User:Master Hector/Elements
From FSG Wiki
Here are all the elements I've decided are good enough to submit. Sorry for the less than stellar formatting job...>.> NOTICE: COPY THE SMOKE ELEMENT IF YOU PLAN TO USE ANY OTHER ELEMENTS THAT PRODUCE SMOKE WHEN THEY BURN. Sorry for the confusion about that.
New information as of 11-29-06: This page is very out of date. Visit my user page for more information.
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wxSand elements
Lolo wxSand.
Tar and asphalt
#falls and solidifies on contact with Wall and asphalt element tar 40 40 40 1 0.2 1 0.9 1 neighbor 0.01 tar Wall 1 asphalt Wall neighbor 0.01 tar asphalt 1 asphalt asphalt #melts if hot element asphalt 10 10 10 0 0 1 0.99 1 self 0.5 asphalt 1 tar hotself 80 asphalt
Pyro with little explosions
#place in a tower of asphalt for a neat effect! element pyro 255 0 0 0 0 1 2 1 self 0.001 pyro 1 Empty neighbor 0.01 pyro Empty 1 pyro firegen #creates explosions on contact with empty element firegen 200 0 0 -1 1 0.5 0.9 0 neighbor 0.05 firegen Empty 0.2 firegen firegen 0.4 firegen Fire 0.05 firegen redexplosion1 0.05 firegen blueexplosion1 0.3 Empty Empty #the basic final unit of the red and blue explosions. Vanishes rather quickly. element explosion 0 255 0 0 0 0.01 2 0 self 0.2 explosion 1 Empty #-------red explosions and growth--------- element redexplosion1 255 20 20 0 0 0.01 2 0 self 0.02 redexplosion1 1 explosion neighbor 0.9 redexplosion1 Empty 1 redexplosion1 redexplosion2 element redexplosion2 255 30 30 0 0 0.01 2 0 self 0.01 redexplosion2 1 explosion neighbor 0.9 redexplosion2 Empty 1 redexplosion2 redexplosion3 element redexplosion3 255 40 40 0 0 0.01 2 0 self 0.01 redexplosion3 1 explosion #---------end red explosions------------ #---------blue explosions here---------- element blueexplosion1 20 20 255 0 0 0.01 2 0 self 0.01 blueexplosion1 1 explosion neighbor 0.9 blueexplosion1 Empty 1 blueexplosion1 blueexplosion2 element blueexplosion2 30 30 255 0 0 0.01 2 0 self 0.01 blueexplosion2 1 explosion neighbor 0.9 blueexplosion2 Empty 1 blueexplosion2 blueexplosion3 element blueexplosion3 40 40 255 0 0 0.01 2 0 self 0.01 blueexplosion3 1 explosion #--------end blue explosions----------
Neverending spiral of fire
Now I have a kind of cool heating element. It might make a nice screensaver. Again, read the comments. Credit goes to my friend, who hasn't registered for the forums yet for making this new improved version that ignites itself.
#USE AT YOUR PERIL! It really is neverending. You'll never get rid of it! NEVER! element EndlessFlame 255 0 0 0 1 1 1 1 neighbor 1 EndlessFlame Empty 1 EndlessFlame EndlessFlame2 self 0.125 EndlessFlame 1 Fire element EndlessFlame2 255 130 0 0 1 1 1 0 neighbor 1 EndlessFlame2 Empty 1 EndlessFlame2 EndlessFlame3 element EndlessFlame3 255 255 0 0 1 1 1 0 neighbor 1 EndlessFlame3 Empty 1 EndlessFlame3 EndlessFlame #Watch as it burns the universe neighbor 0.4 EndlessFlame Fire 1 Fire Fire neighbor 0.4 EndlessFlame3 Fire 1 Fire Fire neighbor 0.4 EndlessFlame2 Fire 1 Fire Fire
Coal
Coal burns rather nicely if you set it up as I demonstrate below. Actually, it burns well no matter how you set it up.
element Coal 18 18 18 0.9 0.5 1.1 0.8 1 neighbor 0.3 Coal Fire 1 Burningcoal Empty hotneighbor 15 Coal Fire element Burningcoal 153 0 0 0.9 0.5 1 1.8 0 neighbor 0.5 Burningcoal Empty 1 Burningcoal Fire self 0.01 Burningcoal 0.4 Smoke 0.6 Empty element Smoke 161 161 161 -1 0.3 0.5 1.02 0 self 0.006 Smoke 1 Empty
Put coal in a box like this. I set my empty to white so it's more visible.
Place a few pixels of fire at the bottom, and watch the fun begin! >_> Well, sort of fun.
The target of all these burning explosives...
Comets! Whee! Just create a lump/stick person of comet, then put some cometcore at the middle of it. When the cometcore is burned, the whole comet collapses. My aforementioned friend first concieved of the comet elements and he created the new parts featured below. Put bits of fossilfuel and veinlike lines of cometcavity to make it look even better!
#a planetary like element that slowly melts element Comet 110 90 60 0.000000 0.000000 1.000000 0.500000 1 hotcolor Comet 255 0 0 self 0.005 Comet 1 Fire hotself 85 Comet #Put this at the core of a comet for a collapsing effect. When it gets hot enough, the whole comet disappears. element Cometcore 80 60 30 0 0 2 0.5 1 neighbor 1 Cometcore Fire 1 CollapsingComet Empty neighbor 1 Comet CollapsingComet 1 CollapsingComet CollapsingComet neighbor 1 Cometcore CollapsingComet 1 CollapsingComet CollapsingComet #Comet as it's dying. element CollapsingComet 80 60 30 0 0 1 0.5 0 self 0.04 CollapsingComet 0.6 Empty 0.4 Fire #Draw veins of this element through comet, but dont lead it straight to the core. element CometCavity 70 50 20 0 0 2 0.5 1 neighbor 1 CollapsingComet CometCavity 1 CollapsingComet CollapsingComet hotcolor CometCavity 255 0 0 self 0.005 CometCavity 1 Fire hotself 50 CometCavity #Fuel from comet fossils element CometFossilFuel 30 30 30 1 1 0.5 0 1 neighbor 1 Fire CometFossilFuel 1 Fire Fire neighbor 1 CollapsingComet CometFossilFuel 1 CollapsingComet CollapsingComet
Very fun, useful filters
These are really useful for storing elements or just making saltwater machines. The water one is my favorite, but the salt one is also useful in the same way.
#Only lets Sand through element Sandfilter 221 187 128 0 0 1.1 0 1 neighbor 0.65 Sandfilter Sand 1 SANDFILTER Empty neighbor 1 Sandfilter SANDFILTER 1 SANDFILTER Sandfilter #Sandfilter while it's holding sand. element SANDFILTER 202 174 96 0 0 1.1 0 0 neighbor 0.9 SANDFILTER Empty 1 Sandfilter Sand #Filters water and saltwater. Really nice to use in machines. element Waterfilter 0 128 0 0 0 4 0 1 neighbor 0.65 Waterfilter Water 1 WATERFILTER Empty neighbor 0.65 Waterfilter Saltwater 1 WATERFILTER Salt neighbor 1 Waterfilter WATERFILTER 1 WATERFILTER Waterfilter element WATERFILTER 0 96 0 0 0 4 0 0 neighbor 0.9 WATERFILTER Empty 1 Waterfilter Water #Filters Oil. Yep. element Oilfilter 96 48 48 0 0 4 0 1 neighbor 0.65 Oilfilter Oil 1 OILFILTER Empty neighbor 1 Oilfilter OILFILTER 1 OILFILTER Oilfilter element OILFILTER 64 32 32 0 0 4 0 0 neighbor 0.9 OILFILTER Empty 1 Oilfilter Oil #Yay for unnecessary filters! element Saltfilter 204 204 204 0 0 4 0 1 neighbor 0.65 Saltfilter Salt 1 SALTFILTER Empty neighbor 1 Saltfilter SALTFILTER 1 SALTFILTER Saltfilter element SALTFILTER 170 170 170 0 0 4 0 0 neighbor 0.9 SALTFILTER Empty 1 Saltfilter Salt
Vines
Yep, they're vines. You can use your smoke or the smoke I included with Coal. Also, if you want, you can remove the seeds and make vinegrower visible and just use that if you want to use them without having to make a container for the seeds, though I find the seeds to be rather fun. Now with more fun! They now grow better and stuff. Edited: Oof, looks like somehow I came up with an idea almost the same as Lynx's weed element. >_< Ah well, they still seem a bit different, I guess.
element vineseed 0 150 0 0.9 0.5 0.9 0 1 neighbor 0.1 vineseed Water 1 vineseed1 Empty element vineseed1 0 151 0 0.9 0.5 0.91 0 0 neighbor 0.1 vineseed1 Water 1 vineseed2 Empty element vineseed2 0 152 0 0.9 0.5 0.92 0 0 neighbor 0.1 vineseed2 Water 1 vineseed3 Empty element vineseed3 0 153 0 0.9 0.5 0.93 0 0 neighbor 0.1 vineseed3 Water 1 vineseed4 Empty element vineseed4 0 154 0 0.9 0.5 0.94 0 0 neighbor 0.1 vineseed4 Water 1 vineseed5 Empty element vineseed5 0 155 0 0.9 0.5 0.95 0 0 neighbor 0.1 vineseed5 Water 1 vineseed6 Empty element vineseed6 0 156 0 0.9 0.5 0.96 0 0 neighbor 0.1 vineseed6 Water 1 vineseed7 Empty element vineseed7 0 157 0 0.9 0.5 0.97 0 0 neighbor 0.1 vineseed7 Water 1 vineseed8 Empty element vineseed8 0 158 0 0.9 0.5 0.98 0 0 neighbor 0.1 vineseed8 Water 1 vineseed9 Empty element vineseed9 0 159 0 0.9 0.5 0.99 0 0 neighbor 0.1 vineseed9 Water 1 vineseed10 Empty element vineseed10 0 160 0 0.9 0.5 1 0 0 neighbor 0.1 vineseed10 Water 1 vineseed11 Empty element vineseed11 0 161 0 0.9 0.5 1.01 0 0 neighbor 0.1 vineseed11 Water 1 vineseed12 Empty element vineseed12 0 162 0 0.9 0.5 1.02 0 0 neighbor 0.1 vineseed12 Water 1 vineseed13 Empty element vineseed13 0 163 0 0.9 0.5 1.03 0 0 neighbor 0.1 vineseed13 Water 1 vineseed14 Empty element vineseed14 0 164 0 0.9 0.5 1.04 0 0 neighbor 0.1 vineseed14 Water 1 vineseed15 Empty element vineseed15 0 165 0 0.9 0.5 1.05 0 0 neighbor 0.1 vineseed15 Water 1 vineseed16 Empty element vineseed16 0 166 0 0.9 0.5 1.06 0 0 neighbor 0.1 vineseed16 Water 1 vineseed17 Empty element vineseed17 0 167 0 0.9 0.5 1.07 0 0 neighbor 0.1 vineseed17 Water 1 vineseed18 Empty element vineseed18 0 168 0 0.9 0.5 1.08 0 0 neighbor 0.1 vineseed18 Water 1 vineseed19 Empty element vineseed19 0 169 0 0.9 0.5 1.09 0 0 neighbor 0.1 vineseed19 Water 1 vineseed20 Empty element vineseed20 0 170 0 0.9 0.5 1.1 0 0 neighbor 0.1 vineseed20 Water 1 vinegrower Empty element vinegrower 0 200 0 -0.9 0.15 0.05 0 1 neighbor 1 vinegrower Empty 1 vinegrower Vine neighbor 1 vinegrower Water 1 Vine vinegrower neighbor 1 vinegrower Vine 1 Vine vinegrower self 0.005 vinegrower 1 Vine element Vine 0 150 0 0 0 1.1 0 1 neighbor 0.3 Vine Fire 1 Burningvine Fire neighbor 0.02 Vine Burningvine 1 Burningvine Burningvine element Burningvine 150 10 10 0 0 1.1 1.3 0 neighbor 0.4 Burningvine Empty 1 Burningvine Fire self 0.05 Burningvine 0.6 Smoke 0.4 Fire
Gasoline
Gasoline. Yep. Produces smoke when burned.
#Burns like Gasoline with smoke trailing upwards. element Gas 255 160 122 0.700000 1.000000 0.200000 0.000000 1 neighbor 1.0 Gas Fire 1 Gasfire Gasfire #consumes gas and turns into fire and smoke element Gasfire 255 100 100 -0.8 1 0.1 1.2 0 self 0.5 Gasfire 0.5 Smoke 0.5 Fire neighbor 0.7 Gasfire Gas 1 Gasfire Gasfire
Glass and stuff
They heat up. Some ideas on how to heat it are below the code. Replace your current sand with the sand below, too.
#Inert. Well, it was, but then I felt the need to add a superficial Wall-like element produced by heating sand. Molten glass hardens when it touches solid glass, or it just solidifies on its own. element Sand 238 204 128 0.900000 0.500000 0.900000 0.5 1 self 0.25 Sand 0.5 Hotglass 0.5 Glass hotself 60 Sand #Molten glass. Can harm existing surfaces if handled improperly. Sets on its own after a long while. element Hotglass 255 100 100 0.95 0.05 2 0.5 0 neighbor 0.1 Hotglass Glass 0.1 Hotglass Hotglass 0.9 Glass Glass neighbor 0.1 Hotglass Wall 0.96 Glass Wall 0.04 Glass Hotglass self 0.001 Hotglass 1 Glass element Glass 240 240 240 0 0 2 0.5 1 self 0.15 Glass 1 Hotglass hotself 70 Glass 1 Hotglass hotcolor Glass 255 0 0
Enigmasand elements
Whee! Enigmasand! Add these elements to the bottom of your default.xml file between the last element and the </enigmasand> line.
Tar and Asphalt...again
Exactly the same as my wxSand tar and asphalt, except they react to fire as opposed to heat.
<element name="TAR" color="ff606060" dens="2"> <gravity g="0.99" r="0.1"/> <reaction chance="0.015" trigger="ASPHALT" res1="1.0" ares1="ASPHALT" bres1="ASPHALT"/> <reaction chance="0.01" trigger="WALL" res1="1.0" ares1="ASPHALT" bres1="WALL"/> </element> <element name="ASPHALT" color="ff404040" dens="3"> <reaction chance="0.5" trigger="FIRE" res1="1.0" ares1="TAR" bres1="BLANK"/> </element>
The ultimate fuse
"BAHHH" is just an explosive that serves a small purpose in Magburn. Magburn fills a container or the whole screen with a fun fuse to burn. Remove the first reaction line from Magburn and you can use it as an everyday fuse.
<element name="BAHHH" color="ff8484aa"> <explosion chance="0.5" trigger="FIRE" type="1" sizex="0.25" result="FIRE"/> </element> <element name="MAGBURN" color="ffff00fe"> <reaction chance="0.999" trigger="BLANK" res1="1.0" ares1="MAGBURN" bres1="MAGBURN"/> <reaction chance="0.5" trigger="CERA" res1="1" ares1="CERA" bres1="CERA"/> <reaction chance="0.5" trigger="BAHHH" res1="1" ares1="BAHHH" bres1="BAHHH"/> <reaction chance="0.5" trigger="OIL" res1="1" ares1="OIL" bres1="OIL"/> <reaction chance="0.5" trigger="PLANT" res1="1" ares1="PLANT" bres1="PLANT"/> <self chance="0.5" result="CERA"/> <self chance="0.2" result="BAHHH"/> <self chance="0.15" result="OIL"/> <self chance="0.15" result="PLANT/> </element>
Nitro, Napalm, Gunpowder, and pure pwnage
These are nice to burn. PWN turns into napalm, nitro, gunpowder and oil. Credit goes to pointb1ank for gunpowder. And William for the idea of PWN.
<element name="PWN" color="ffddaaaa" dens="6"> <gravity g="0.95" r="0.1"/> <self chance="0.4" result="NAPALM"/> <self chance="0.05" result="NITRO"/> <self chance="0.35" result="GunPowder"/> <self chance="0.55" result="OIL"/> </element> <element name="GunPowder" color="cc9966" dens="1.0"> <gravity g="0.95" r="0.1"/> <explosion chance=".045" trigger="FIRE" type="1" sizex=".06" result="GunPowder"/> <reaction chance=".75" trigger="FIRE" res1="1.0" ares1="FIRE" bres1="FIRE"/> </element> <element name="NAPALM" color="f5c800" dens="0.9"> <gravity g="0.85" r="0.25"/> <self chance="0.2" result="NAPALM1"/> <self chance="0.2" result="NAPALM2"/> <self chance="0.2" result="NAPALM3"/> <self chance="0.2" result="NAPALM4"/> <explosion chance="0.4" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="NAPALM1" color="f5c801" menu="0" dens="0.9"> <gravity g="0.85" r="0.25"/> <explosion chance="0.4" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="NAPALM2" color="f5c802" menu="0" dens="0.9"> <gravity g="0.85" r="0.25"/> <explosion chance="0.4" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="NAPALM3" color="f5c803" menu="0" dens="0.9"> <gravity g="0.85" r="0.25"/> <explosion chance="0.4" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="NAPALM4" color="f5c804" menu="0" dens="0.9"> <gravity g="0.85" r="0.25"/> <explosion chance="0.4" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="NITRO" color="004211" dens="0.9"> <gravity g="0.95" r="0.15"/> <explosion chance="0.3" trigger="FIRE" type="0" sizex="1.3" result="FIRE"/> </element>
Methane
Not really much to say here. It's methane.
<element name="METHANE" color="202020" dens="0.9"> <gravity g="-0.9" r="0.3"/> <explosion chance="0.5" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> <self chance="0.2" result="METHANE1"/> <self chance="0.16" result="METHANE2"/> <self chance="0.128" result="METHANE3"/> <self chance="0.1024" result="METHANE4"/> <self chance="1" result="METHANE5"/> </element> <element name="METHANE1" color="202021" menu="0" dens="0.9"> <gravity g="-0.9" r="0.3"/> <explosion chance="0.5" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="METHANE2" color="202022" menu="0" dens="0.9"> <gravity g="-0.9" r="0.3"/> <explosion chance="0.5" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="METHANE3" color="202023" menu="0" dens="0.9"> <gravity g="-0.9" r="0.3"/> <explosion chance="0.5" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="METHANE4" color="202024" menu="0" dens="0.9"> <gravity g="-0.9" r="0.3"/> <explosion chance="0.5" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element> <element name="METHANE5" color="202025" menu="0" dens="0.9"> <gravity g="-0.9" r="0.3"/> <explosion chance="0.5" trigger="FIRE" type="1" sizex="1.1" result="FIRE"/> </element>
er..some tool to fill in spaces with solid materials
Yep.
<element name="yourelement" color="555555"> <reaction chance="1" trigger="BLANK" res1="1" ares1="yourelement" bres1="yourelement"/> <reaction chance="0.005" trigger="CERA" res1="1" ares1="CERASTARTER" bres1="CERA"/> <reaction chance="0.005" trigger="PLANT" res1="1" ares1="PLANTSTARTER" bres1="PLANT"/> <reaction chance="0.005" trigger="WALL" res1="1" ares1="WALLSTARTER" bres1="WALL"/> <reaction chance="1" trigger="CERASTARTER" res1="1" ares1="CERASTARTER" bres1="CERASTARTER"/> <reaction chance="1" trigger="PLANTSTARTER" res1="1" ares1="PLANTSTARTER" bres1="PLANTSTARTER"/> <reaction chance="1" trigger="WALLSTARTER" res1="1" ares1="WALLSTARTER" bres1="WALLSTARTER"/> </element> <element name="CERASTARTER" color="fefefe" menu="0"> <self chance="0.8" result="CERA"/> </element> <element name="PLANTSTARTER" color="20aa20" menu="0"> <self chance="0.8" result="PLANT"/> </element> <element name="WALLSTARTER" color="505052" menu="0"> <self chance="0.8" result="WALL"/> </element>
Sponge, the water/saltwater filter
Here's a filter for water and saltwater. Saltwater slowly destroys it, but you can remove that chance if you're making a saltwater machine that makes/separates saltwater.
<element name="Sponge" color="ffff20"> <reaction chance="0.4" trigger="WATER" res1="1" ares1="Wetsponge" bres1="BLANK"/> <reaction chance="0.4" trigger="SALTWATER" res1="0.95" ares1="Wetsponge" bres1="SALT" res2="0.025" ares2="WATER" bres2="SALT" res3="0.025" ares3="SALT" bres3="WATER"/> </element> <element name="Wetsponge" color="bbbb20" menu="0"> <reaction chance="0.65" trigger="Sponge" res1="1" ares1="Sponge" bres1="Wetsponge"/> <reaction chance="0.9" trigger="BLANK" res1="1" ares1="Sponge" bres1="WATER"/> </element>
Ground, mud, and glass
Credit for the idea goes to usmc.
<element name="GROUND" color="ffCC9900" dens="1.5"> <reaction chance="0.3" trigger="FIRE" res1="1.0" ares1="HOTGLASS" bres1="FIRE"/> <reaction chance="0.10" trigger="WATER" res1="1.0" ares1="MUD" bres1="MUD"/> </element> <element name="HOTGLASS" color="FFCCCC" menu="0"> <self chance="0.0025" result="GLASS"/> <reaction chance="0.4" trigger="GROUND" res1="0.95" ares1="GLASS" bres1="HOTGLASS" res2="0.05" ares2="GLASS" bres2="GLASS"/> </element> <element name="GLASS" color="ffCCFFFF"> </element> <element name="MUD" color="ff996600" dens="1"> <gravity g="0.95" r="0.20"/> <reaction chance="0.002" trigger="WALL" res1="1" ares1="GROUND" bres1="WALL"/> <reaction chance="0.002" trigger="GROUND" res1="1" ares1="GROUND" bres1="GROUND"/> </element>
