Merge branch 'R74nCom:main' into main
This commit is contained in:
commit
c254c97c44
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@ -217,6 +217,7 @@
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<tr><td>the_ground.js</td><td>Adds several rock types, worldgen settings, and gemstones</td><td>Alice</td></tr>
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<!----><tr><td class="modCat" colspan="3">Machines & Technology</td></tr><!---->
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<tr><td>circuitcore.js</td><td>An extension to logicgates.js that adds advanced circuits. <a href="https://redbirdly.github.io/circuitcore_tutorial.html" target="_blank">Documentation</a>.</td><td>RedBirdly</td></tr>
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<tr><td>clone_liquid.js</td><td>Adds a liquid form of cloner</td><td>Alice</td></tr>
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<tr><td>colored_lightbulbs.js</td><td>Adds a light bulb that can be painted.</td><td>guzzo86, ggod</td></tr>
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<tr><td>combustion.js</td><td>Adds components necessary for combustion engines</td><td>uptzik</td></tr>
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@ -293,6 +294,7 @@
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<tr><td>human_edit.js</td><td>Improvements to humans</td><td>Alice</td></tr>
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<tr><td>Humanitize.js</td><td>Makes humans cultured and able to craft, mine, build houses, trade, and much more.</td><td>Nekonico</td></tr>
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<tr><td>kopalstuff.js</td><td>Adds creatures, spirits, DNA, foods, and more</td><td>DaviStudios</td></tr>
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<tr><td>lizard_mod.js</td><td>Adds lizards to sandboxels.</td><td>RedBirdly</td></tr>
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<tr><td>lost_souls.js</td><td>Adds souls and related elements, the mod can also be found <a href="https://github.com/HACKERPRO908/lost_souls.js">on Github</a></td><td>pixelegend4, SquareScreamYT, salmonfishy</td></tr>
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<tr><td>miscible_psoup_and_birthpool.js</td><td>Makes Primordial Soup and Birthpool mix instead of the birthpool settling to the bottom. Will be deprecated upon the release of Magical Menagerie</td><td>Alice</td></tr>
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<tr><td>mobs.js</td><td>Adds Creepers, Zombies, and Skeletons</td><td>Alice</td></tr>
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@ -3,6 +3,7 @@ elements.rad_fluid = {
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category: "liquids",
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density: 1500,
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state: "liquid",
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emit: true
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}
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elements.rad_fluid.color = elements.radiation.color;
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elements.rad_fluid.reactions = elements.radiation.reactions;
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@ -214,12 +215,44 @@ viewInfo[9] = { // Blur
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};
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elements.fire.emit = true;
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elements.lightning.emit = true;
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elements.lightning.emit = 15;
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elements.electric.emit = true;
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elements.plasma.emit = true;
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elements.uranium.emit = true;
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elements.uranium.emitColor = "#00ff00";
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elements.uranium.emit = 3;
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elements.uranium.emitColor = "#009800";
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elements.rainbow.emit = true;
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elements.static.emit = true;
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elements.flash.emit = true;
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elements.cold_fire.emit = true;
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elements.blaster.emit = true;
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elements.ember.emit = true;
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elements.fw_ember.emit = 10;
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elements.bless.emit = true;
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elements.pop.emit = true;
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elements.explosion.emit = true;
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elements.n_explosion.emit = 10;
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elements.supernova.emit = 20;
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elements.midas_touch.emit = true;
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elements.fireball.emit = true;
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elements.sun.emit = 15;
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elements.light.emit = 3;
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elements.liquid_light.emit = true;
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elements.laser.emit = 3;
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elements.neutron.emit = 3;
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elements.proton.emit = 3;
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elements.radiation.emit = 3;
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elements.fallout.emit = 3;
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elements.rad_steam.emit = 2;
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elements.rad_steam.emitColor = "#6ad48c";
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elements.rad_cloud.emit = 2;
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elements.rad_cloud.emitColor = "#009800";
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elements.rad_glass.emit = 2;
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elements.rad_glass.emitColor = "#009800";
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elements.rad_shard.emit = 2;
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elements.rad_shard.emitColor = "#009800";
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elements.malware.emit = 2;
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elements.border.emit = 2;
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viewInfo[8] = { // Blur Glow (Emissive pixels only)
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name: "blurglow",
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@ -234,21 +267,61 @@ viewInfo[8] = { // Blur Glow (Emissive pixels only)
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post: function(ctx) {
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devtestsCtx.canvas.width = ctx.canvas.width;
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devtestsCtx.canvas.height = ctx.canvas.height;
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devtestsCtx.filter = "blur(20px)";
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devtestsCtx.filter = "blur(30px)";
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// Draw the blurred content on the canvas
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devtestsCtx.drawImage(devtestsCtx2.canvas, 0, 0);
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devtestsCtx.drawImage(devtestsCtx2.canvas, 0, 0);
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devtestsCtx.drawImage(devtestsCtx2.canvas, 0, 0);
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devtestsCtx.filter = "none";
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},
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};
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// viewInfo[7] = { // Pixelized Glow (Emissive pixels only)
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// name: "pixelglow",
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// pixel: viewInfo[1].pixel,
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// effects: true,
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// colorEffects: true,
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// pre: function(ctx) {
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// devtestsCtx2.canvas.width = width;
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// devtestsCtx2.canvas.height = height;
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// devtestsCtx.canvas.width = ctx.canvas.width;
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// devtestsCtx.canvas.height = ctx.canvas.height;
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// if (devtestsCtx.msImageSmoothingEnabled !== false) {
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// devtestsCtx.msImageSmoothingEnabled = false;
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// devtestsCtx.mozImageSmoothingEnabled = false;
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// devtestsCtx.webkitImageSmoothingEnabled = false;
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// devtestsCtx.imageSmoothingEnabled = false;
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// }
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// },
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// pixel: viewInfo[1].pixel,
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// post: function(ctx) {
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// // devtestsCtx.canvas.width = ctx.canvas.width;
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// // devtestsCtx.canvas.height = ctx.canvas.height;
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// // devtestsCtx.filter = "blur(30px)";
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// // Draw the blurred content on the canvas
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// devtestsCtx.filter = "blur(30px)";
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// devtestsCtx.drawImage(devtestsCtx2.canvas, 0, 0, width, height, 0, 0, devtestsCtx.canvas.width, devtestsCtx.canvas.height);
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// devtestsCtx.filter = "none";
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// devtestsCtx.drawImage(devtestsCtx.canvas, 0, 0, devtestsCtx.canvas.width, devtestsCtx.canvas.height, 0, 0, devtestsCtx.canvas.width, devtestsCtx.canvas.height);
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// },
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// };
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renderEachPixel(function(pixel,ctx) {
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if (view === 8) {
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if (elements[pixel.element].emit || pixel.emit) {
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var a = (settings.textures !== 0) ? pixel.alpha : undefined;
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drawSquare(devtestsCtx2,elements[pixel.element].emitColor||pixel.color,pixel.x,pixel.y,undefined,a);
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if (elements[pixel.element].emit || pixel.emit || (elements[pixel.element].colorOn && pixel.charge)) {
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let a = (settings.textures !== 0) ? pixel.alpha : undefined;
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let d = elements[pixel.element].emit||true;
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if (d === true) d = 5;
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let r = Math.floor(d/2);
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drawSquare(devtestsCtx2,elements[pixel.element].emitColor||pixel.color,pixel.x-r,pixel.y-r,d,a);
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// viewInfo[1].pixel(pixel,devtestsCtx2);
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}
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}
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// else if (view === 7) {
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// let a = (settings.textures !== 0) ? pixel.alpha : undefined;
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// let d = elements[pixel.element].emit||true;
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// if (d === true) d = 5;
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// let r = Math.floor(d/2);
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// devtestsCtx2.fillStyle = pixel.color;
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// if (devtestsCtx2.globalAlpha !== a) { devtestsCtx2.globalAlpha = a; }
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// devtestsCtx2.fillRect(pixel.x-r, pixel.y-r, d, d);
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// }
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})
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@ -89,7 +89,7 @@ elements.mandelbrot = {
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}
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}
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*/
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iteration = gridWeightedAverage(pixel.x, pixel.y)
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iteration = preCalculatedGrid[pixel.x][pixel.y].iteration
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if (iteration >= 99.5) {
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pixel.color = "rgb(255, 255, 255)"
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} else {
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@ -0,0 +1,29 @@
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elements.lattice_filler = {
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behavior: [
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"XX|CL|XX",
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"CL|DL|CL",
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"XX|CL|XX",
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],
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category: "special",
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state: "solid",
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density: 1834,
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color: "#ff266e",
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reactions: {
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"lightning": {elem1: "destructive_lattice_filler", elem2: null}
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}
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};
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elements.destructive_lattice_filler = {
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behavior: [
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"DL|CL|DL",
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"CL|DL|CL",
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"DL|CL|DL",
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],
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category: "special",
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state: "solid",
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density: 1834,
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color: "#ff0037",
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hidden: true,
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};
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elements.filler.reactions.laser = { "elem1":"lattice_filler", "elem2": "lattice_filler" }
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@ -83,7 +83,8 @@ elements.soul = {
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ignoreAir: true,
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category: "life",
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insulate: true,
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hidden: true
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hidden: true,
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emit: 3
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}
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elements.ectoplasm = {
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@ -106,7 +107,8 @@ elements.ectoplasm = {
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insulate: true,
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viscosity: 1666,
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hardness: 100,
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hidden: true
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hidden: true,
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emit: 2
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}
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elements.head.breakInto = "soul";
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1255
weapons.js
1255
weapons.js
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