This is relating to this thread.
Roll over each active to see the alterable value of it.

This is relating to this thread.
Roll over each active to see the alterable value of it.

Thats very fast, in 1 minute I Exceeded the 500 Objects limit.
I highly doubt that dragonguy.
I got tired of waiting and was left without viewing a cool effect, so I set the active speed to 250, and it was awesome looking. And it still took about a minute to reach 500.
Yes, we're still getting negative values with collisions between objects, but it is somehow working better overall...I'll have to take a look at it in greater detail. What was it you did with the script, if you don't mind my asking?

Well, I made it so that when the first object and second object collide with each other, record the value of the first object in a global value, create a new instance of the second object, and set it's value with the algorithm you gave me.
Aha, using a global value. Thanks wizkidweb!
Hmm, I'm still experiencing the same problem, ultimately. Again, what I'm looking for is the creation of a new object that destroys the other two--basically melding them together in a way that takes into consideration the property changes. The heavier must be the first of the two, or I get a negative integer (unless there is something that I can write that allows an integer to be treated as a positive automatically?) and all values should fall between 1 and 10 as that is the scale being employed...tricky?
I'm not going to bother with mass yet, so 1 block copper + 1 block zinc is the brassy substance. Creation is working fine, but it has to be entered manually for each member of the set. So 6 x 6 metals when combining 2 different ones leads us to 30 (shouldn't be able to alloy one thing to itself), and then when alloying 3 metals at a time it becomes a disaster of over 100 equations for what is essentially 3 processes: a hardness change equation, a density change equation, and a manually entered color change that I am very willing to input manually if only I can get the others right.
Here's my file showing exactly what this currently looks like:
so, basically, is there a way to "create new object" with new stats based on the ones that collided? I only seem to be able to create a new object that I've already layed out previously...is transformation my only option?

Ohh, I was thinking of something else. I now (hopefully) know what you're trying to do.
Well, to stop the negative thing (though I don't know if this would badly affect your calculation), you can just use abs(negative number). This will make the absolute value of your negative, making it positive.
To set a number limit, you can just make two conditions on a fastloop, to make sure the number is in the limit.
It's rather easy with 2 metals combining, but with 3 or more metals, you may need to use fastloops to go through each equation.
When I have time, I'll try to make an example for you.
Thanks, really appreciate itI'll be trying to figure out more myself.