Well, I'm doing it again!
Requests are now CLOSED. Thank you for participating in this Element Request!
A NEW VERSION OF THE SCRIPT IS AVAILABLE RIGHT NOW. You can download/update it from the Script Manager. Unlike last time, the script will be regularly updated on the Script Manager with each new element added and it will no longer be distributed through Github releases. You can still find the source code here and download it manually if you want.
Existing elements have recieved some new additions:
Users of the first version of the FanMod may have noticed two bizarre pink elements that had no name and didn't do anything when placed. These were actually two unused elements: Fluorite (FLOR) and Powdered Fluorite (PFLR)! While I originally intended for these to be added alongside HALO, I scrapped them to avoid associating 6 elements with a single slot.
I've now readded them and gave them a small set of unique properties:
Bonus Element: FLOR
Description: Brittle crystal with several interactions.
Fluoresces with red light when blue light hits it and releases red light when broken as well ("triboluminescence").
When combined with ACID, it reacts and produces CLST and HALO.
Like HALO, it slowly dissolves in water and turns it into CHLW.
When melted, it acts as a flux that helps molten elements mix together more smoothly, and then settles to the top like slag once the mixture cools down. Useful for making alloys, such as IRON + PTNM = MEND!
Bonus Element 2: PFLR
Description: Powdered fluorite. Acts the same as FLOR, but as a powder.
Idea by: RebMiami
Status: Added!
Element 1: NO32
Description: Long-requested life type. More like electricity than other life types, using directional "wires" that conduct charges in the direction they point.
It follows these rules:
- Normal wires and anti-wires will destroy the other if one tries to conduct a charge onto the other
- When a charge points to an empty space, it will create a "Sensitized" state that progresses through the tree shown in the state select. It will travel down the green path for every frame where it recieves a charge, and down the blue path for every framewhere it doesn't.
- Connectors recieve charge and then conduct it to adjacent wires. You can use them to conduct from wires to anti-wires, but not vice versa.
- When a connector has multiple inputs, it will act as an AND gate.
- If two wires are crossing paths perfectly over the connector, it will let signals cross from one to the other.
- You need PSCN to transmit SPRK into a NO32 charge, but a NO32 wire can transmit SPRK to any conductor.
Idea by: DanDuncombe
Status: Added!
Element 2: LNCR
Description: Launcher. Fires a single particle of its ctype in the opposite direction it was sparked. Shift+drag and scroll to set a custom direction and power, and scroll after releasing shift to set a random spread.
Set tmp3 in the prop tool to set the ctype of the particle to fire. This is useful if you're using it to shoot different types of AMMO.
Idea by: Theweaponguy
Status: Added!
Element 3: AMMO
Description: Bullet. Explosive that only activates when it hits something at high velocity. Acts like a mini-bomb by default, but the type of explosion can be changed with ctype. Several elements result in special bullet types - experiment with different elements to see what happens!
FRAY and LNCR are good ways to launch AMMO to destructive speeds.
Idea by: mloneusk
Status: Added!
Element 4: RSET
Description: Resets the properties of particles that touch it. Shift+click to configure, which lets you choose to not reset ctype, velocity, and/or temperature. Additionally, RSET can "deconvert" certain elements such as ICE or LAVA into the types they used to be. This property allows it to purify MELT, which was impossible previously.
RSET's ctype will cause it to only reset a certain element if set.
There is a secret "reset nuke" effect that activates when you activate a certain element next to it. Can you figure out which one?
Idea by: StuweX
Status: Added!
Element 5: FUEL
Description: Rocket fuel. Sticky napalm-like fluid that burns for a long time with extreme heat and pressure. Can't be ignited with fire; requires PLSM, hot radiation, or electricity.
It sticks to surfaces extremely well. You can use this property to make it act like a solid for rocket engines by mixing in a certain amount of a solid.
Created by mixing DESL and FSEP.
Idea by: explosivepowder
Status: Added!
Element 6: COPP
Description: Copper. At extremely low temperatures, becomes a superconductor (acts like INST). Develops a green patina when exposed to elements like WATR or OXYG. Corrosion resistant. Biostatic; disrupts the growth of living elements like YEST, GOL, or PLNT and cannot be infected by VIRS.
Melts at 1084.62°C.
Element 6.5: CUSO
Description: Copper(II) sulfate. Sparking COPP submerged in ACID will electrolyze the ACID into CUSO. Toxic and soluble in WATR. Can be crushed by pressure fairly easily. Decomposes at 110°C, releasing WTRV, and melts at 590°C.
Idea by: BlueLobsterTPT + Inventor70
Status: Added!
Element 7: STGM
Description: Strange matter. Extremely dense fluid created by colliding PROT at extreme speeds at high pressures. When heated, it converts matter into STGM, energizing itself and producing heat. However, when underfueled or overheated, it decays uselessly into WARP and ELEC.
STGM begins absorbing heated matter at about 1250°C. As it gets hotter than 6000°C, it progressively loses stability until it rapidly breaks down at 8000-9000°C. STGM is extremely dense, about 50 times more so than normal TPT matter. As it gets more massive, it will start to lose stability when cooled down as well.
STGM cannot absorb DMND, CLNE, or any element that does not conduct heat such as INSL, FRME, or certain electronic elements.
The element can be used in both reactors and weapons, and I've explicitly designed it as a challenge for builders to maintain stability by finding a balance between fuel input and heat output. Good luck!
Idea by: R33sesK1ng
Status: Added!
Element 8: FNGS
Description: Fungus. Grows a network of mycelium through organic elements, then grows mushrooms that spread spores. You may be able to use FNGS for manufacturing or unleash it upon saves with lots of organic elements and watch the fungal overlords assert their dominance mycelially.
FNGS comes with 20 default species, which are chosen from randomly when it spawns:
However, if you're daring enough, you can try to genetically engineer your own mushrooms by either modifying the ctype and tmp4 of your fungal friends or using the spawnShroom({...}, {...}) command in the console. A save explaining the genetic structure will be created eventually.
Idea by: Sandboxvoid
Status: Added!
Element 9: PLST
Description: Plastic. Slowly loses solidity as it heats up, transitioning from acting like a normal solid (<60°C) to GOO-like (60-100°C), GEL-like (100-150°C), and finally a normal fluid before it decomposes into all kinds of nasty stuff at 350°C.
Plastic is very difficult to get rid of at low temperatures, being immune to VIRS and ACID and completely unaffected by pressure below 60°C.
It can be created by reacting HALO with OIL.
Transparent to photons, but leaving it out in the sun is a bad idea.
Element 9.5: PLEX
Description: Plastic explosive. Essentially a more realistic version of C-4 that deforms like GOO and only detonates when electrified. Produces much more heat and pressure than other explosives, filling a gap in explosive power levels.
Create PLEX by bombarding PLST with neutrons.
Idea by: HbMinecraft, micro, erictom333, and Cacarol
Status: Added!
Element 10: WICK
Description: Wick. Absorbs flammable liquids like OIL and WAX and then burns slowly, using them as fuel.
Some elements, like ACID or BIZR, burn in unique ways when absorbed by WICK.
Use it to create candles, oil lamps, slow-burning fuses, torches, or other interesting fire-related constructions.
Status: Added!
Idea by: JasonS
Changelog:
- v14.1.1
- v14.1
- v14.0
- v13.0
- v12.0
- v11.0
- v10.0
- v9.0
- v8.0
- v7.3
- v7.2
- v7.1
- v7.0
- v6.0
- v5.0
- v4.0
- v3.0
- v2.0
- v1.0
Iv got one. Plastic-PLST. Solid and is unaffected by VIRS. Blocks SPRK. Melts around 400C. Melted plastic doesent cause things to burn on contact. Deforms under pressures higher than 10 but doesen't disapear. Heat conductivity higher than QRTZ but lower than CRMC. Created by mixing OIL and GEL.
I'm not sure if I would be able to implement VIRS immunity but this could be an interesting element.
EDIT: Nevermind. VIRS immunity for Lua elements is 100% possible and I've implemented it for COPP.
When ammo hits other ammo it should make it fire in random directions (was testing stuff with ammo and stkm and when stkm died some ammo falls out so i tried shooting it waiting for an "explosion")
Sadly, AMMO not reacting to other AMMO when shot is intentional and I made it that way for a reason. If AMMO could destroy AMMO, it often ended up destroying itself when shot in high quantities, and what you suggest is extremely likely to cause runaway chain reactions that would likely result in lag.
Orbit (ORBT) an element that causes powders to flow in a circle around it (like planets orbiting the sun)
Open the Lua Script Manager, then click on the "Online" tab. Click on "Filter", then type in "Fan Elements". You'll see two scripts. Select the second one (Fan Elements Mod) and press "Download".
Trying to change properties of FFLD shows an error message
Can easily be reproduced by changing any its property by pressing shift+click as said in description
https://prnt.sc/d0xCBComyy-4 (if you dont see the image as me)