remove keyword
added CSS style for "remove/eject" keyword tech: deprecated - gain 1.05x damage for each tech removed this game tech: externality - 1.1x damage, removing this gives 40 ammo power ups paradigm shift no longer has a 3% failure rate minus 3->4 health it can remove applied science tech removing strange loop gives a random removetech tech: marginal utility - give a specific gun 2x ammo per ammo power up tech: interest - research, ammo, coupling, health increases by 6% at the start of each level tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage mass-energy no longer has a reduction in defense effects but it costs 2 research now 1st ionization energy 11->14 max energy per heal colony: 1.5->1.6x spores 40->33% chance to spawn something different laser cost formula changed to be independent of field regen this makes the effects of cost and fire rate 33% bigger free-electron laser 3.5->3x energy cost options exchange - the first time you click cancel it randomizes choices allows a free trigger from other cancel tech pseudoscience gets 3->2 free researches alternator harpoon has 0->0.03x energy cost coupling for pilot wave gives 1.04->1.05x block damage several bugs fixes
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@@ -791,7 +791,7 @@ const simulation = {
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input.endKeySensing();
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simulation.ephemera = []
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tech.setupAllTech(); //sets tech to default values
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b.removeAllGuns();
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b.resetAllGuns();
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tech.duplication = 0;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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