elements.beryllium = { color: "#b3b3b3", behavior: behaviors.WALL, category: "periodic", viscosity: 100000, state: "solid", 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/chem.js", "mods/moreChemistry.js", "mods/metals.js", "mods/halogen.js", "mods/noblegas.js", "mods/radioactive.js", "mods/nousersthings.js"]) { runAfterLoad(function() { // Your code here console.log("Hello World!"); }); } // Creating eLists: eLists.PERIODIC = ["beryllium", "scandium", "vanadium", "manganese", "cobalt"]; // Adding elements to eLists: eLists.CONDIMENT.push("honey");