Interface: Element
lifecycle-kit / chem / Element
Interface: Element
Defined in: chem/elements.ts:21
The elements a creature is made of.
Ported from a sibling simulation game's periodic table — real atomic
masses, valences, electronegativities, cosmic abundances and CPK colours,
validated against the npm periodic-table reference.
That table stops at chlorine, which is a limitation we inherit and one that does not matter here: H, C, N, O, P and S are roughly 99% of biomass by mass, and the trace metals a real cell needs are not something a 12x9 pixel creature can express anyway.
Abundance is the important field. It is the cosmic abundance of the element, and it is what makes a creature's composition a consequence rather than a choice: carbon is common, phosphorus is scarce, and a body that wants a lot of phosphorus is therefore expensive to build.
Properties
abundance
abundance:
number
Defined in: chem/elements.ts:30
Fraction of ordinary matter in the universe.
color
color:
string
Defined in: chem/elements.ts:32
CPK colour, used to tint the pixel that represents this atom.
electronegativity
electronegativity:
number
Defined in: chem/elements.ts:28
mass
mass:
number
Defined in: chem/elements.ts:26
Atomic mass, u.
metallic
metallic:
number
Defined in: chem/elements.ts:34
0..1. Metals catch light; a magnesium-rich tissue reads bright-edged.
name
name:
string
Defined in: chem/elements.ts:24
opacity
opacity:
number
Defined in: chem/elements.ts:38
0..1. Below 1 reads translucent — a watery, jelly-ish body.
roughness
roughness:
number
Defined in: chem/elements.ts:36
0..1. Low roughness is glossy, high is matte.
symbol
symbol:
string
Defined in: chem/elements.ts:23
valence
valence:
number
Defined in: chem/elements.ts:27
z
z:
number
Defined in: chem/elements.ts:22
