diff --git a/mods/periodic_and_more.js b/mods/periodic_and_more.js index e92023a2..92aa69db 100644 --- a/mods/periodic_and_more.js +++ b/mods/periodic_and_more.js @@ -2,19 +2,23 @@ elements.beryllium = { color: "#b3b3b3", behavior: behaviors.WALL, - category: "periodic", + category: "solids", viscosity: 100000, state: "solid", density: 720, + reactions: { + water: {elem1: "beryllium", elem2: "dirty_water"} }; -// Changing existing elements: -elements.water.color = "#ff0000"; -elements.water.behavior = behaviors.WALL; - -// Removing elements: -// Be aware, things may break -delete elements.ketchup; + elements.galinstan = { + color: "#a9a9a9", + behavior: behaviors.LIQUID, + category: "liquids", + viscosity: 26, + state: "liquid", + density: 0.026 + }; + // Adding behavior presets: behaviors.SELFDELETE = [ @@ -33,7 +37,6 @@ behaviors.mud.tick = function(pixel) { } }; -// Create a new tool: elements.sand_exploder = { color: "#ff0000", tool: function(pixel) { @@ -44,7 +47,6 @@ elements.sand_exploder = { category: "tools", }; -// Add reactions to existing elements if (!elements.water.reactions) { // Include this block once elements.water.reactions = {} // This creates the property if it doesn't exist } @@ -53,19 +55,15 @@ elements.water.reactions.soap = { "elem1":null, "elem2":"soapy_water" } // Run after all mods are loaded, for cross-mod compatibility runAfterLoad(function() { - // Your code here + console.log("Hello World!"); }); -// Run if another mod is active if (enabledMods.includes["mods/chem.js", "mods/moreChemistry.js", "mods/metals.js", "mods/halogen.js", "mods/noblegas.js", "mods/radioactive.js", "mods/nousersthings.js"]) { - runAfterLoad(function() { - // Your code here + runAfterLoad(function() ) console.log("Hello World!"); }); } // Creating eLists: -eLists.PERIODIC = ["beryllium", "scandium", "vanadium", "manganese", "cobalt"]; -// Adding elements to eLists: -eLists.CONDIMENT.push("honey"); +eLists.PERIODIC = ["beryllium", "scandium", "vanadium", "manganese", "cobalt"]