Ingot molds drop bars out of the bottom on their own
Bars no longer get thrown up into the furnace, and F is no longer needed to collect them. Blocked bars wait in the trough; the short stub stays for the next firing; F is optional upkeep (clean, chip slag, rake). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+8
-2
@@ -12,9 +12,15 @@ function drainEvents() {
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if (m && !['bit1', 'bit2', 'bit3', 'tank'].includes(m.id)) { showCard({ kind: 'Milestone', title: m.title, body: [m.msg, m.reward], accent: 'milestone' }); playSfx('milestone'); }
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} else if (e.t === 'cast_ready') {
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const metal = MD[e.metal] ? MD[e.metal].name : 'Metal';
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const body = e.kind === 'ingot' ? `${e.bars} ${e.bars === 1 ? 'bar' : 'bars'} worth has set. Press F on the mold to knock ${e.bars === 1 ? 'it' : 'them'} out.` : `The ${e.kind} casting has set. Press F on the mold to knock it out.`;
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showCard({ kind: 'Casting ready', title: `${metal} ${e.kind === 'ingot' ? 'ingot' : e.kind}`, swatch: e.metal > 0 ? e.metal : 0, body: [body], accent: 'milestone' });
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const body = `The ${e.kind} casting has set. Press F on the mold to knock it out.`;
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showCard({ kind: 'Casting ready', title: `${metal} ${e.kind}`, swatch: e.metal > 0 ? e.metal : 0, body: [body], accent: 'milestone' });
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playSfx('cast');
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} else if (e.t === 'ingot_drop') {
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const metal = MD[e.metal] ? MD[e.metal].name : 'Metal', body = `${e.bars} ${barWord(e.metal, e.bars)} dropped out of the mold.`;
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if (e.first) showCard({ kind: 'Casting', title: e.metal === GLASS ? 'Glass bricks' : `${metal} bars`, swatch: e.metal, body: [body], accent: 'milestone' });
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else toast(body);
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} else if (e.t === 'ingot_blocked') {
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toast('Bars are ready in a mold but there is no room under it. Leave one open block under the mold: bars drop out of the bottom.');
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} else if (e.t === 'upgrade') {
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playSfx('upgrade'); if (SET.shake) R.shake = 1.4;
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showCard({ kind: e.kind === 'bit' ? 'Drill bit upgraded' : 'Bag upgraded', title: e.kind === 'bit' ? BIT_TIERS[e.tier].name : TANK_TIERS[e.tier].name, accent: 'milestone',
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