text: let modInfo = {
  	name: "The Illion Tree",
  	id: "mymod",
  	author: "NalmTheNam",
  	pointsName: "points",
  	modFiles: ["layers.js", "tree.js"],
  
  	discordName: "",
  	discordLink: "",
  	initialStartPoints: new Decimal (10), // Used for hard resets and new players
  	offlineLimit: 1,  // In hours
  }
  
  // Set your version in num and name
  let VERSION = {
  	num: "0.2",
  	name: "1 More Layer!",
  }
  
  let changelog = `
                      <h1>Changelog:</h1><br><br>
  					<h3>v0.2: 1 More Layer!</h3><br>
  					- Added 1 more layer.<br>
  					- Endgame is now 15 types of googols.<br>
  					- Added extra text in the top that shows the endgame.<br>
  					- Added 1 GB layer upgrade.<br><br>
  		            <h4>v0.1.4</h4>
  		            <h5>- Added 2 more I layer upgrades.</h5><br><br>
                      <h5>v0.1.3.1</h5>
                      <h6>- Fixed the cost amount of G layer.</h6><br><br>
  		            <h4>v0.1.3: The Googol"bang" Update</h4>
                      <h5>- Added the GB layer.<br>
                      - Added 1 more I layer upgrade.<br>
                      - Added 2 G layer upgrades.</h5><br><br>
  	                <h5>v0.1.2.1: The Balancing Update</h5>
                      <h6>- Balanced the I upgrade 3.<br>
  		            - Balanced the G layer first milestone.</h6><br><br>
  		            <h4>v0.1.2</h4>
  		            <h5>- Fixed G layer cost a bit.</h5><br><br>
                      <h4>v0.1.1: The Upgrading Update</h4>
                      <h5>- Added 2 more I layer upgrade<br>
  		            - Added 4 G layer milestones.</h5><br><br>
  	                <h3>v0.1: Basic Illions</h3><br>
  		            - Added 2 layers.<br>
                      - Added first I layer upgrade.
                  `
  
  let winText = `Congratulations! You have reached the end and beaten this game, but for now...`
  
  // If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here.
  // (The ones here are examples, all official functions are already taken care of)
  var doNotCallTheseFunctionsEveryTick = ["blowUpEverything"]
  
  function getStartPoints(){
      return new Decimal(modInfo.initialStartPoints)
  }
  
  // Determines if it should show points/sec
  function canGenPoints(){
  	return true
  }
  
  // Calculate points/sec!
  function getPointGen() {
  	if(!canGenPoints())
  		return new Decimal(0)
  
  	let gain = new Decimal(1).times(tmp.gb.effect).times(tmp.m.effect)
  	if (hasUpgrade('i', 11)) gain = gain.times(upgradeEffect('i', 11))
  	if (hasUpgrade('i', 12)) gain = gain.cube()
  	if (hasUpgrade('i', 13)) gain = gain.sqr()
  	if (hasUpgrade('i', 14)) gain = gain.times(upgradeEffect('i', 14))
  	if (hasMilestone("g", 0)) gain = gain.times(Math.sqrt(Math.log2(player.i.points + 3)))
  	return gain
  }
  
  // You can add non-layer related variables that should to into "player" and be saved here, along with default values
  function addedPlayerData() { return {
  }}
  
  // Display extra things at the top of the page
  var displayThings = ["Current endgame: 15 types of googols"]
  
  // Determines when the game "ends"
  function isEndgame() {
  	return player.g.points.gte(new Decimal(15))
  }
  
  
  
  // Less important things beyond this point!
  
  // Style for the background, can be a function
  var backgroundStyle = {
  
  }
  
  // You can change this if you have things that can be messed up by long tick lengths
  function maxTickLength() {
  	return(3600) // Default is 1 hour which is just arbitrarily large
  }
  
  // Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
  // you can cap their current resources with this.
  function fixOldSave(oldVersion){
  }
  