buff bholes again
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parent
5911c73447
commit
f0c0837b4c
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@ -3731,6 +3731,7 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
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runAfterButtonsList[i]();
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runAfterButtonsList[i]();
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};
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};
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selectElement(currentElement);
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selectElement(currentElement);
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if(urlParams.get("autoQuickload") !== null) { quickload(true,false,false) };
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focusGame();
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focusGame();
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// For every button element, onkeyup="event.preventDefault()"
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// For every button element, onkeyup="event.preventDefault()"
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var buttonElements = document.getElementsByTagName("button");
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var buttonElements = document.getElementsByTagName("button");
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@ -8893,7 +8894,7 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
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var pullCountFractionalPart = pullCount % 1;
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var pullCountFractionalPart = pullCount % 1;
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var truePullCount = Math.min(3,pullCountIntegerPart + (Math.random() < pullCountFractionalPart));
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var truePullCount = Math.min(3,pullCountIntegerPart + (Math.random() < pullCountFractionalPart));
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for(var j = 0; j < truePullCount; j++) {
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for(var j = 0; j < truePullCount; j++) {
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if((pullCountIntegerPart >= 1) && (Math.random() < pullCount / 3)) { tryBreak(newPixel) };
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if((pullCountIntegerPart >= 1) && (Math.random() < distanceProportion)) { tryBreak(newPixel) };
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var x = newPixel.x;
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var x = newPixel.x;
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var y = newPixel.y;
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var y = newPixel.y;
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var empty = checkForEmptyPixels(x, y);
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var empty = checkForEmptyPixels(x, y);
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@ -8917,8 +8918,10 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
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newPixel.vy += _vy;
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newPixel.vy += _vy;
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tryMove(newPixel, x + best[0], y + best[1], undefined, true);
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tryMove(newPixel, x + best[0], y + best[1], undefined, true);
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if(haseuliteSpreadWhitelist.includes(newPixel.element)) { newPixel.value += ((15 + (distanceComplement / (distanceProportion ** 2))) * 3) };
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if(haseuliteSpreadWhitelist.includes(newPixel.element)) { newPixel.value += ((15 + (distanceComplement / (distanceProportion ** 2))) * 3) };
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heatNeighbors(newPixel,5);
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var heat = (20 * pullCount) * getNeighborCount(newPixel);
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pixel.temp += 5 * getNeighborCount(pixel);
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heatNeighbors(newPixel,heat);
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pixel.temp += heat;
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pixelTempCheck(pixel);
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}
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}
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};
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};
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var taxicabDistance = Math.abs(newPixel.x - pixel.x) + Math.abs(newPixel.y - pixel.y);
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var taxicabDistance = Math.abs(newPixel.x - pixel.x) + Math.abs(newPixel.y - pixel.y);
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@ -17440,6 +17443,7 @@ Pixel size (rendering only): <input id="pixelSize"> (Use if the save looks cut o
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},
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},
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elements.molten_ruthenium = {
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elements.molten_ruthenium = {
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density: 10650,
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density: 10650,
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tempHigh: 4150
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},
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},
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elements.rhodium = {
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elements.rhodium = {
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color: ["#f0e4df","#f7eae4"], //it looked slightly reddish on Wikipedia
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color: ["#f0e4df","#f7eae4"], //it looked slightly reddish on Wikipedia
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@ -17453,6 +17457,7 @@ Pixel size (rendering only): <input id="pixelSize"> (Use if the save looks cut o
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},
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},
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elements.molten_rhodium = {
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elements.molten_rhodium = {
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density: 10700,
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density: 10700,
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tempHigh: 3695
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},
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},
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elements.palladium = {
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elements.palladium = {
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color: ["#fff8ed","#f5e6ce","#faeccf"], //Terraria reference
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color: ["#fff8ed","#f5e6ce","#faeccf"], //Terraria reference
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@ -17466,6 +17471,7 @@ Pixel size (rendering only): <input id="pixelSize"> (Use if the save looks cut o
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},
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},
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elements.molten_palladium = {
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elements.molten_palladium = {
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density: 10380,
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density: 10380,
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tempHigh: 2963
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},
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},
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//Silver exists
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//Silver exists
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elements.rhenium = {
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elements.rhenium = {
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@ -17480,6 +17486,7 @@ Pixel size (rendering only): <input id="pixelSize"> (Use if the save looks cut o
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},
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},
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elements.molten_rhenium = {
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elements.molten_rhenium = {
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density: 18900,
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density: 18900,
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tempHigh: 5630
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},
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},
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elements.osmium = {
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elements.osmium = {
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color: ["#d8e1eb","#cee1f0"], //it looks bluish
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color: ["#d8e1eb","#cee1f0"], //it looks bluish
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@ -17493,6 +17500,7 @@ Pixel size (rendering only): <input id="pixelSize"> (Use if the save looks cut o
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},
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},
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elements.molten_osmium = {
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elements.molten_osmium = {
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density: 2e4,
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density: 2e4,
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tempHigh: 5008
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},
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},
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elements.iridium = {
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elements.iridium = {
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color: ["#dfb9f0","#d6a9eb","#dfd1ed","#eeeeee"], //Minecraft and Stardew Valley reference
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color: ["#dfb9f0","#d6a9eb","#dfd1ed","#eeeeee"], //Minecraft and Stardew Valley reference
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@ -17506,6 +17514,7 @@ Pixel size (rendering only): <input id="pixelSize"> (Use if the save looks cut o
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},
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},
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elements.molten_iridium = {
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elements.molten_iridium = {
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density: 19000,
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density: 19000,
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tempHigh: 4130
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},
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},
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elements.platinum = {
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elements.platinum = {
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color: ["#dddddd","#d7d7d7"],
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color: ["#dddddd","#d7d7d7"],
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@ -17519,8 +17528,13 @@ Pixel size (rendering only): <input id="pixelSize"> (Use if the save looks cut o
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},
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},
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elements.molten_platinum = {
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elements.molten_platinum = {
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density: 19770,
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density: 19770,
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tempHigh: 3825
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},
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},
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//Gold exists
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//Gold exists
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elements.molten_gold ??= {};
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elements.molten_gold.density = 17310;
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elements.molten_gold.tempHigh = 2970;
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elements.mercury = {
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elements.mercury = {
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color: ["#d1d1d1", "#bababa"],
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color: ["#d1d1d1", "#bababa"],
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behavior: behaviors.LIQUID,
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behavior: behaviors.LIQUID,
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@ -40823,6 +40837,14 @@ Make sure to save your command in a file if you want to add this preset again.`
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density: 609
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density: 609
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};
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};
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elements.steel.movable = false;
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elements.steel.movable = false;
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elements.molten_steel ??= {};
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elements.molten_steel.tempHigh = 2727;
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elements.molten_steel.stateHigh = ["molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","molten_iron","carbon"]; //it may be FAR LESS than that irl; sus-304 steel has 0.08%
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elements.carbon.reactions ??= {};
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elements.carbon.reactions.molten_iron = {
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elem1: ["carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon","carbon",null],
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elem2: "molten_steel"
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};
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elements.support_steel = {
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elements.support_steel = {
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color: elements.steel.color,
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color: elements.steel.color,
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behavior: behaviors.SUPPORT,
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behavior: behaviors.SUPPORT,
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