About Data
The data is scrapped from Little Alchemy 2 official page.
Though, this page is UNOFFICIAL and NOT AFFILIATED to Little Alchemy 2.
Document about the json files
category.json (category)
Array of categories.
- id: ID of the category.
- name: the category name to display.
- elements: elements ID that belongs to the category (one element can have more than one category).
other notes
- There are some "elements" with underscore, which does not look like normal element key (I guess this could be DLC).
description.json (description only)
Key is ID of each element, value is description of the element as string.
data.json (real data)
Key is ID of each element.
- prime: is this start element (optional)
- n: Name of the element
- p: made from this combination (Might contain duplicates!)
- c: creates those elements (optional) (if does not exist it is final)
- base: is the base element, note that this is NOT prime (optional)
- condition: reveal condition, if base is true (optional)- type: unlock condition type,- progressis based on total discovered element amount,- elementsis based on discovered elements (described on the- elementssection).
- progress: used with- type:- progress. how many other elements must be unlocked to unlock this element.
- elements: used with- type:- elements. which element are required to unlock this element (see also- min).
- min: used with- type:- elements. how many elements from- elementslist are required at least to unlock this element.
 
other notes
- If phas duplicated combination, the combination produces more than 1 element. (Mountain + Sound, Love + Gold, Human + Zombie)- (I am guessing one of the Mountain + Sound should be Mountain range + Sound but bugged, so Mountain range + Sound does nothing. Others seem work as intended.)
 
- If the baseelement is unlocked (through combination described inp) before filling thecondition, the combination throughptakes priority, and reachingconditionwill do nothing.- (If you opened metal before reaching 50 elements, reaching 50 elements will do nothing)
 
In-game
This is available with Developer Tool Console.
Properties
- workspace.__vue__.$store.getters.prime: Prime element IDs.
- workspace.__vue__.$store.getters.progress: Array of every discovered element IDs except prime, final, and base.
- workspace.__vue__.$store.getters.final: Discovered final element IDs.
- workspace.__vue__.$store.getters.elementsIds: All available element IDs as array.
- workspace.__vue__.$store.getters.baseElementsIds: All available base elements (elements that can be "discovered" without combinating)
- workspace.__vue__.$store.getters.elements: Objects of all available elements. Key is element ID.- id: the element id
- name: the element name
- parents: "this element is combined from..."
- children: "this element makes..."
 - prime: is one of the default 4 elements (fire, wataer, earth, air)
- final: final element (makes nothing, no children)
- description: (empty)
- tags: (empty)
 - base: can be discovered in other way than combining. prime element is NOT base element.
- condition:- type: "progress" (unlock by discovered element amount) or "condition" (unlocked with certain multiple combinations).
- total: Total elements to discover before opening this. Valid with ONLY type:"progress".
- elements: Array of other combinations to unlock this. Valid with ONLY type:"condition".
- min: Minimal amount of combination to be discovered, described in elements. Valid with ONLY type:"condition".
 
 
- workspace.__vue__.$store.getters.elementsList: All available elements as array.
- workspace.__vue__.$store.getters.library: Element IDs in the library list, in the alphabet name order.
- workspace.__vue__.$store.getters.elementsCount: Amount of the total available elements (720).
- workspace.__vue__.$store.getters.connectionsCount: Amount of all available connections (3455). INCLUDES duplicates.
- workspace.__vue__.$store.getters.total: Array of all discovered elements, EXCEPT prime (starter) elements.
- workspace.__vue__.$store.getters.totalProgress: Amount of total discovered elements.
- workspace.__vue__.$store.getters.totalProgressWithoutFinal: Amount of total discovered elements, EXCEPT final elements.
- workspace.__vue__.$store.getters.totalProgressElements: Array of EVERY discovered Element IDs.
- workspace.__vue__.$store.getters.history: Array of combination history with timestamp. Also available in localStorage.
- workspace.__vue__.$store.getters.historyMap: combination history as Object (the key is format of- elementID1#elementID2).
Methods
- workspace.__vue__.$store.getters.hasElement(elementId): Returns if the element ID is existent. This will return true to undiscovered elements.
- workspace.__vue__.$store.getters.descriptionById(elementId): Returns description of the given element ID. This also works to undiscovered elements.
- workspace.__vue__.$store.getters.elementById(elementId): Returns element object (described above) by given element ID..
- workspace.__vue__.$store.getters.hasInLibrary(elementId): Returns if the given element is in the library..
Event Actions
Each action contains array of functions. This can be subscribed by just pushing the custom function to there.
- workspace.__vue__.$store._actions.mixOccured: Any kind of mixing attempt invokes this.- status: "fail" if it is invalid combination, "new" if successfully combined (doesn't matter if the child is new or not), "mixed" if the combination is already performed.
- children: Newly created element status. Not available with "fail" status.- id: Element ID of the newly created element.- position: Object that contains- xand- ycoordinates.
 
- workspace.__vue__.$store._actions.mixFail: When try mixing, but no combination found.
- workspace.__vue__.$store._actions.mixMixed: When try mixing, but the combination is already done before.
- 
            workspace.__vue__.$store._actions.mixNew: When elements are successfully mixed. Any new combination calls this, ALSO when existing item is created.
- parent: Array of combination element IDs. Expected length of 2.
- children: Array of newly created element IDs. Note this is array, since the new element can be created 1 or more. Empty with- mixFail.
- positions: Object that contains- xand- yas world coordinate. The point the parent elements meet. Empty with- mixFailAND- mixMixed.
- workspace.__vue__.$store._actions.mixBase: When any new base item is discovered.- base: Array of the element ID of the discovered base elements.
- children: Array of the any most recent created element IDs just before this base item.
- positions: Array of the object that contains- xand- yas world coordinate, should be 1:1 match to the- children.
 
- 
            workspace.__vue__.$store._actions.progressNewBase: When elements are successfully mixed. Any new combination calls this, ALSO when existing item is created.returns Array of newly discovered element IDs. 
This applies to mixNew, mixMixed, mixFail.
Workspace method (event) is called for every element in the workspace.
- workspace.__vue__.$store._actions.workspaceRemoveExhausted: Called when the element is depleted (including final item) and removed from the workspace. Passes Element ID as event parameter.
 The element MUST BE in the workspace.
Non-Event Actions
- workspace.__vue__.$store._actions.search[0]: Activates searching. Parameter is the keyword string to search.
- workspace.__vue__.$store._actions.searchHide[0]: Cancels searching. Does not need any parameter.
- workspace.__vue__.$store._actions.searchShow[0]: Displays search bar. Does not need any parameter.