// This is how to add a new mod to the game. // Create a new Javascript file like this one. // Add the file to the mods folder on GitHub, or host it somewhere else. // https://github.com/R74nCom/sandboxels/tree/main/mods // To add it in the Mod Loader: // If it is in the mods folder, you can just use the name of the file. // If it is hosted somewhere else, you can use the full URL, including the HTTPS://. // Adding elements: elements.mayo = { color: "#ffffff", behavior: behaviors.LIQUID, category: "liquids", viscosity: 100000, state: "liquid", density: 720, }; // Changing existing elements: elements.water.color = "#ff0000"; elements.water.behavior = behaviors.WALL; // Removing elements: // Be aware, things may break delete elements.ketchup; // Adding behavior presets: behaviors.SELFDELETE = [ "XX|XX|XX", "XX|DL|XX", "XX|XX|XX", ]; // Raw JavaScript behaviors: behaviors.mud.tick = function(pixel) { if (tryMove(pixel, pixel.x, pixel.y+1)) { console.log("Moved!"); } else { console.log("Couldn't move!") } }; // Create a new tool: elements.sand_exploder = { color: "#ff0000", tool: function(pixel) { if (pixel.element == "sand") { pixel.element = "explosion" } }, category: "tools", }; // Add reactions to existing elements if (!elements.water.reactions) { // Include this block once elements.water.reactions = {} // This creates the property if it doesn't exist } elements.water.reactions.mayo = { "elem1":null, "elem2":"mayo_water" } elements.water.reactions.soap = { "elem1":null, "elem2":"soapy_water" } // Run after all mods are loaded, for cross-mod compatibility runAfterLoad(function() { // Your code here console.log("Hello World!"); }); // Run if another mod is active if (enabledMods.includes("mods/test.js")) { runAfterLoad(function() { // Your code here console.log("Hello World!"); }); } // Creating eLists: eLists.CONDIMENT = ["ketchup","melted_cheese","mayo"]; // Adding elements to eLists: eLists.CONDIMENT.push("honey");