Spooky!

  • MachineMan
    11th April Member 0 Permalink

    We have elements in every color except violet.  DLAY is purple, ISOZ is purple, ISZS is dark purple; the closest we have is STAN and it doesn't really count because it's a life type and all life types are really the same element, which is LIFE.  PLSM makes a violet glow in fire display but is not violet itself.  I've managed to make a truly violet color without deco in this save ID:3069171.  But I've come up with and idea for elements that are violet just like the violet BIZS I made:

     

    Spooky Matter (or SPKM)

    (Hidden elements) Solid Spooky Matter (or SSKM)

    (Hidden elements) Gaseous Spooky Matter (or SGKM):

     

    SPKM is a violet liquid, SSKM/SGKM are also violet.  SPKM can be made by mixing BIZR/BIZS/BIZG with non-cloning EXOT; this reaction is not exothermic so the resulting SPKM will be set to it's spawn temp of 22C and any additional heat energy in either of the reactants will be lost.  It's transparent to photons and is destroyed by them--i.e. photons can pass though it and erase it in their wake, similar to SPRK traveling through RSST and erasing the RSST in it's wake.  The photons passing through it also turn violet; now you don't have to copy other people's violet FILT or BIZR/BIZS/BIZG.  SSKM and SGKM react with photons in all the same ways.  SPKM solidifies at -110C and evaporates at 110C; it and it's solid and gaseous counterparts can't be heated or cooled by energy particles.

     

    Spooky:

    These are all the "spooky" properties of SPKM.  SPKM ignores walls, like LIGH, BRAY beams, and ETRD-made PLSM arcs; SSKM (being a solid) doesn't have this property, while SGKM only has this property when moving at a veleocity of 10+.  SPKM/SSKM/SGKM all infect virus intead of virus infecting it; now that's what I call "Flipping the script".  Whereas other non-solids diassapear when they fall or are shot through an egde or corner of the screen, SPKM, instead, reappears at the opposite side or corner of the screen and maintains it's current velcocity when it does so--for example, if it falls through the bottom of the screen, it reappears at the top and continues falling at the same speed; this happens even when solid edge mode(since it passes through walls) or void edge mode are enabled.  SSKM/SGKM don't share this property.  SSKM (and only SSKM) is unaffected by ambient heat and blocks ambient heat the same way TTAN(with a tmp of 1) and RSSS block pressure--it doesn't itself block pressure though; with careful planning, you can create an array of SSKM pixels that let particles and pressure pass but blocks ambient heat.

     

    Charge decay:

    SPKM is transparent to protons and electrons and is unaffected by them; however, SPKM decays into protons at a pressure of 25 or higher and into electrons at a pressure of -25 or lower.  SSKM only decays into electrons and SGKM only decays into protons; they deacy under -25 and 25 pressure respectively.  A single particle of SSKM emits a pressure of -0.5; this means that a shape made of 50 or more particles of SSKM will spontaneously decay into electrons.  Opposite to SSKM, a single particle of SGKM will emit a pressure of 0.5; which, likewise, means that 50 or more particles of SGKM close together will spontaneously decay into protons.  SSKM is transparent to and unaffected by electrons but absorbs and is erased by protons, for SGKM it's the other way around.

     

    Gravitons:

    SPKM/SSKM/SGKM are all transparent to gravitons, but whereas gravitons and SPKM don't affect each other (other than SPKM being pushed or pulled by newtonian gravity), SSKM and SGKM turn gravitons into electrons and protons respectively.

     

    Laser straightener:

    SPKM/SSKM/SGKM are trasparent to neutrons.  SSKM (and only SSKM) can tell which direction neutrons are going; it'll delete a neutron touching a side perpendicular to the neutron's direction and spawn another neuton on the side pointing in the original neuton's direction; the new neutron inherits the old one's life vaule and continues moving in the same direction.  SSKM decides which determines direction of the new neutron by checking the original neutron's vx and vy values, here's the algorithm written in pseudocode:

     

    oldVX=old_neutron_horizontal_velocity

     

    oldVY=old_neutron_veritcal_velocity

     

    newVX=new_neutron_horizontal_velocity

     

    newVY=new_neutron_veritcal_velocity

     

    If oldVX==oldVY;

       then newVX=oldVX & newVY=oldVY

     

    If oldVX>oldVY;

       then newVX=oldVX & newVY=0

     

    If oldVX<oldVY;

       then newVX=0 & newVY=oldVY

     

    Neutron lasers tend to spread out as they go; SSKM will allow neutron lasers to stay focused using minimal particle intervention.

    Edited 3 times by MachineMan. Last: 8th July