shotgun fleas
siphonaptera makes shotgun fire fleas colony 37% -> 50% more stuff in sporangium foam bullets have a +7% slow effect about +7% damage for some foam tech laser diode 33% -> 40% less energy cost free-electron laser 200% -> 225% damage extra clicks in experiment and unified field theory pause now switches molecular fab types bug fixes mob stun graphics is more consistent and less like mob invincibility
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@@ -24,9 +24,9 @@ const level = {
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// powerUps.research.changeRerolls(100)
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// tech.tech[297].frequency = 100
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// b.guns[0].ammo = 10000
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// m.setField("molecular assembler") //molecular assembler time dilation
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// b.giveGuns("spores")
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// tech.giveTech("K-selection")
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// m.setField("perfect diamagnetism") //molecular assembler time dilation perfect diamagnetism
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// b.giveGuns("shotgun") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// tech.giveTech("siphonaptera")
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// tech.giveTech("fleas")
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// tech.giveTech("colony")
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// tech.giveTech("mycelium manufacturing")
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@@ -36,7 +36,8 @@ const level = {
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
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// spawn.starter(1900, -500, 200)
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// for (let i = 0; i < 10; ++i) spawn.hopBullet(1900, -500)
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// spawn.powerUpBossBaby(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.grower(1900, -500)
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// level.testing(); //not in rotation, used for testing
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// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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