commit
564cd7bd9a
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@ -0,0 +1,130 @@
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const adjectives = ["shiny", "glowing", "dark", "bright", "heavy", "light", "hot", "cold", "hard", "soft", "smooth", "rough", "round", "sharp", "sweet", "sour", "bitter", "salty", "savory"];
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const nouns = ["metal", "crystal", "stone", "powder", "liquid", "gas", "plasma", "slime", "sand", "dust", "rock", "lava", "ice", "vapor", "ash", "soot", "sludge"];
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const elementNames = [];
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while (elementNames.length < 300) {
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const adjective = adjectives[Math.floor(Math.random() * adjectives.length)];
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const noun = nouns[Math.floor(Math.random() * nouns.length)];
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const name = `${adjective}_${noun}`;
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if (!elementNames.includes(name)) {
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elementNames.push(name);
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}
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}
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const nounTemperatures = {
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metal: {tempLow: 1000, tempHigh: 1800},
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crystal: {tempLow: 500, tempHigh: 1000},
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stone: {tempLow: 600, tempHigh: 1200},
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powder: {tempLow: 100, tempHigh: 500},
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liquid: {tempLow: -100, tempHigh: 100},
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gas: {tempLow: -200, tempHigh: -100},
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plasma: {tempLow: 8000, tempHigh: 20000},
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slime: {tempLow: -10, tempHigh: 30},
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sand: {tempLow: 100, tempHigh: 500},
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dust: {tempLow: 50, tempHigh: 200},
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rock: {tempLow: 500, tempHigh: 1000},
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lava: {tempLow: 700, tempHigh: 1200},
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ice: {tempLow: -50, tempHigh: 0},
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vapor: {tempLow: -50, tempHigh: 100},
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ash: {tempLow: 200, tempHigh: 500},
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soot: {tempLow: 200, tempHigh: 500},
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sludge: {tempLow: -10, tempHigh: 100}
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}
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const nounColors = {
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metal: ["#999999", "#bbbbbb", "#cccccc", "#dddddd", "#eeeeee"],
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crystal: ["#77ffff", "#88eeff", "#99ddff", "#aaccff", "#bbbbff"],
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stone: ["#888888", "#999999", "#aaaaaa", "#bbbbbb", "#cccccc"],
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powder: ["#eeeeee", "#ffffff", "#dddddd", "#cccccc", "#bbbbbb"],
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liquid: ["#336699", "#4477aa", "#5588bb", "#6699cc", "#77aadd"],
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gas: ["#ffffff", "#eeeeee", "#dddddd", "#cccccc", "#bbbbbb"],
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plasma: ["#ff9966", "#ffaa77", "#ffbb88", "#ffcc99", "#ffddaa"],
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slime: ["#88cc88", "#99dd99", "#aaddaa", "#bbeebb", "#ccffcc"],
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sand: ["#cccccc", "#dddddd", "#eeeeee", "#ffffff", "#eeeeee"],
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dust: ["#aaaaaa", "#bbbbbb", "#cccccc", "#dddddd", "#eeeeee"],
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rock: ["#777777", "#888888", "#999999", "#aaaaaa", "#bbbbbb"],
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lava: ["#ff4400", "#ff5511", "#ff6622", "#ff7733", "#ff8844"],
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ice: ["#66cccc", "#77dddd", "#88eeee", "#99ffff", "#aaffff"],
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vapor: ["#ffffff", "#eeeeee", "#dddddd", "#cccccc", "#bbbbbb"],
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ash: ["#cccccc", "#dddddd", "#eeeeee", "#ffffff", "#eeeeee"],
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soot: ["#333333", "#444444", "#555555", "#666666", "#777777"],
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sludge: ["#886633", "#997733", "#a98844", "#bb9944", "#ccaa55"]
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};
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const adjectiveStates = {
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shiny: "solid",
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glowing: "gas",
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dark: "solid",
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bright: "gas",
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heavy: "solid",
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light: "gas",
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hot: "solid",
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cold: "solid",
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hard: "solid",
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soft: "liquid",
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smooth: "liquid",
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rough: "solid",
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round: "liquid",
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sharp: "solid",
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sweet: "liquid",
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sour: "liquid",
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bitter: "liquid",
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salty: "solid",
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savory: "liquid"
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};
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// Map noun to behavior
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const nounBehaviors = {
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metal: behaviors.WALL,
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crystal: behaviors.WALL,
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stone: behaviors.WALL,
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powder: behaviors.POWDER,
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liquid: behaviors.LIQUID,
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gas: behaviors.GAS,
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plasma: behaviors.GAS,
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slime: behaviors.LIQUID,
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sand: behaviors.POWDER,
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dust: behaviors.POWDER,
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rock: behaviors.WALL,
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lava: behaviors.LIQUID,
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ice: behaviors.WALL,
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vapor: behaviors.GAS,
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ash: behaviors.POWDER,
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soot: behaviors.POWDER,
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sludge: behaviors.LIQUID
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};
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// Generate elements
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for (const name of elementNames) {
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const [adjective, noun] = name.split("_");
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const baseColor = nounColors[noun];
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const {tempLow, tempHigh} = nounTemperatures[noun];
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let temp = Math.random() * (tempHigh - tempLow) + tempLow;
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if (adjective === "hot") {
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temp *= 1.5;
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} else if (adjective === "cold") {
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temp /= 2;
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}
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elements[name] = {
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color: baseColor,
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behavior: nounBehaviors[noun],
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category: "random elements",
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state: adjectiveStates[adjective],
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temp: temp,
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density: Math.random() * 100,
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viscosity: Math.random() * 100
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};
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}
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222
mods/sbstuff.js
222
mods/sbstuff.js
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@ -1,7 +1,5 @@
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elements.cooked_rice = {
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viscosity: 1000,
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tempMin: 20,
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stateMin: "rice",
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tempHigh: 500,
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stateHigh: "charcoal",
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density: 699,
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@ -1452,7 +1450,7 @@ elements.silver_coin = {
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state: "solid",
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};
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elements.uraniumaniumaniumaniumanium_popcornicecream_plutoniumeptunium_238239 = {
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elements.lololol_this_crashes_ur_game_lololol_why_would_you_want_to_use_this_lololol_it_crashes = {
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color: "#238fe8",
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behavior: [
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"XX|XX|XX",
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@ -1501,104 +1499,6 @@ elements.oreo = {
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state: "liquid"
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};
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elements.uranium_238 = {
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tempHigh: 1200,
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stateHigh: "molten_uranium",
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color: ["#0f400b", "#30522d", "#4d6b4a", "#6f8f6d"],
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behavior: [
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"XX|CR:radiation%1|XX",
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"CR:radiation%1|CH:lead%0.001|CR:radiation%1",
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"M2|M1|M2",
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],
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category: "powders",
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state: "liquid",
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density: 19100,
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hardness: 0.6,
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conduct: 0.235,
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excludeRandom: true,
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reactions: {
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"neutron": {elem1: "uranium_239",},
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}
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};
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elements.uranium_239 = {
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tempHigh: 1300,
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stateHigh: "molten_uranium",
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color: ["#153816", "#135e14", "#379138", "#567556", "#7bb37b"],
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behavior: [
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"XX|CR:radiation%2|XX",
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"CR:radiation%2|CH:lead%0.002|CR:radiation%2",
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"M2|M1|M2",
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],
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category: "powders",
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state: "liquid",
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hidden: true,
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density: 19100,
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hardness: 0.6,
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conduct: 0.235,
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excludeRandom: true,
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reactions: {
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"electron": {elem1: "neptunium_239"}
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}
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};
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elements.neptunium_239 = {
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tempHigh: 1500,
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stateHigh: "molten_uranium",
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color: ["#082e19", "#173b27", "#354a3f", "#4c635a", "#344a41"],
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behavior: [
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"XX|CR:radiation%3|XX",
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"CR:radiation%3|CH:lead%0.003|CR:radiation%3",
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"M2|M1|M2",
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],
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category: "powders",
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state: "liquid",
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hidden: true,
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density: 20000,
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hardness: 0.7,
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conduct: 0.3,
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excludeRandom: true,
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reactions: {
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"electron": {elem1: "plutonium"},
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"neutron": { elem1:"n_explosion", tempMin:500, chance:0.1 }
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}
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};
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elements.plutonium = {
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tempHigh: 2000,
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stateHigh: "molten_uranium",
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color: ["#0a4a17", "#194d23", "#263b2a", "#475449"],
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behavior: [
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"XX|CR:radiation%4|XX",
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"CR:radiation%4|CH:lead%0.004|CR:radiation%4",
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"M2|M1|M2",
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],
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category: "powders",
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state: "liquid",
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hidden: true,
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density: 22000,
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hardness: 0.8,
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conduct: 0.4,
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excludeRandom: true,
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reactions: {
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"neutron": { elem1:"n_explosion", tempMin:500, chance:0.2 },
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"electron": { elem1:"n_explosion", tempMin:500, chance:0.00000000000000000000001 }
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}
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};
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elements.electron = {
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color: "#c99d16",
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behavior: behaviors.BOUNCY,
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reactions: {
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"uranium": { temp2:100 },
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},
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temp: 35,
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category: "energy",
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state: "gas",
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density: 0.00002,
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ignoreAir: true
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};
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elements.sned = {
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desc: "slowly expanding...",
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color: "#dfe0d9",
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@ -1757,15 +1657,7 @@ elements.thermal_paste = {
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state: "liquid",
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};
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elements.sam = {
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name: "sam's sperm i think",
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viscosity: 10000,
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color: "#0e0e0e",
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behavior: behaviors.LIQUID,
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category: "joke",
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state: "liquid",
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desc: "begs the question; did he censor himself?"
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};
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// die
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elements.glitch = {
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color: ["#ff0000", "#c300ff", "#bbff00", "#1100ff", "#00ffaa"],
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@ -1803,11 +1695,20 @@ elements.sound = {
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}
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file.click();
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},
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onUnselect: function() {},
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tool: function() {},
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category: "special",
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};
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elements.vomit = {
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viscosity: 170,
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tempHigh: 100,
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stateHigh: ["dirty_water", "stench"],
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behavior: behaviors.LIQUID,
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category: "liquids",
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state: "liquid",
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stain: 0.1
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};
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elements.incinerate.category = "tools",
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elements.cook.category = "tools",
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elements.room_temp.category = "tools",
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@ -1863,3 +1764,102 @@ if (!elements.coffee.reactions) elements.coffee.reactions = {};
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elements.coffee.reactions.milk = {elem1: null, elem2: "coffee_milk",}
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elements.silver.breakInto = "silver_coin"
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// sb is an idiot and he has alzheimer so here is a property list
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/*
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== METADATA ==
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name
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alias
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category
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desc
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extraInfo
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related
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hidden
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darkText
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canPlace
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nocheer
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forceAutoGen
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== COLOR ==
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color
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innerColor (dead property)
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colorOn
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customColor
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forceSaveColor
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colorPattern
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colorKey
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== BEHAVIOR ==
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behavior
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behaviorOn
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tool (func)
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onMouseUp (func)
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onSelect (func)
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onUnselect (func)
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onMix (func)
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tick (func)
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perTick (func)
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reactions
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== TEMP ==
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temp
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tempLow
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stateLow
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stateLowName
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stateLowColor
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stateLowColorMultiplier
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tempHigh
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stateHigh
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stateHighName
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stateHighColor
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stateHighColorMultiplier
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extraTempLow
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extraTempHigh
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heatCapacity (dead property)
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== PROPERTIES ==
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state
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density
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insulate
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viscosity
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conduct
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stain
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stainSelf
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charge
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movable
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hardness
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foodNeed
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properties
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maxSize
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baby
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egg
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eggColor
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seed
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noMix
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ignoreAir
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excludeRandom
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cooldown
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isFood
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ignore
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canContain
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== BURN ==
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burn
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burning
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burnTime
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burnInto
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extinguish
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fireColor
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fireElement
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== FLIP ==
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rotatable
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flipX
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flippableX
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flipY
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flippableY
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== BREAK ==
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breakInto
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breakIntoColor
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*/
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Loading…
Reference in New Issue