int bd_slime_permeability_rate; // BD slime permeability rate for unpredictable slime
int bd_slime_permeability_bits_c64; // BD slime permeability bits for predictable slime
int bd_slime_random_seed_c64; // BD slime random number seed for predictable slime
+ int bd_slime_eats_element_1; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_1; // BD slime can convert eaten element to this game element
+ int bd_slime_eats_element_2; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_2; // BD slime can convert eaten element to this game element
+ int bd_slime_eats_element_3; // BD slime can eat and convert this game element
+ int bd_slime_converts_to_element_3; // BD slime can convert eaten element to this game element
int bd_cave_random_seed_c64; // BD cave random number seed for predictable slime
int bd_acid_eats_element; // BD acid eats this game element when spreading
int bd_acid_spread_rate; // BD acid probability of spreading (in percent)
boolean bd_conveyor_belts_changed; // BD conveyor belts direction is changed if enabled
boolean bd_water_cannot_flow_down; // BD water does not flow downwards if enabled
boolean bd_nut_content; // BD nut contains the specified game element
+ int bd_hammer_walls_break_delay; // BD hammer time for breaking walls (in BD frames)
+ boolean bd_hammer_walls_reappear; // BD hammered walls are reappearing after some delay
+ int bd_hammer_walls_reappear_delay; // BD hammer time for reappearing walls (in BD frames)
+ int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
+ int bd_skeleton_worth_num_diamonds; // BD skeleton collected is worth this number of diamonds
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour