#Change one line

60 messages Β· Page 1 of 1 (latest)

novel flower
#

you and others have to make a sandboxels mod but you can only change/add/remove one line at a time

Rules:

  • take the previous message, send it, but change, add or remove ONE line of code
  • do not make long lines (above 120 characters is not allowed)
  • try to make it VALID javascript
  • put the code in a codeblock (use ``` to start and end codeblocks)
  • no changing twice in a row, instead wait for someone else to make a change before you do
  • don't spam ping, cause chaos, or ruin the mod
#

i will be first

#
console.log("Hello");
mystic pelican
#
console.log("Hello");
elements.ryan = {
novel flower
#
console.log("Hello");
elements.ryan = {
  category: "life",
#

i will time-to-time show progress on the mod in game

here is how it's going (assuming that you add the closing bracket at the end)

limber mango
#
console.log("Hello");
elements.ryan = {
  category: "life",
}
dusty fiber
#
console.log("Hello");
elements.ryan = {
  category: "life",
  color: "#00ffff",
}
#

:3

novel flower
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
}
#

ryan puddle

mystic pelican
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
}
novel flower
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
  
  } // epic
}
dusty fiber
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
  
  } // epic
}
//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
#

// exactly 120 charactersπŸ₯Ή

novel flower
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
  } // epic
}
//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
mystic pelican
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
  } // epic
}
//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#

hmm what does ryan do to his neighbors

#

maybe advertising sandboxels?

#

or converting his neighbors into more copies of ryan

#

"the ryan infection"

#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {

    }
  } // epic
}
//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
limber mango
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      neighbors[i].element = "sand";
    }
  } // epic
}
//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#
console.log("Hello");
elements.ryan = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"sand");
    }
  } // epic
}
//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.mystery_liquid = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"sand");
    }
  } // epic
}
//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#

what the mod does rn:

#
console.log("Hello");
elements.mystery_liquid = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"sand");
    }
  } // epic
}

elements.the_element_of_surprize = {

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.mystery_liquid = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"sand");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
ebon marsh
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"sand");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"sand");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"sand");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"
  color: '#123456"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
ebon marsh
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "life",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"egg");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"
  color: '#123456"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      changePixel(neighbors[i],"egg");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"
  color: '#123456"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.LIQUID,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"egg");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"
  color: '#123456"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"egg");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop"
  color: '#123456"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#00ffff",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"egg");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"egg");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456"
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"egg");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
ebon marsh
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"the_element_of_surprize");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"the_element_of_surprise");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
ebon marsh
ebon marsh
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"the_element_of_surprize");
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
ebon marsh
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
  behavior: behaviors.POWDER,
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i-1],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
  behavior: behaviors.POWDER,
}

//Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
novel flower
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i-1],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
  behavior: behaviors.POWDER,
}

dusty fiber
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#ffff00",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i-1],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
  behavior: behaviors.POWDER,
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
stuck copper
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#000000",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i-1],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
  behavior: behaviors.POWDER,
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.
limber mango
#
console.log("Hello");
elements.what_am_i_doing_with_my_life = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#000000",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i-1],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
  behavior: behaviors.POWDER,
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.

alert(message); // Define message above
stuck copper
#
console.log("Hello");
elements.ionisation = {
  category: "baby=πŸ˜‹",
  behavior: behaviors.WALL,
  color: "#000000",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i-1],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "poop",
  color: '#123456",
  behavior: behaviors.POWDER,
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.

alert(message); // Define message above
hardy cradle
#

console.log("Hello");
elements.ionisation = {
category: "baby=πŸ˜‹",
behavior: behaviors.WALL,
color: "#000000",
tick: function(pixel) {
var neighbors = getNeighbors(pixel);
for (var i=0;i<neighbors.length;i++) {
if (neighbors[i].element!=pixel.element) {
changePixel(neighbors[i-1],"the_element_of_surprize");
}
}
} // epic
}

elements.the_element_of_surprize = {
category: "ionization",
color: '#123456",
behavior: behaviors.POWDER,
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.

alert(message); // Define message above

soft monolith
#

console.log("Hello");
elements.ionisation = {
category: "baby=πŸ˜‹",
behavior: behaviors.WALL,
color: "#FF0000",
tick: function(pixel) {
var neighbors = getNeighbors(pixel);
for (var i=0;i<neighbors.length;i++) {
if (neighbors[i].element!=pixel.element) {
changePixel(neighbors[i-1],"the_element_of_surprize");
}
}
} // epic
}

elements.the_element_of_surprize = {
category: "ionization",
color: '#123456",
behavior: behaviors.POWDER,
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.

alert(message); // Define message above

twin sequoia
#

console.log("Hello");
elements.ionisation = {
category: "baby=πŸ˜‹",
behavior: behaviors.WALL,
color: "#FF0000",
tick: function(pixel) {
var neighbors = getNeighbors(pixel);
for (var i=0;i<neighbors.length;i++) {
if (neighbors[i].element!=pixel.element) {
changePixel(neighbors[i-1],"the_element_of_surprize");
}
}
} // epic
}

elements.the_element_of_surprize = {
category: "ionization",
color: '#123456",
behavior: behaviors.POWDER,
temp: 99999999
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.

alert(message); // Define message above

novel flower
#
console.log("Hello");
elements.ionisation = {
  category: "baby=:yum:",
  behavior: behaviors.WALL,
  color: "#FF0000",
  tick: function(pixel) {
    var neighbors = getNeighbors(pixel);
    for (var i=0;i<neighbors.length;i++) {
      if (neighbors[i].element!=pixel.element) {
      changePixel(neighbors[i-1],"the_element_of_surprize");
      }
    }
  } // epic
}

elements.the_element_of_surprize = {
  category: "ionization",
  color: '#123456",
  behavior: behaviors.POWDER,
  temp: 99999999
}
// Roko's basilisk is the concept of a machine that will torture everyone that knew about it but didn't help building it.

var message = "the element of surprize... 😲";
alert(message); // Define message above
old yarrow
#

console.log("Hello");

elements.ionisation = {
category: "ionization",
behavior: behaviors.WALL,
color: "#FF0000",
tick: function(pixel) {
var neighbors = getNeighbors(pixel);
for (var i = 0; i < neighbors.length; i++) {
if (neighbors[i].element !== pixel.element) {
changePixel(neighbors[i], "the_element_of_surprise"); //
}
}
}
};

elements.the_element_of_surprise = {
category: "ionization",
color: "#123456",
behavior: behaviors.POWDER,
temp: 99999999
};

var message = "The element of surprise... 😲";
alert(message);

soft monolith
#

console.log("PILK!");

elements.ionisation = {
category: "ionization",
behavior: behaviors.WALL,
color: "#FF0000",
tick: function(pixel) {
var neighbors = getNeighbors(pixel);
for (var i = 0; i < neighbors.length; i++) {
if (neighbors[i].element !== pixel.element) {
changePixel(neighbors[i], "the_element_of_surprise"); //
}
}
}
};

elements.the_element_of_surprise = {
category: "ionization",
color: "#123456",
behavior: behaviors.POWDER,
temp: 99999999
};

var message = "The element of surprise... 😲";
alert(message);