decomposers
decomposers - worms reset their lifespan if they kill their target nail tech tree reworked a bit removed powder actuated, nail gun ramps up to full fire rate with just pneumatic actuator needles and ice crystal nucleation can get supercritical fission and irradiated nails now supercritical fission crits easier labs exit platforming is a much easier since it's in the general rotation now bug fixes
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30
js/level.js
30
js/level.js
@@ -1148,17 +1148,17 @@ const level = {
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spawn.bodyRect(x + 500, y - 100, 125, 100, 0.25);
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spawn.bodyRect(x + 200, y - 150, 100, 150, 0.25);
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spawn.bodyRect(x + 1075, y - 1075, 100, 125, 0.25);
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const density = 0.0015 + (simulation.difficultyMode < 3 ? 0.003 : 0)
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const angle = 0
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const variance = Math.PI
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const frictionAir = 0
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const angularVelocity = 0.01
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const spinVariance = 0.02
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balance1 = level.spinner(x + 225, y - 565, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
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balance2 = level.spinner(x + 300, y - 1000, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance3 = level.spinner(x + 650, y - 750, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance4 = level.spinner(x + 800, y - 1150, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance5 = level.spinner(x + 1250, y - 1150, 25, 410, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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const density = 0.0015 //+ (simulation.difficultyMode < 5 ? 0.0035 : 0)
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const angle = Math.PI / 2
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const variance = 0 //Math.PI
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const frictionAir = 0.03
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const angularVelocity = 0 //0.01
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const spinVariance = 0 //0.02
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balance1 = level.spinner(x + 200, y - 500, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5)) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
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balance2 = level.spinner(x + 200, y - 950, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance3 = level.spinner(x + 650, y - 650, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance4 = level.spinner(x + 750, y - 1050, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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balance5 = level.spinner(x + 1250, y - 1100, 25, 350, density, angle + variance * (Math.random() - 0.5), frictionAir, angularVelocity + spinVariance * (Math.random() - 0.5))
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let isInRoom = false
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doCustom.push(
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@@ -1205,10 +1205,10 @@ const level = {
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spawn.bodyRect(x + 1025, y + -50, 50, 50);
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if (Math.random() > 0.5) {
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const density = 0.0012 + (simulation.difficultyMode < 3 ? 0.002 : 0)
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const density = 0.0012 //+ (simulation.difficultyMode < 5 ? 0.003 : 0)
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const angle = Math.PI / 2
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const variance = 0.2 //Math.PI
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const frictionAir = 0.012
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const frictionAir = 0.015
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const height = 35
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balance1 = level.spinner(x + 1300, y - 450, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir) // spinner(x, y, width, height, density = 0.001, angle=0,frictionAir=0.001,angularVelocity=0) {
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balance3 = level.spinner(x + 750, y - 600, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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@@ -1216,10 +1216,10 @@ const level = {
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balance4 = level.spinner(x + 850, y - 1100, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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balance5 = level.spinner(x + 1300, y - 1145, height, 410, density, angle + variance * (Math.random() - 0.5), frictionAir)
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} else {
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const density = 0.001 + (simulation.difficultyMode < 3 ? 0.002 : 0)
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const density = 0.001 //+ (simulation.difficultyMode < 5 ? 0.003 : 0)
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const angle = Math.PI / 2
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const variance = Math.PI
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const frictionAir = 0
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const frictionAir = 0.015
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const width = 200
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const height = 200
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const spinVariance = 0.05
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