User:Libertyernie/Elements
From FSG Wiki
These are elements made by me.
Contents |
wxSand
Pattern Elements
#"Paints" a cool pattern on wall. element Ultimate 32 32 225 0.000000 0.000000 1.000000 0.000000 1 neighbor 1.000000 Ultimate Wall 0.900000 Ultimate Ultimate 0.100000 Ultimate Ultimate2 element Ultimate2 225 225 32 0.000000 0.000000 1.000000 0.000000 0 neighbor 1.000000 Ultimate2 Wall 0.900000 Ultimate2 Ultimate2 0.100000 Ultimate2 Ultimate #"Paints" a cool pattern on wall too. element Ultimate3 32 255 32 0.000000 0.000000 1.000000 0.000000 1 neighbor 1.000000 Ultimate3 Wall 1.000000 Ultimate3 Ultimate4 element Ultimate4 225 32 32 0.000000 0.000000 1.000000 0.000000 0 neighbor 1.000000 Ultimate4 Wall 1.000000 Ultimate4 Ultimate3 neighbor 1.000000 ??? Ultimate 1.000000 ??? ??? neighbor 0.01 MoltenCera Ultimate 1.0 Cera Ultimate neighbor 1.000000 ??? Ultimate2 1.000000 ??? ??? neighbor 0.01 MoltenCera Ultimate2 1.0 Cera Ultimate2 neighbor 1.000000 ??? Ultimate3 1.000000 ??? ??? neighbor 0.01 MoltenCera Ultimate3 1.0 Cera Ultimate3 neighbor 1.000000 ??? Ultimate4 1.000000 ??? ??? neighbor 0.01 MoltenCera Ultimate4 1.0 Cera Ultimate4
TV Static
element Static 20 20 20 0.000000 0.000000 1.000000 0.000000 1 element Staticwhite 240 240 240 0.000000 0.000000 1.000000 0.000000 0 self 0.500000 Static 1.000000 Staticwhite self 0.500000 Staticwhite 1.000000 Static neighbor 1.000000 Fire Static 1.000000 Fire Fire neighbor 1.000000 Fire Staticwhite 1.000000 Fire Fire neighbor 1.000000 ??? Static 1.000000 ??? ??? neighbor 1.000000 ??? Staticwhite 1.000000 ??? ??? neighbor 0.01 MoltenCera Static 1.0 Cera Static neighbor 0.01 MoltenCera Staticwhite 1.0 Cera Staticwhite
Secret and revealer
element Empty 255 255 255 0.000000 1.000000 0.000000 0.000000 1 element BG 63 89 132 0.000000 0.000000 1.000000 0.000000 1 #Note: Cover some space with BG, then write with Secret, and to reveal use ShowMe. element Secret 64 89 132 0.000000 0.000000 1.000000 0.000000 1 element ShowMe 254 254 254 0.000000 1.000000 1.000000 0.000000 1 self 0.1 ShowMe 1 Empty neighbor 1 BG ShowMe 1 ShowMe ShowMe neighbor 1 Secret ShowMe 1 Show2 ShowMe element Show2 213 0 213 0.000000 1.000000 1.000000 0.000000 0 self 0.1 Show2 1 Done2 neighbor 1 BG Show2 1 ShowMe Show2 neighbor 1 Secret Show2 1 Show2 Show2 element Done2 132 0 132 0.000000 0.000000 1.000000 0.000000 0
Compressed Sand
#One of these = 2 Sand element DoubleSand 239 204 128 0.000000 1.000000 0.000000 0.000000 1 neighbor 1 DoubleSand Empty 1 Sand Sand
You can do this with pretty much any element, and it helps if the DoubleSomething has a low density. You can use this "compresion" technique in your mod if you'd like.
Ready and Go
element Ready 50 150 250 0.000000 0.000000 1.000000 0.000000 1 element Go 100 150 200 0.000000 0.000000 1.000000 0.000000 1 self 0.1 Go 1 Empty neighbor 1 Go Ready 1 Go Go neighbor 1.0 ??? Ready 1.0 ??? ??? neighbor 1.0 ??? Go 1.0 ??? ???
No credit needed. Ready acts like a basic zero-energy wall until Go makes it disappear.
wxSand Mods
Color Spout Mod - Red, green, and blue, with fancy things to do with them.
User:Libertyernie/Pittsburgh Color Spout Mod - Same as above, but with black, yellow, and white.
My Mod - The mod I use for casual playing.
French Translation - The elements stay the same, but the names change. If vous parlez français and you want to improve, you can edit it. (for wxSand 4.2+)
Burning Sand
Secret and revealer
Group Normal 33 Text NORM Element Normal BG 128 128 128 0 1 1 1 0 Clear 300 Text BG Element Normal Secret 128 129 128 0 1 1 1 0 Clear 300 Text SECRET Element Normal ShowMe 80 1 0 0 1 1 1 3277 Clear 300 Text SHOWME Element None ShowMe2 81 1 0 0 1 1 1 3277 Done 300 File wall.BMP Element None Done 82 1 0 0 1 1 1 0 Clear 300 File wall.BMP Interaction ShowMe BG ShowMe ShowMe 32768 Interaction ShowMe Secret ShowMe ShowMe2 32768 Interaction ShowMe2 BG ShowMe2 ShowMe 32768 Interaction ShowMe2 Secret ShowMe2 ShowMe2 32768
Burning Sand Mods
Simple Burning Sand - A simplistic version with only Wall, Sand, Water, Plant, and an instant plant-grower called GR8.
EnigmaSand3
Fireworks and burner
<element name="firework" color="ff2030d5"> <explosion chance="0.95" trigger="FIRE" type="0" sizex="1.0" result="qscf"/> <explosion chance="0.95" trigger="qscf" type="0" sizex="1.0" result="qscf"/> </element> <element name="lesscool" color="ff4c6c8c"> <explosion chance="0.95" trigger="FIRE" type="0" sizex="1.0" result="FIRE"/> </element> <element name="qscf" color="ffd0d020" menu="0"> <self chance="0.2" result="FIRE"/> </element> <element name="Burner" color="ffcc2020"> <reaction chance="0.4" trigger="FIRE" res1="1.0" ares1="FIRE" bres1="qscf"/> <reaction chance="0.4" trigger="qscf" res1="1.0" ares1="qscf" bres1="qscf"/> </element> <element name="les" color="ff0c6c8c"> <explosion chance="1.0" trigger="les" type="0" sizex="1.0" result="qscf"/> </element>
Whoo! Fireworks are old news, but I like the burner. I also added "les". It's an automatic explosion!
Modified plant (requires qscf)
Just replace the Plant-fire reaction line with these two lines:
<reaction chance="0.4" trigger="FIRE" res1="1.0" ares1="qscf" bres1="qscf"/> <reaction chance="0.4" trigger="qscf" res1="1.0" ares1="qscf" bres1="qscf"/>
Growers
<element name="GROWER1" color="FFf0f0f0" dens="1.0"> <gravity g="1" r="0"/> <reaction chance="1" trigger="PLANT" res1="1" ares1="PLANT" bres1="PLANT"/> </element> <element name="GROWER2" color="FF814101" dens="1.0"> <gravity g="1" r="0"/> <reaction chance="0.5" trigger="GROWER1" res1="1" ares1="GROWER3" bres1="GROWER3"/> </element> <element name="GROWER3" color="FF915111" dens="1.0" menu="0"> <gravity g="1" r="0.1"/> </element>
Also add this to the reactions for PLANT:
<reaction chance="1" trigger="GROWER2" res1="1" ares1="PLANT" bres1="PLANT"/> <reaction chance="0.5" trigger="GROWER3" res1="1" ares1="PLANT" bres1="PLANT"/>
ES3 Mods
Color Mixer - Mix colors to try to get white. (Red, blue, green, magenta, cyan, yellow are in there too.)
EnigmaSand4
Burner
This is a port of my Burner (above) from ES3 to ES4 by Vasheeth.
<element name="qscf" color="d0d020" menu="0"> <chance value="0.2"> <aresult type="FIRE"/> </chance> </element> <element name="Burner" color="cc2020" menu="1"> <rule> <trigger type="FIRE" dir="U|UL|L|DL|D|DR|R|UR"/> <chance value="0.4"/> <aresult type="FIRE"/> <bresult type="qscf"/> </rule> <rule> <trigger type="qscf" dir="U|UL|L|DL|D|DR|R|UR"/> <chance value="0.4"/> <aresult type="qscf"/> </rule> </element>
Modified plant (requires qscf)
Just replace the Plant-fire rule with these two rules:
<rule> <trigger type="FIRE" dir="U|UL|L|DL|D|DR|R|UR"/> <chance value="0.4"/> <aresult type="FIRE"/> <bresult type="qscf"/> </rule> <rule> <trigger type="qscf" dir="U|UL|L|DL|D|DR|R|UR"/> <chance value="0.4"/> <aresult type="qscf"/> </rule>
Saltwater Filter
<element name="SWFILTER" color="e8e800" menu="1"> <trigger dir="U" type="SALTWATER|WATER"> <aresult type="SWFILTER2"/><bresult type="BLANK"/> </trigger> <trigger dir="U" type="SALT"> <aresult type="SWFILTER"/><bresult type="BLANK"/> </trigger></element> <element name="SWFILTER2" color="e8ea00" menu="0"> <trigger dir="D" type="BLANK"> <aresult type="SWFILTER"/><bresult type="WATER"/> </trigger> <trigger dir="D" type="SWFILTER"> <swap chance="0.95"/></trigger> <trigger dir="DL|DR" type="SWFILTER"> <swap chance="0.45"/></trigger> <trigger dir="L|R" type="SWFILTER"> <swap chance="0.05"/></trigger></element>
