ Note: Don't pass an 'rgba' color to drawSquare, use the 'alpha' argument instead + Pixel relations system + Used to group pixels together + '_r' pixel property to identify its relation (should be an integer) + 'trackPaint' element property (boolean) + 'painted' pixel property (color code) given to these elements when painted + "Failed to load" message instead of hanging forever ~ 'con' contents only render if element has existing 'canContain' property ~ 'onMouseDown' element event only triggers with left clicks ~ Acid Gas 'ignore' property is now identical to Acid ~ Elements with a set density but no state are set to solid ~ Fuse no longer shows hidden element ~ Save version is now sb7
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// paused = true;
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let fraction = seed/(2**32);
if(this.sPriority){
if(this.structures != undefined){
for(let gen of this.structures){
gen(seed);
}
}
}
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for(let level of this.yLevels){
for(let x = 0; x <= width+2; x++){
//console.log(x);
let heightIncrease = (fraction < 0.5) ? -3*pseudorandom(((1-fraction)*(x+1))*(100*pseudorandom(x, 1241, 500)), 1) : 3*pseudorandom(((fraction)*(x+1))*(100*pseudorandom(x, 1241, 500)), 1);
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let h = level + heightIncrease;
for(let y = 0; y <= h; y++){
//console.log(x,y);
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let elementsArr = this.layers[this.yLevels.indexOf(level)];
let elem = elementsArr[Math.floor(elementsArr.length*pseudorandom((1-fraction)*pseudorandom((x+15)*(y+5), 65343, 500), 2) % elementsArr.length)] || elementsArr[0];
//if(x == 0 || x == 1){console.log(elem);};
let placed = tryCreate(elem, x-2, height-y);
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if(placed != null && this.temp != null){
placed.temp = this.temp;
}
if(elem == "sapling" && placed){
if(this.wc != null){
if(Array.isArray(this.wc)){
let c = this.wc[Math.round(Math.random()*this.wc.length)];
while(c == undefined){
c = this.wc[Math.round(Math.random()*this.wc.length)];
}
placed.wc = c;
} else {
placed.wc = this.wc;
}
}
if(this.lc != null){
if(Array.isArray(this.lc)){
let c = this.lc[Math.round(Math.random()*this.lc.length)];
while(c == undefined){
c = this.lc[Math.round(Math.random()*this.lc.length)];
}
placed.lc = c;
} else {
placed.lc = this.lc;
}
}
}
}
}
}
if(this.structures != undefined){
for(let gen of this.structures){
gen(seed);
}
}
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this.generateOreVeins(seed, this.vMulti);
};
}
generateOreVeins(seed, multi = 1){
for(let x = 0; x <= width; x++){
for(let y = 0; y <= height; y++){
let c = pseudorandom((seed/2**32)*pseudorandom(x*y, 657345, 600), 3);
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if(c <= 0.3){
let c2 = pseudorandom((seed/2**32)*pseudorandom(x*y, 98755, 750), 4);
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let ore;
for(let e in oreChances){
if(c2 <= oreChances[e]){
ore = e;
break;
}
}
let p = getPixel(x,y);
if(p != null && eLists.STONEELEMS.includes(p.element)){
tryCreate(ore, x, y, true);
let a = true;
let x2 = x, y2 = y;
while(a){
let hasStone = false;
for(let coords of squareCoords){
x2 += coords[0];
y2 += coords[1];
let p2 = getPixel(x2,y2);
if(p2 != null && eLists.STONEELEMS.includes(p2.element) && (pseudorandom((seed/2**32)*pseudorandom(x2,y2, 350), x2*y2) < (0.35*multi))){
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hasStone = true;
tryCreate(ore, x2, y2, true);
}
if(pseudorandom((seed/2**32)*x2*y2, 6) < 0.15){
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a = false;
break;
}
}
a = (hasStone) ? a : false;
}
}
}
}
}
if(this.afterFunc != null){
this.afterFunc(seed);
}
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}
}
let biomes = {
plains: new biome([["rock", "rock", "rock", "gravel"], ["dirt", "dirt", "dirt", "dirt", "mud", "gravel"], ["grass","flower_seed","grass","grass","grass","grass","sapling","grass","grass","grass","grass","grass","grass","grass","grass"]], [25, 38, 40]),
desert: new biome([["rock", "rock", "rock", "gravel"], ["rock", "packed_sand","rock", "packed_sand", "sand"], ["sand"], [null, null, null, null, null, null, null, null, null, "cactus"]], [17, 26, 40, 42], {vMulti: 1.2}, false, structureFuncs.pyramid, true),
savanna: new biome([["rock", "rock", "rock", "gravel"], ["dirt", "dirt", "clay_soil", "dirt", "dirt"], ["grass",null,null, null, null, null, "sapling",null,null,null,null]], [25, 38, 40], {lc: ["#6fde26", "#8eed34", "#8cdb42", "#7bd12a", "#96e81c", "#a9e64e", "#a0d94c", "#a9d63e"], wc: ["#bdab7e", "#b09c6a", "#ab996d", "#998a63", "#917959", "#877051"], vMulti: 1.5}),
tundra: new biome([["rock", "rock", "rock", "gravel"], ["dirt", "dirt", "rock", "permafrost"], ["permafrost", "permafrost", "permafrost", "permafrost", "permafrost", "permafrost", "ice", "snow"], [null,null,null,null,null,"pinecone",null,null,null,null,null,null]], [25, 30, 38, 40], {temp: -15, vMulti: 2}),
beach: new biome([["rock", "rock", "rock", "gravel"], ["rock", "gravel", "sand", "sand"], ["sand"]], [7, 13, 35], {vMulti: 0.8}, (seed)=>{
dependOn("plants.js", ()=>{
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for(let i = 0; i < width; i++){
console.log(pseudorandom((i*34), (seed/2**32)*234, 1));
if(pseudorandom((i*34), (seed/2**32)*234, 1) < 0.035){
let c = true;
let np = getPixel(i, 20);
let ny = 21;
while(np == null){
np = getPixel(i, ny);
if(np != null && np.element == "water"){
c = false;
};
ny++;
}
if(c){
tryCreate("banana_seed", i, 20);
}
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}
}
}, false);
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}, structureFuncs.ocean),
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}
let seed = Math.random()*(2**32);
enabledMods.forEach((item)=>{
if(item.includes("plants.js")){
biomes.orchard = new biome([["rock","rock","rock","gravel"], ["dirt", "dirt", "dirt", "rock", "gravel"], ["dirt", "dirt", "dirt", "dirt", "mud", "clay_soil", "gravel"]], [25, 30, 38], {afterFunc: (seed)=>{
for(let i = 0; i < width; i++){
console.log(i, width);
let elem = (pseudorandom((seed/2**32)*pseudorandom(i, 6544, 500), 7) < 0.15) ? plants.tree[(Math.round(Math.random()*plants.tree.length)) % plants.tree.length] : "grass";
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if(elem != undefined && elem != "grass"){elem += "_seed"};
elem = (elem == undefined) ? "apple_seed" : elem;
tryCreate(elem, i, 42);
}
}});
}
});
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elements.SeedGenerate = {
Version 1.13.2 - January 11, 2026 + Edit Mode ~ Moved Special tools to the edit tab ~ Expect more tools in the future + Relations - Multiple pixels as a single entity + Group and Ungroup tool in edit tab + Grouped pixels fall and move as one structure + Grouped pixels are ungrouped when broken or changing states + Grouped pixels can displace fluids (Experimental) + More Shift-Select functionality: + Battery can set a frequency to create timers + Image tool can set element ~ Fire begins more yellow and gets redder quicker + Icing (Hidden) made with Butter and Sugar ~ Liquids and Gases appear less grainy ~ Settings changes + Speed option in Settings to replace TPS button + Keybind: T to change TPS ~ Renamed E button to Elem button ~ Improved simulation speeds - Removed World Gen ~ We recommend the PRNGworldgenlib.js mod, a much better world generator - Removed Cheerful Mode [Changes] + Escape can be pressed to cancel while drawing a line + Fillers can be painted and will fight other colors + Portals show destination lines when hovered over or selected + Portal In can be selected with the Elem button by typing 'Portal' + Lightning placed near certain elements will change color + Worms can break down Flour, Dough, Adobe, Paper, Confetti, Cellulose, Cheese, and Potato + Worms can move through Mulch + Radiation will radiate Batter + Rad Steam causes Cheese to rot ~ Filters and Gates are Acid-resistant ~ Portals no longer teleport Fuse ~ Ruler measures diagonal lines as a pixel count instead of hypotenuse ~ Unique flame colors for Nickel, Iron, and Mercury ~ Rearranged Special category ~ Opening the Info, Mods, or Settings menus will pause the game ~ Steam: All canvas sizes now stretch to the full screen width + Assigned densities to many solids + Keybind: Quote (") to toggle Edit Mode [Bug Fixes] ~ Fixed: Dragging pixels through Filters creates ghost pixels ~ Fixed: Filters can break when transporting to Gates or Pipes ~ Fixed: Pixels are rendered in incorrect position when mixing with Pipe, Filter, or Gate ~ Fixed: Broken modded saves are loaded every bootup ~ Fixed: Precision Dot is misaligned with 2- and 4-wide brushes ~ Fixed: Portals can't transmit electricity if surrounded by pixels ~ Fixed: E-cloner can't be set to Fuse by clicking on it ~ Fixed: Some saves throw TypeError "Cannot set properties of undefined" ~ Fixed: Prop tool always unpauses after dialog ~ Fixed: Z and Backspace keys select Heat by default instead of Sand ~ Fixed: Random can't place Fire, Plasma, Ink, Bless, Rock Wall, Cold Fire, Sun, Pointer, or Art ~ Fixed: Elem dialog doesn't close if button is pressed again ~ Fixed: Wrong font when language set to Italian ~ Fixed: Magnesium melts at a much lower temperature than expected ~ Fixed: Shift-selecting Random and inputting 'random' causes errors [Technical] ~ Note: Optimizations mean a lot of code was rewritten, please report any issues and be patient ~ Note: Don't pass an 'rgba' color to drawSquare, use the 'alpha' argument instead + Pixel relations system + Used to group pixels together + '_r' pixel property to identify its relation (should be an integer) + 'trackPaint' element property (boolean) + 'painted' pixel property (color code) given to these elements when painted + "Failed to load" message instead of hanging forever ~ 'con' contents only render if element has existing 'canContain' property ~ 'onMouseDown' element event only triggers with left clicks ~ Acid Gas 'ignore' property is now identical to Acid ~ Elements with a set density but no state are set to solid ~ Fuse no longer shows hidden element ~ Save version is now sb7
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category: "edit",
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onSelect: function(){
let arr = [];
let txt = shiftDown;
Object.keys(biomes).forEach(function(b){arr.push(b);});
txt = (arr.length >= 7) ? true : txt;
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promptInput("Leave blank to generate new seed or C to keep current seed. Your current seed is: " + seed, function(i){
seed = (i != null && i.toLowerCase() == "c") ? seed : parseFloat(i) || Math.random()*(2**32);
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seed = seed % (2**32);
if(!txt){
promptChoose("", arr, (choice)=>{
biomes[choice].generate(seed);
promptText("World generation complete.");
selectElement('dirt');
}, "Select a biome to generate: ");
} else {
let str = "";
for(let key in biomes){
str += `${key},`;
}
str = str.replace(/^,|,$/g, '');
promptInput("Enter the name of a biome (caps-insensetive) \nBiomes Available: " + str, function(inp){
if(!arr.includes(inp.toLowerCase())){
promptText("Invalid selection.");
}else {
biomes[inp.toLowerCase()].generate(seed);
promptText("World generation complete.");
selectElement('dirt');
}
}, "Enter Biome")
}
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}, "Enter seed:");
}
}
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elements.RandomGen = {
Version 1.13.2 - January 11, 2026 + Edit Mode ~ Moved Special tools to the edit tab ~ Expect more tools in the future + Relations - Multiple pixels as a single entity + Group and Ungroup tool in edit tab + Grouped pixels fall and move as one structure + Grouped pixels are ungrouped when broken or changing states + Grouped pixels can displace fluids (Experimental) + More Shift-Select functionality: + Battery can set a frequency to create timers + Image tool can set element ~ Fire begins more yellow and gets redder quicker + Icing (Hidden) made with Butter and Sugar ~ Liquids and Gases appear less grainy ~ Settings changes + Speed option in Settings to replace TPS button + Keybind: T to change TPS ~ Renamed E button to Elem button ~ Improved simulation speeds - Removed World Gen ~ We recommend the PRNGworldgenlib.js mod, a much better world generator - Removed Cheerful Mode [Changes] + Escape can be pressed to cancel while drawing a line + Fillers can be painted and will fight other colors + Portals show destination lines when hovered over or selected + Portal In can be selected with the Elem button by typing 'Portal' + Lightning placed near certain elements will change color + Worms can break down Flour, Dough, Adobe, Paper, Confetti, Cellulose, Cheese, and Potato + Worms can move through Mulch + Radiation will radiate Batter + Rad Steam causes Cheese to rot ~ Filters and Gates are Acid-resistant ~ Portals no longer teleport Fuse ~ Ruler measures diagonal lines as a pixel count instead of hypotenuse ~ Unique flame colors for Nickel, Iron, and Mercury ~ Rearranged Special category ~ Opening the Info, Mods, or Settings menus will pause the game ~ Steam: All canvas sizes now stretch to the full screen width + Assigned densities to many solids + Keybind: Quote (") to toggle Edit Mode [Bug Fixes] ~ Fixed: Dragging pixels through Filters creates ghost pixels ~ Fixed: Filters can break when transporting to Gates or Pipes ~ Fixed: Pixels are rendered in incorrect position when mixing with Pipe, Filter, or Gate ~ Fixed: Broken modded saves are loaded every bootup ~ Fixed: Precision Dot is misaligned with 2- and 4-wide brushes ~ Fixed: Portals can't transmit electricity if surrounded by pixels ~ Fixed: E-cloner can't be set to Fuse by clicking on it ~ Fixed: Some saves throw TypeError "Cannot set properties of undefined" ~ Fixed: Prop tool always unpauses after dialog ~ Fixed: Z and Backspace keys select Heat by default instead of Sand ~ Fixed: Random can't place Fire, Plasma, Ink, Bless, Rock Wall, Cold Fire, Sun, Pointer, or Art ~ Fixed: Elem dialog doesn't close if button is pressed again ~ Fixed: Wrong font when language set to Italian ~ Fixed: Magnesium melts at a much lower temperature than expected ~ Fixed: Shift-selecting Random and inputting 'random' causes errors [Technical] ~ Note: Optimizations mean a lot of code was rewritten, please report any issues and be patient ~ Note: Don't pass an 'rgba' color to drawSquare, use the 'alpha' argument instead + Pixel relations system + Used to group pixels together + '_r' pixel property to identify its relation (should be an integer) + 'trackPaint' element property (boolean) + 'painted' pixel property (color code) given to these elements when painted + "Failed to load" message instead of hanging forever ~ 'con' contents only render if element has existing 'canContain' property ~ 'onMouseDown' element event only triggers with left clicks ~ Acid Gas 'ignore' property is now identical to Acid ~ Elements with a set density but no state are set to solid ~ Fuse no longer shows hidden element ~ Save version is now sb7
2026-01-11 13:52:44 -05:00
category: "edit",
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onSelect: function(){
let arr = [];
let txt = shiftDown;
Object.keys(biomes).forEach(function(b){arr.push(b);});
txt = (arr.length >= 7) ? true : txt;
seed = Math.random()*(2**32);
//seed %= 2**32;
if(txt){
let str = "";
for(let key in biomes){
str += `${key}, `;
}
str = str.replace(/^,|,$/g, '');
promptInput("Enter the name of a biome to generate (caps-insensetive)\nBiomes available: \n" + str, function(inp){
let choice = inp.toLowerCase();
if(!arr.includes(choice)){
promptText("Invalid selection.");
selectElement("dirt");
} else {
biomes[choice].generate(seed);
selectElement("dirt");
}
}, "Enter Biome Name: ");
} else {
promptChoose("", arr, (choice)=>{
biomes[choice].generate(seed);
selectElement("dirt");
}, "Biome Selection");
}
},
}
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elements.view_seed = {
Version 1.13.2 - January 11, 2026 + Edit Mode ~ Moved Special tools to the edit tab ~ Expect more tools in the future + Relations - Multiple pixels as a single entity + Group and Ungroup tool in edit tab + Grouped pixels fall and move as one structure + Grouped pixels are ungrouped when broken or changing states + Grouped pixels can displace fluids (Experimental) + More Shift-Select functionality: + Battery can set a frequency to create timers + Image tool can set element ~ Fire begins more yellow and gets redder quicker + Icing (Hidden) made with Butter and Sugar ~ Liquids and Gases appear less grainy ~ Settings changes + Speed option in Settings to replace TPS button + Keybind: T to change TPS ~ Renamed E button to Elem button ~ Improved simulation speeds - Removed World Gen ~ We recommend the PRNGworldgenlib.js mod, a much better world generator - Removed Cheerful Mode [Changes] + Escape can be pressed to cancel while drawing a line + Fillers can be painted and will fight other colors + Portals show destination lines when hovered over or selected + Portal In can be selected with the Elem button by typing 'Portal' + Lightning placed near certain elements will change color + Worms can break down Flour, Dough, Adobe, Paper, Confetti, Cellulose, Cheese, and Potato + Worms can move through Mulch + Radiation will radiate Batter + Rad Steam causes Cheese to rot ~ Filters and Gates are Acid-resistant ~ Portals no longer teleport Fuse ~ Ruler measures diagonal lines as a pixel count instead of hypotenuse ~ Unique flame colors for Nickel, Iron, and Mercury ~ Rearranged Special category ~ Opening the Info, Mods, or Settings menus will pause the game ~ Steam: All canvas sizes now stretch to the full screen width + Assigned densities to many solids + Keybind: Quote (") to toggle Edit Mode [Bug Fixes] ~ Fixed: Dragging pixels through Filters creates ghost pixels ~ Fixed: Filters can break when transporting to Gates or Pipes ~ Fixed: Pixels are rendered in incorrect position when mixing with Pipe, Filter, or Gate ~ Fixed: Broken modded saves are loaded every bootup ~ Fixed: Precision Dot is misaligned with 2- and 4-wide brushes ~ Fixed: Portals can't transmit electricity if surrounded by pixels ~ Fixed: E-cloner can't be set to Fuse by clicking on it ~ Fixed: Some saves throw TypeError "Cannot set properties of undefined" ~ Fixed: Prop tool always unpauses after dialog ~ Fixed: Z and Backspace keys select Heat by default instead of Sand ~ Fixed: Random can't place Fire, Plasma, Ink, Bless, Rock Wall, Cold Fire, Sun, Pointer, or Art ~ Fixed: Elem dialog doesn't close if button is pressed again ~ Fixed: Wrong font when language set to Italian ~ Fixed: Magnesium melts at a much lower temperature than expected ~ Fixed: Shift-selecting Random and inputting 'random' causes errors [Technical] ~ Note: Optimizations mean a lot of code was rewritten, please report any issues and be patient ~ Note: Don't pass an 'rgba' color to drawSquare, use the 'alpha' argument instead + Pixel relations system + Used to group pixels together + '_r' pixel property to identify its relation (should be an integer) + 'trackPaint' element property (boolean) + 'painted' pixel property (color code) given to these elements when painted + "Failed to load" message instead of hanging forever ~ 'con' contents only render if element has existing 'canContain' property ~ 'onMouseDown' element event only triggers with left clicks ~ Acid Gas 'ignore' property is now identical to Acid ~ Elements with a set density but no state are set to solid ~ Fuse no longer shows hidden element ~ Save version is now sb7
2026-01-11 13:52:44 -05:00
category: "edit",
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onSelect: function(){
alert(seed);
selectElement("dirt");
}
}