i coded for so long i forgor 💀 what exactly i did
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@ -88,7 +88,6 @@ elements.snow_cloud_floater = {
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};
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worldgentypes.ice = {
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name: "TNT World", //unimplemented
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layers: [
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//[0.95, "snow_cloud_floater"], //le cutting room floor has arrived
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[0.9, "snow"],
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@ -149,7 +148,7 @@ elements.irradiated_dirt = {
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color: ["#70762b","#4c5c21","#50571a","#4c6b1e"],
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behavior: behaviors.RAD_POWDER,
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tempHigh:1200,
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stateHigh: "irradiated_molten_dirt",
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stateHigh: "molten_irradiated_dirt",
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reactions: {
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"dirt": { "elem1":"dirt", "elem2":"irradiated_dirt", "chance":0.0005, "oneway":true },
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},
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@ -160,11 +159,11 @@ elements.irradiated_dirt = {
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density: 1220,
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};
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elements.irradiated_molten_dirt = {
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elements.molten_irradiated_dirt = {
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"behavior": behaviors.RAD_MOLTEN,
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"hidden": true,
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"state": "liquid",
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"category": "states",
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"category": "Irradiated",
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"color": ["#e09315", "#e07615", "#e05800", "#987310", "#985c10", "#984500", "#a06c0d", "#a0570d", "#a04100", "#98850f", "#986b0f", "#985000"],
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"temp": 1250,
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"tempLow": 1100,
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@ -173,10 +172,6 @@ elements.irradiated_molten_dirt = {
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"viscosity": 10000
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}
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elements.molten_irradiated_dirt = {
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behavior: behaviors.RAD_MOLTEN
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}
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elements.irradiated_glass = {
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color: ["#597a58","#719171"],
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colorOn: ["#6dab67","#88b567"],
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@ -190,7 +185,8 @@ elements.irradiated_glass = {
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};
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elements.molten_irradiated_glass = {
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behavior: behaviors.RAD_MOLTEN
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behavior: behaviors.RAD_MOLTEN,
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category: "Irradiated",
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};
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elements.irradiated_glass_shard = {
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@ -313,7 +309,7 @@ elements.rad_cloud.behavior = [
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"CR:radiation%0.05|CR:radiation%0.05|CR:radiation%0.05",
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];
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elements.rad_cloud.tempLow = 0;
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elements.rad_cloud.stateLow = "rad_snowcloud";
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elements.rad_cloud.stateLow = "rad_snow_cloud";
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elements.fallout.behavior = behaviors.RAD_POWDER;
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elements.irradiated_permafrost = {
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@ -390,7 +386,7 @@ elements.irradiated_packed_snow = {
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hidden: true,
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};
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elements.rad_snowcloud = {
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elements.rad_snow_cloud = {
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color: ["#2d6e31","#416e21"],
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behavior: [
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"XX|XX|XX",
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@ -407,16 +403,16 @@ elements.rad_snowcloud = {
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stateHigh: "rad_cloud",
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};
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elements.rad_snowcloud_floater = {
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elements.rad_snow_cloud_floater = {
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color: ["#2d6e31","#416e21"],
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behavior: [
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"M2|M1|M2",
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"M1%80|CH:rad_snowcloud_%0.2|M1%80",
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"M1%80|CH:rad_snow_cloud_%0.2|M1%80",
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"M%60|XX|M2%60",
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],
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reactions: {
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"rad_snowcloud_floater": { elem1: "rad_snowcloud", elem2: "rad_snowcloud", chance: 0.003 },
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"rad_snowcloud": { elem1: "rad_snowcloud", elem2: "rad_snowcloud", chance: 0.01 }
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"rad_snow_cloud_floater": { elem1: "rad_snow_cloud", elem2: "rad_snow_cloud", chance: 0.003 },
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"rad_snow_cloud": { elem1: "rad_snow_cloud", elem2: "rad_snow_cloud", chance: 0.01 }
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},
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category:"Irradiated",
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hidden: true,
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@ -480,6 +476,116 @@ elements.irradiated_magma = {
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density: 2725,
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};
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irradiatedObject = {
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dirt: "irradiated_dirt",
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molten_dirt: "molten_irradiated_dirt",
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glass: "irradiated_glass",
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irradiated_glass: "molten_irradiated_glass",
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glass_shard: "irradiated_glass_shard",
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sand: "irradiated_sand",
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mud: "irradiated_mud",
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wet_sand: "irradiated_wet_sand",
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water: "irradiated_water",
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permafrost: "irradiated_permafrost",
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mudstone: "irradiated_mudstone",
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packed_sand: "irradiated_packed_sand",
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ice: "irradiated_ice",
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snow: "irradiated_snow",
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packed_snow: "irradiated_packed_snow",
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snow_cloud: "rad_snow_cloud",
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snow_cloud_floater: "rad_snow_cloud_floater",
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rock: "irradiated_rock",
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gravel: "irradiated_gravel",
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basalt: "irradiated_basalt",
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magma: "irradiated_magma"
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};
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function getKeyByValue(object, value) {
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return Object.keys(object).find(key => object[key] === value);
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}
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//getKeyByValue code by UncleLaz on StackOverflow: https://stackoverflow.com/questions/9907419/how-to-get-a-key-in-a-javascript-object-by-its-value"
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//just for fun
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elements.super_irradiator = {
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color: "#66ee33",
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tick: function(pixel) {
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var twentiethOfTemp = pixel.temp / 20;
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var roundOf20th = Math.round(twentiethOfTemp);
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var boundedR20 = Math.max(1,Math.min(roundOf20th,11));
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var radius1 = (-1 * boundedR20);
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var radius2 = (boundedR20 + 1);
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for (let i = radius1; i < radius2; i++) {
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for (let j = radius1; j < radius2; j++) {
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if (!isEmpty(pixel.x+j,pixel.y+i) && !outOfBounds(pixel.x+j,pixel.y+i)) {
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var destPixel = pixelMap[pixel.x+j][pixel.y+i];
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var elementToCheck = destPixel.element;
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if(irradiatedObject[elementToCheck]) {
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changePixel(destPixel,irradiatedObject[elementToCheck]);
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};
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};
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};
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};
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},
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category:"machines",
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insulate: true,
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state: "solid",
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};
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elements.super_deirradiator = {
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color: "#dd33ee",
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tick: function(pixel) {
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var twentiethOfTemp = pixel.temp / 20;
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var roundOf20th = Math.round(twentiethOfTemp);
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var boundedR20 = Math.max(1,Math.min(roundOf20th,11));
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var radius1 = (-1 * boundedR20);
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var radius2 = (boundedR20 + 1);
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for (let i = radius1; i < radius2; i++) {
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for (let j = radius1; j < radius2; j++) {
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if (!isEmpty(pixel.x+j,pixel.y+i) && !outOfBounds(pixel.x+j,pixel.y+i)) {
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var destPixel = pixelMap[pixel.x+j][pixel.y+i];
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var elementToCheck = destPixel.element;
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if(getKeyByValue(irradiatedObject,elementToCheck)) {
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changePixel(destPixel,getKeyByValue(irradiatedObject,elementToCheck));
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};
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};
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};
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};
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},
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category:"machines",
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insulate: true,
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state: "solid",
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};
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elements.liquid_irradium = {
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color: "#5499FF",
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behavior: behaviors.RAD_LIQUID,
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tick: function(pixel) {
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for(i = 0; i < adjacentCoords.length; i++) {
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if(!isEmpty(pixel.x+adjacentCoords[i][0],pixel.y+adjacentCoords[i][1],true)) {
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var destPixel = pixelMap[pixel.x+adjacentCoords[i][0]][pixel.y+adjacentCoords[i][1]];
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var elementToCheck = destPixel.element;
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if(irradiatedObject[elementToCheck]) {
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changePixel(destPixel,irradiatedObject[elementToCheck]);
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};
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}
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}
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},
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//Becomes rainbow sand by water or poison, as well as by protocite, or bio-ooze
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//Becomes sulfuric acid on contact with it
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//Becomes corrupt slime by elder fluid
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//Converts black tar and organic soup into itself
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//Turns either grav liquid into aether dust, as well as liquid crystal
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//Turns blood into bloodstone
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//Turns blue slime into black slime
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//Made by {mercury or bio-ooze} and protocite
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category:"liquids",
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state: "liquid",
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density: 18180, //Cherry-picked from a Tumblr headcanon
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//https://omniblog-of-starbound.tumblr.com/post/188424072728/starbound-element-headcannon-modded-metals
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viscosity: 80.1, //probably misinterpreting tickDelta, and w/o the game assets, I can't compare against water, so this is in relation to H2SO4 scaled to its density in cP and under the assumption that water visc = 1
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};
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if(enabledMods.includes("mods/some_tf_liquids.js")) {
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elements.irradiated_basalt_gravel = {
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color: ["#394d37", "#3b452f", "#3f452a", "#2d3d2c"],
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@ -497,15 +603,29 @@ if(enabledMods.includes("mods/some_tf_liquids.js")) {
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worldgentypes.nuclear_wasteland = {
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layers: [
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[0.9, "smoke", 0.5],
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[0.9, "rad_snowcloud_floater", 0.75],
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[0.9, "rad_snow_cloud_floater", 0.75],
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[0.82, "fallout", 0.4],
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[0.7, "liquid_irradium", 0.05],
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[0.7, "dead_plant", 0.12],
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[0.55, "irradiated_dirt"],
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[0.45, "irradiated_rock"],
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[0.25, "uranium", 0.4],
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[0.35, "irradiated_rock", 0.5],
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[0.3, "irradiated_gravel", 0.5],
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[0.2, "uranium", 0.2],
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[0.05, "rock"],
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[0, "basalt"],
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],
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temperature: -5 //nuclear winter
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};
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//Dark world
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worldgentypes.dark = {
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layers: [
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[0.8, "carbon_dioxide"],
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[0.65, "ink"],
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[0.5, "charcoal"],
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[0, "basalt"]
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]
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};
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