parent
50ae470d69
commit
7004b17d4e
212
mods/sbstuff.js
212
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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@ -1803,11 +1703,20 @@ 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 +1772,102 @@ 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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