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官方维基教程-类型
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<!-- gen --> == 类型 == === Ability === 继承自 [[#Object|Object]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | display || boolean || <code> true </code> || If false, this ability does not show in unit stats. |- | data || float || <code> </code> || |} === Accelerator === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | launchBlock || Block || <code> coreNucleus </code> || Core block that is launched. Should match the starting core of the planet being launched to. |- | powerBufferRequirement || float || <code> 0.0 </code> || |- | launchCandidates || Seq<Planet> || <code> </code> || Override for planets that this block can launch to. If null, the planet's launch candidates are used. |- | lightningSound || Sound || <code> shootArc) </code> || |- | lightningSoundVolume || float || <code> 0.85 </code> || |- | chargeSound || Sound || <code> acceleratorCharge </code> || |- | launchSound || Sound || <code> acceleratorLaunch </code> || |- | constructSound || Sound || <code> acceleratorConstruct </code> || |- | launchDuration || float || <code> 120.0 </code> || |- | chargeDuration || float || <code> 220.0 </code> || |- | buildDuration || float || <code> 120.0 </code> || |- | landZoomInterp || Interp || <code> Interp.pow4In </code> || |- | chargeZoomInterp || Interp || <code> Interp.pow4In </code> || |- | landZoomFrom || float || <code> 0.02 </code> || |- | landZoomTo || float || <code> 4.0 </code> || |- | chargeZoomTo || float || <code> 5.0 </code> || |- | chargeRings || int || <code> 4 </code> || |- | ringRadBase || float || <code> 60.0 </code> || |- | ringRadSpacing || float || <code> 25.0 </code> || |- | ringRadPow || float || <code> 1.6 </code> || |- | ringStroke || float || <code> 3.0 </code> || |- | ringSpeedup || float || <code> 1.4 </code> || |- | chargeRingMerge || float || <code> 2.0 </code> || |- | ringArrowRad || float || <code> 3.0 </code> || |- | ringHandleTilt || float || <code> 0.8 </code> || |- | ringHandleLen || float || <code> 30.0 </code> || |- | ringColor || Color || <code> ffd37fff </code> || |- | launchLightning || int || <code> 20 </code> || |- | lightningColor || Color || <code> ffd37fff </code> || |- | lightningDamage || float || <code> 40.0 </code> || |- | lightningOffset || float || <code> 24.0 </code> || |- | lightningLengthMin || int || <code> 5 </code> || |- | lightningLengthMax || int || <code> 25 </code> || |- | lightningLaunchChance || double || <code> 0.8 </code> || |} === AirBlock === 继承自 [[#Floor|Floor]]<br> === ArmorPlateAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | plateSuffix || String || <code> "-armor" </code> || |- | shineSuffix || String || <code> "-shine" </code> || |- | color || Color || <code> null </code> || Color of the shine. If null, uses team color. |- | shineSpeed || float || <code> 1.0 </code> || |- | z || float || <code> -1.0 </code> || |- | drawPlate || boolean || <code> true </code> || Whether to draw the plate region. |- | drawShine || boolean || <code> true </code> || Whether to draw the shine over the plate region. |- | healthMultiplier || float || <code> 0.2 </code> || |} === ArmoredConduit === 继承自 [[#Conduit|Conduit]]<br> === ArmoredConveyor === 继承自 [[#Conveyor|Conveyor]]<br> === ArtilleryBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | trailMult || float || <code> 1.0 </code> || |- | trailSize || float || <code> 4.0 </code> || |} === AttributeCrafter === 继承自 [[#GenericCrafter|GenericCrafter]]<br> A crafter that gains efficiency from attribute tiles. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | attribute || Attribute || <code> heat </code> || |- | baseEfficiency || float || <code> 1.0 </code> || |- | boostScale || float || <code> 1.0 </code> || |- | maxBoost || float || <code> 1.0 </code> || |- | minEfficiency || float || <code> -1.0 </code> || |- | displayEfficiencyScale || float || <code> 1.0 </code> || |- | displayEfficiency || boolean || <code> true </code> || |- | scaleLiquidConsumption || boolean || <code> false </code> || |} === AutoDoor === 继承自 [[#Wall|Wall]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | checkInterval || float || <code> 20.0 </code> || |- | openfx || Effect || <code> dooropen </code> || |- | closefx || Effect || <code> doorclose </code> || |- | doorSound || Sound || <code> door </code> || |- | triggerMargin || float || <code> 12.0 </code> || |} === BaseShield === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | radius || float || <code> 200.0 </code> || |- | sides || int || <code> 24 </code> || |- | shieldColor || Color || <code> </code> || |} === BaseTurret === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || float || <code> 80.0 </code> || |- | placeOverlapMargin || float || <code> 56.0 </code> || |- | rotateSpeed || float || <code> 5.0 </code> || |- | fogRadiusMultiplier || float || <code> 1.0 </code> || |- | disableOverlapCheck || boolean || <code> false </code> || |- | activationTime || float || <code> 0 </code> || How much time to start shooting after placement. |- | coolEffect || Effect || <code> fuelburn </code> || Effect displayed when coolant is used. |- | coolantMultiplier || float || <code> 5.0 </code> || How much reload is lowered by for each unit of liquid of heat capacity. |} === BasicBulletType === 继承自 [[#BulletType|BulletType]]<br> An extended BulletType for most ammo-based bullets shot from turrets and units. Draws 1-2 sprites that can spin or shrink. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | backColor || Color || <code> f9c27aff </code> || |- | frontColor || Color || <code> fff8e8ff </code> || |- | mixColorFrom || Color || <code> ffffff00 </code> || |- | mixColorTo || Color || <code> ffffff00 </code> || |- | width || float || <code> 5.0 </code> || |- | height || float || <code> 7.0 </code> || |- | shrinkX || float || <code> 0.0 </code> || |- | shrinkY || float || <code> 0.5 </code> || |- | shrinkInterp || Interp || <code> Interp.linear </code> || |- | spin || float || <code> 0.0 </code> || |- | rotationOffset || float || <code> 0.0 </code> || |- | sprite || String || <code> </code> || |- | backSprite || String || <code> </code> || |} === Battery === 继承自 [[#PowerDistributor|PowerDistributor]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drawer || DrawBlock || <code> </code> || |- | emptyLightColor || Color || <code> f8c266ff </code> || |- | fullLightColor || Color || <code> fb9567ff </code> || |} === BeamDrill === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drillTime || float || <code> 200.0 </code> || |- | range || int || <code> 5 </code> || |- | tier || int || <code> 1 </code> || |- | laserWidth || float || <code> 0.65 </code> || |- | optionalBoostIntensity || float || <code> 2.5 </code> || How many times faster the drill will progress when boosted by an optional consumer. |- | blockedItem || Item || <code> </code> || Special exemption item that this drill can't mine. |- | blockedItems || Seq<Item> || <code> </code> || Special exemption items that this drill can't mine. |- | sparkColor || Color || <code> fd9e81ff </code> || |- | glowColor || Color || <code> ffffffff </code> || |- | glowIntensity || float || <code> 0.2 </code> || |- | pulseIntensity || float || <code> 0.07 </code> || |- | glowScl || float || <code> 3.0 </code> || |- | sparks || int || <code> 7 </code> || |- | sparkRange || float || <code> 10.0 </code> || |- | sparkLife || float || <code> 27.0 </code> || |- | sparkRecurrence || float || <code> 4.0 </code> || |- | sparkSpread || float || <code> 45.0 </code> || |- | sparkSize || float || <code> 3.5 </code> || |- | boostHeatColor || Color || <code> 75b3ccff </code> || |- | heatColor || Color || <code> ff5959e5 </code> || |- | heatPulse || float || <code> 0.3 </code> || |- | heatPulseScl || float || <code> 7.0 </code> || |} === BeamNode === 继承自 [[#PowerBlock|PowerBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || int || <code> 5 </code> || |- | laserColor1 || Color || <code> ffffffff </code> || |- | laserColor2 || Color || <code> ffd9c2ff </code> || |- | pulseScl || float || <code> 7.0 </code> || |- | pulseMag || float || <code> 0.05 </code> || |- | laserWidth || float || <code> 0.4 </code> || |} === Block === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | hasItems || boolean || <code> false </code> || If true, buildings have an ItemModule. |- | hasLiquids || boolean || <code> false </code> || If true, buildings have a LiquidModule. |- | hasPower || boolean || <code> false </code> || If true, buildings have a PowerModule. |- | outputsLiquid || boolean || <code> false </code> || Flag for determining whether this block outputs liquid somewhere; used for connections. |- | consumesPower || boolean || <code> true </code> || Used by certain power blocks (nodes) to flag as non-consuming of power. True by default, even if this block has no power. |- | outputsPower || boolean || <code> false </code> || If true, this block is a generator that can produce power. |- | connectedPower || boolean || <code> true </code> || If false, power nodes cannot connect to this block. |- | conductivePower || boolean || <code> false </code> || If true, this block can conduct power like a cable. |- | outputsPayload || boolean || <code> false </code> || If true, this block can output payloads; affects blending. |- | acceptsUnitPayloads || boolean || <code> false </code> || If true, this block can input payloads; affects unit payload enter behavior. |- | acceptsPayload || boolean || <code> false </code> || If true, payloads will attempt to move into this block. |- | acceptsItems || boolean || <code> false </code> || Visual flag use for blending of certain transportation blocks. |- | alwaysAllowDeposit || boolean || <code> false </code> || If true, this block won't be affected by the onlyDepositCore rule. |- | depositCooldown || float || <code> -1 </code> || Cooldown, in seconds, applied to player item depositing when any item is deposited to this block. Overrides the itemDepositCooldown if non-negative. |- | separateItemCapacity || boolean || <code> false </code> || If true, all item capacities of this block are separate instead of pooled as one number. |- | itemCapacity || int || <code> 10 </code> || maximum items this block can carry (usually, this is per-type of item) |- | liquidCapacity || float || <code> -1.0 </code> || maximum total liquids this block can carry if hasLiquids = true. Default value is 10, scales with max liquid consumption in ConsumeLiquid |- | liquidPressure || float || <code> 1.0 </code> || higher numbers increase liquid output speed; TODO remove and replace with better liquids system |- | outputFacing || boolean || <code> true </code> || If true, this block outputs to its facing direction, when applicable. Used for blending calculations. |- | noSideBlend || boolean || <code> false </code> || if true, this block does not accept input from the sides (used for armored conveyors) |- | displayFlow || boolean || <code> true </code> || whether to display flow rate |- | inEditor || boolean || <code> true </code> || whether this block is visible in the editor |- | editorConfigurable || boolean || <code> false </code> || if true, {@link #buildEditorConfig(Table)} will be called for configuring this block in the editor. |- | saveConfig || boolean || <code> false </code> || whether to save the last config and apply it to newly placed blocks |- | copyConfig || boolean || <code> true </code> || whether to allow copying the config through middle click |- | clearOnDoubleTap || boolean || <code> false </code> || if true, double-tapping this configurable block clears configuration. |- | update || boolean || <code> false </code> || whether this block has a tile entity that updates |- | destructible || boolean || <code> false </code> || whether this block has health and can be destroyed. note that setting this to false does nothing if update = true! |- | unloadable || boolean || <code> true </code> || whether unloaders work on this block |- | isDuct || boolean || <code> false </code> || if true, this block acts a duct and will connect to armored ducts from the side. |- | allowResupply || boolean || <code> false </code> || whether units can resupply by taking items from this block |- | solid || boolean || <code> false </code> || whether this is solid |- | solidifes || boolean || <code> false </code> || whether this block CAN be solid. |- | teamPassable || boolean || <code> false </code> || if true, this counts as a non-solid block to this team. |- | underBullets || boolean || <code> false </code> || if true, this block cannot be hit by bullets unless explicitly targeted. |- | rotate || boolean || <code> false </code> || whether this is rotatable |- | rotateDraw || boolean || <code> true </code> || if rotate is true and this is false, the region won't rotate when drawing |- | rotateDrawEditor || boolean || <code> true </code> || if rotate is true and this is false, the region won't rotate when drawing in the editor |- | visualRotationOffset || float || <code> 0.0 </code> || visual rotation offset used in broken plan rendering |- | lockRotation || boolean || <code> true </code> || if rotate = false and this is true, rotation will be locked at 0 when placing (default); advanced use only |- | ignoreLineRotation || boolean || <code> false </code> || if true, this block won't face the line drag direction |- | invertFlip || boolean || <code> false </code> || if true, schematic flips with this block are inverted. |- | variants || int || <code> 0 </code> || number of different variant regions to use |- | drawArrow || boolean || <code> true </code> || whether to draw a rotation arrow - this does not apply to lines of blocks |- | drawTeamOverlay || boolean || <code> true </code> || whether to draw the team corner by default |- | saveData || boolean || <code> false </code> || for static blocks only: if true, tile data() is saved in world data. |- | breakable || boolean || <code> false </code> || whether you can break this with rightclick |- | unitMoveBreakable || boolean || <code> false </code> || if true, this block will be broken by certain units stepping/moving over it |- | rebuildable || boolean || <code> true </code> || whether to add this block to brokenblocks |- | privileged || boolean || <code> false </code> || if true, this logic-related block can only be used with privileged processors (or is one itself) |- | requiresWater || boolean || <code> false </code> || whether this block can only be placed on water |- | placeableLiquid || boolean || <code> false </code> || whether this block can be placed on any liquids, anywhere |- | placeablePlayer || boolean || <code> true </code> || whether this block can be placed directly by the player via PlacementFragment |- | placeableOn || boolean || <code> true </code> || whether this floor can be placed on. |- | insulated || boolean || <code> false </code> || whether this block has insulating properties. |- | squareSprite || boolean || <code> true </code> || whether the sprite is a full square. |- | absorbLasers || boolean || <code> false </code> || whether this block absorbs laser attacks. |- | enableDrawStatus || boolean || <code> true </code> || if false, the status is never drawn |- | drawDisabled || boolean || <code> true </code> || whether to draw disabled status |- | autoResetEnabled || boolean || <code> true </code> || whether to automatically reset enabled status after a logic block has not interacted for a while. |- | noUpdateDisabled || boolean || <code> false </code> || if true, the block stops updating when disabled |- | updateInUnits || boolean || <code> true </code> || if true, this block updates when it's a payload in a unit. |- | alwaysUpdateInUnits || boolean || <code> false </code> || if true, this block updates in payloads in units regardless of the experimental game rule |- | canPickup || boolean || <code> true </code> || if true, this block can be picked up in payloads |- | deconstructDropAllLiquid || boolean || <code> false </code> || if false, only incinerable liquids are dropped when deconstructing; otherwise, all liquids are dropped. |- | useColor || boolean || <code> true </code> || Whether to use this block's color in the minimap. Only used for overlays. |- | itemDrop || Item || <code> null </code> || item that drops from this block, used for drills |- | playerUnmineable || boolean || <code> false </code> || if true, this block cannot be mined by players. useful for annoying things like sand. |- | attributes || Attributes || <code> new Attributes() </code> || Array of affinities to certain things. |- | scaledHealth || float || <code> -1.0 </code> || Health per square tile that this block occupies; essentially, this is multiplied by size * size. Overridden if health is > 0. If <0, the default is 40. |- | health || int || <code> -1 </code> || building health; -1 to use scaledHealth |- | armor || float || <code> 0.0 </code> || damage absorption, similar to unit armor |- | baseExplosiveness || float || <code> 0.0 </code> || base block explosiveness |- | explosivenessScale || float || <code> 1.0 </code> || scaling of explosiveness based on items/liquids |- | flammabilityScale || float || <code> 1.0 </code> || scaling of explosion flammability based on items/liquids |- | baseShake || float || <code> 3.0 </code> || base value for screen shake upon destruction |- | destroyBullet || BulletType || <code> null </code> || bullet that this block spawns when destroyed |- | destroyBulletSameTeam || boolean || <code> false </code> || if true, destroyBullet is spawned on the block's team instead of Derelict team |- | lightLiquid || Liquid || <code> </code> || liquid used for lighting |- | drawCracks || boolean || <code> true </code> || whether cracks are drawn when this block is damaged |- | createRubble || boolean || <code> true </code> || whether rubble is created when this block is destroyed |- | floating || boolean || <code> false </code> || whether this block can be placed on edges of liquids. |- | size || int || <code> 1 </code> || multiblock size |- | offset || float || <code> 0.0 </code> || multiblock offset |- | sizeOffset || int || <code> 0 </code> || offset for iteration (internal use only) |- | clipSize || float || <code> -1.0 </code> || Clipping size of this block. Should be as large as the block will draw. |- | lightClipSize || float || <code> 0.0 </code> || Clipping size for lights only. |- | placeOverlapRange || float || <code> 50.0 </code> || When placeRangeCheck is enabled, this is the range checked for enemy blocks. |- | crushDamageMultiplier || float || <code> 1.0 </code> || Multiplier of damage dealt to this block by tanks. Does not apply to crawlers. |- | crushFragile || boolean || <code> false </code> || If true, this block is instantly destroyed by tanks with crushFragile set to true. |- | timers || int || <code> 1 </code> || Max of timers used. |- | cacheLayer || CacheLayer || <code> normal </code> || Cache layer. Only used for 'cached' rendering. |- | fillsTile || boolean || <code> true </code> || Special flag; if false, floor will be drawn under this block even if it is cached. |- | forceDark || boolean || <code> false </code> || If true, this block can be covered by darkness / fog even if synthetic. |- | alwaysReplace || boolean || <code> false </code> || whether this block can be replaced in all cases |- | replaceable || boolean || <code> true </code> || if false, this block can never be replaced. |- | group || BlockGroup || <code> none </code> || The block group. Unless {@link #canReplace} is overridden, blocks in the same group can replace each other. |- | flags || EnumSet<BlockFlag> || <code> [] </code> || List of block flags. Used for AI indexing. |- | priority || float || <code> 0.0 </code> || Targeting priority of this block, as seen by enemies. |- | unitCapModifier || int || <code> 0 </code> || How much this block affects the unit cap by. The block flags must contain unitModifier in order for this to work. |- | configurable || boolean || <code> false </code> || Whether the block can be tapped and selected to configure. |- | configureSound || Sound || <code> click </code> || Sound played when this block is configured. |- | ignoreResizeConfig || boolean || <code> false </code> || If true, this block does not have pointConfig with a transform called on map resize. |- | commandable || boolean || <code> false </code> || If true, this building can be selected like a unit when commanding. |- | allowConfigInventory || boolean || <code> true </code> || If true, the building inventory can be shown with the config. |- | selectionRows || int || <code> 5 </code> || Defines how large selection menus, such as that of sorters, should be. |- | selectionColumns || int || <code> 4 </code> || Defines how large selection menus, such as that of sorters, should be. |- | logicConfigurable || boolean || <code> false </code> || If true, this block can be configured by logic. |- | delayLandingConfig || boolean || <code> </code> || If true, configuration is delayed when playing the landing block buildup animation. This may be removed in the future! |- | consumesTap || boolean || <code> false </code> || Whether this block consumes touchDown events when tapped. |- | drawLiquidLight || boolean || <code> true </code> || Whether to draw the glow of the liquid for this block, if it has one. |- | envRequired || int || <code> 0 </code> || Environmental flags that are *all* required for this block to function. 0 = any environment |- | envEnabled || int || <code> 1 </code> || The environment flags that this block can function in. If the env matches any of these, it will be enabled. |- | envDisabled || int || <code> 0 </code> || The environment flags that this block *cannot* function in. If the env matches any of these, it will be *disabled*. |- | sync || boolean || <code> false </code> || Whether to periodically sync this block across the network. |- | conveyorPlacement || boolean || <code> false </code> || Whether this block uses conveyor-type placement mode. |- | allowDiagonal || boolean || <code> true </code> || If false, diagonal placement (ctrl) for this block is not allowed. |- | swapDiagonalPlacement || boolean || <code> false </code> || Whether to swap the diagonal placement modes. |- | allowRectanglePlacement || boolean || <code> false </code> || Whether to allow rectangular placement, as opposed to a line. |- | schematicPriority || int || <code> 0 </code> || Build queue priority in schematics. |- | mapColor || Color || <code> 000000ff </code> || The color of this block when displayed on the minimap or map preview. Do not set manually! This is overridden when loading for most blocks. |- | hasColor || boolean || <code> false </code> || Whether this block has a minimap color. |- | targetable || boolean || <code> true </code> || Whether units target this block. |- | attacks || boolean || <code> false </code> || If true, this block attacks and is considered a turret in the indexer. Building must implement Ranged. |- | suppressable || boolean || <code> false </code> || If true, this block is mending-related and can be suppressed with special units/missiles. |- | canOverdrive || boolean || <code> true </code> || Whether the overdrive core has any effect on this block. |- | outlineColor || Color || <code> 404049ff </code> || Outlined icon color. |- | outlineIcon || boolean || <code> false </code> || Whether any icon region has an outline added. |- | outlineRadius || int || <code> 4 </code> || Outline icon radius. |- | outlinedIcon || int || <code> -1 </code> || Which of the icon regions gets the outline added. Uses last icon if <= 0. |- | hasShadow || boolean || <code> true </code> || Whether this block has a shadow under it. |- | customShadow || boolean || <code> false </code> || If true, a custom shadow (name-shadow) is drawn under this block. |- | placePitchChange || boolean || <code> true </code> || Should the sound made when this block is built change in pitch. |- | breakPitchChange || boolean || <code> true </code> || Should the sound made when this block is deconstructed change in pitch. |- | placeSound || Sound || <code> unset </code> || Sound made when this block is built. |- | breakSound || Sound || <code> unset </code> || Sound made when this block is deconstructed. |- | destroySound || Sound || <code> unset </code> || Sounds made when this block is destroyed. |- | destroySoundVolume || float || <code> 1.0 </code> || Volume of destruction sound. |- | destroyPitchMin || float || <code> 1.0 </code> || Range of destroy sound. |- | destroyPitchMax || float || <code> 1.0 </code> || Range of destroy sound. |- | albedo || float || <code> 0.0 </code> || How reflective this block is. |- | lightColor || Color || <code> ffffffff </code> || Environmental passive light color. |- | emitLight || boolean || <code> false </code> || If true, drawLight() will be called for this block. |- | obstructsLight || boolean || <code> true </code> || If true, this block obstructs light emitted by other blocks. |- | lightRadius || float || <code> 60.0 </code> || Radius of the light emitted by this block. |- | fogRadius || int || <code> -1 </code> || How much fog this block uncovers, in tiles. Cannot be dynamic. <= 0 to disable. |- | ambientSound || Sound || <code> none </code> || The sound that this block makes while idle. Uses one sound loop for all blocks. |- | ambientSoundVolume || float || <code> 0.05 </code> || Idle sound base volume. |- | requirements || ItemStack[] || <code> [] </code> || Cost of constructing this block. |- | category || Category || <code> distribution </code> || Category in place menu. |- | buildTime || float || <code> -1.0 </code> || Time to build this block in ticks. If this value is <0, it is calculated dynamically. |- | buildCostMultiplier || float || <code> 1.0 </code> || Multiplier for speed of building this block. |- | deconstructThreshold || float || <code> 0.0 </code> || Build completion at which deconstruction finishes. |- | instantDeconstruct || boolean || <code> false </code> || If true, this block deconstructs immediately. Instant deconstruction implies no resource refund. |- | instantBuild || boolean || <code> false </code> || If true, this block constructs immediately. This implies no resource requirement, and ignores configs - do not use, this is for performance only! |- | ignoreBuildDarkness || boolean || <code> false </code> || If true, this block can be placed even in "dark" areas. Only used for editor static walls. |- | placeEffect || Effect || <code> placeBlock </code> || Effect for placing the block. Passes size as rotation. |- | breakEffect || Effect || <code> breakBlock </code> || Effect for breaking the block. Passes size as rotation. |- | destroyEffect || Effect || <code> dynamicExplosion </code> || Effect for destroying the block. |- | researchCostMultiplier || float || <code> 1.0 </code> || Multiplier for cost of research in tech tree. |- | researchCost || ItemStack[] || <code> </code> || Override for research cost. Uses multipliers above and building requirements if not set. |- | forceTeam || Team || <code> </code> || If set, all blocks will be forced to be this team. |- | instantTransfer || boolean || <code> false </code> || Whether this block has instant transfer. |- | quickRotate || boolean || <code> true </code> || Whether you can rotate this block after it is placed. |- | allowDerelictRepair || boolean || <code> true </code> || If true, this derelict block can be repair by clicking it. |- | selectScroll || float || <code> 0.0 </code> || Scroll position for certain blocks. |- | itemFilter || boolean[] || <code> [] </code> || Consumption filters. |- | liquidFilter || boolean[] || <code> [] </code> || Consumption filters. |- | hasConsumers || boolean || <code> false </code> || Set to true if this block has any consumers in its array. |- | regionRotated1 || int || <code> -1 </code> || Regions indexes from icons() that are rotated. If either of these is not -1, other regions won't be rotated in ConstructBlocks. |- | regionRotated2 || int || <code> -1 </code> || Regions indexes from icons() that are rotated. If either of these is not -1, other regions won't be rotated in ConstructBlocks. |- | dumpTime || int || <code> 5 </code> || How often to try dumping items in ticks, e.g. 5 = 12 times/sec |} === BlockProducer === 继承自 [[#PayloadBlock|PayloadBlock]]<br> Generic building that produces other buildings. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | buildSpeed || float || <code> 4 </code> || |} === BombBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> Template class for an unmoving shrinking bullet. === BufferedItemBridge === 继承自 [[#ItemBridge|ItemBridge]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 40.0 </code> || |- | bufferCapacity || int || <code> 50 </code> || |- | displayedSpeed || float || <code> 11.0 </code> || |} === BuildTurret === 继承自 [[#BaseTurret|BaseTurret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | targetInterval || int || <code> 15 </code> || |- | buildSpeed || float || <code> 1.0 </code> || |- | buildBeamOffset || float || <code> 5.0 </code> || |- | unitType || UnitType || <code> </code> || |- | elevation || float || <code> -1.0 </code> || |- | heatColor || Color || <code> ffd37fe5 </code> || |} === BuildWeapon === 继承自 [[#Weapon|Weapon]]<br> Purely visual turret. Does not shoot anything. === BulletType === 继承自 [[#Content|Content]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lifetime || float || <code> 40.0 </code> || Lifetime in ticks. |- | lifeScaleRandMin || float || <code> 1.0 </code> || Min/max multipliers for lifetime applied to this bullet when spawned. |- | lifeScaleRandMax || float || <code> 1.0 </code> || Min/max multipliers for lifetime applied to this bullet when spawned. |- | speed || float || <code> 1.0 </code> || Speed in units/tick. |- | velocityScaleRandMin || float || <code> 1.0 </code> || Min/max multipliers for velocity applied to this bullet when spawned. |- | velocityScaleRandMax || float || <code> 1.0 </code> || Min/max multipliers for velocity applied to this bullet when spawned. |- | damage || float || <code> 1.0 </code> || Direct damage dealt on hit. |- | hitSize || float || <code> 4.0 </code> || Hitbox size. |- | drawSize || float || <code> 40.0 </code> || Clipping hitbox. |- | angleOffset || float || <code> 0.0 </code> || Angle offset applied to bullet when spawned each time. |- | randomAngleOffset || float || <code> 0.0 </code> || Angle offset applied to bullet when spawned each time. |- | drag || float || <code> 0.0 </code> || Drag as fraction of velocity. |- | accel || float || <code> 0.0 </code> || Acceleration per frame. |- | pierce || boolean || <code> false </code> || Whether to pierce units. |- | pierceBuilding || boolean || <code> false </code> || Whether to pierce buildings. |- | pierceCap || int || <code> -1 </code> || Maximum # of pierced objects. |- | pierceDamageFactor || float || <code> 0.0 </code> || Multiplier of damage decreased per health pierced. |- | maxDamageFraction || float || <code> -1.0 </code> || If positive, limits non-splash damage dealt to a fraction of the target's maximum health. |- | removeAfterPierce || boolean || <code> true </code> || If false, this bullet isn't removed after pierceCap is exceeded. Expert usage only. |- | laserAbsorb || boolean || <code> true </code> || For piercing lasers, setting this to true makes it get absorbed by plastanium walls. |- | optimalLifeFract || float || <code> 0.0 </code> || Life fraction at which this bullet has the best range/damage/etc. Used for lasers and continuous turrets. |- | layer || float || <code> 100.0 </code> || Z layer to drawn on. |- | hitEffect || Effect || <code> hitBulletSmall </code> || Effect shown on direct hit. |- | despawnEffect || Effect || <code> hitBulletSmall </code> || Effect shown when bullet despawns. |- | shootEffect || Effect || <code> shootSmall </code> || Effect created when shooting. |- | shootPattern || ShootPattern || <code> null </code> || Pattern used to shoot this bullet. If null, uses turret's default pattern. |- | chargeEffect || Effect || <code> none </code> || Effect created when charging starts; only usable in single-shot weapons with a firstShotDelay / shotDelay. |- | smokeEffect || Effect || <code> shootSmallSmoke </code> || Extra smoke effect created when shooting. |- | shootSound || Sound || <code> none </code> || Overrides the shoot sound in turrets if set. Does nothing in units, as they can't have multiple ammo types. |- | hitSound || Sound || <code> none </code> || Sound made when hitting something or getting removed. |- | despawnSound || Sound || <code> none </code> || Sound made when hitting something or getting removed. |- | hitSoundPitch || float || <code> 1.0 </code> || Pitch of the sound made when hitting something |- | hitSoundPitchRange || float || <code> 0.1 </code> || Pitch of the sound made when hitting something |- | hitSoundVolume || float || <code> 1.0 </code> || Volume of the sound made when hitting something |- | inaccuracy || float || <code> 0.0 </code> || Extra inaccuracy when firing. |- | ammoMultiplier || float || <code> 2.0 </code> || How many bullets get created per ammo item/liquid. |- | reloadMultiplier || float || <code> 1.0 </code> || Multiplied by turret reload speed to get final shoot speed. |- | buildingDamageMultiplier || float || <code> 1.0 </code> || Multiplier of how much base damage is done to tiles. |- | shieldDamageMultiplier || float || <code> 1.0 </code> || Multiplier of how much base damage is done to force shields. |- | recoil || float || <code> 0.0 </code> || Recoil from shooter entities. |- | killShooter || boolean || <code> false </code> || Whether to kill the shooter when this is shot. For suicide bombers. |- | instantDisappear || boolean || <code> false </code> || Whether to instantly make the bullet disappear. |- | splashDamage || float || <code> 0.0 </code> || Damage dealt in splash. 0 to disable. |- | scaledSplashDamage || boolean || <code> false </code> || If true, splash damage is "correctly" affected by unit hitbox size. Used for projectiles that do not collide / have splash as their main source of damage. |- | knockback || float || <code> 0.0 </code> || Knockback in velocity. |- | impact || boolean || <code> false </code> || Should knockback follow the bullet's direction |- | statusDuration || float || <code> 480.0 </code> || Intensity of applied status effect in terms of duration. |- | targetBlocks || boolean || <code> true </code> || Turret only. If false, blocks will not be targeted. |- | targetMissiles || boolean || <code> true </code> || Turret only. If false, missiles will not be targeted. |- | collidesTiles || boolean || <code> true </code> || Whether this bullet type collides with tiles. |- | collidesTeam || boolean || <code> false </code> || Whether this bullet type collides with tiles that are of the same team. |- | collidesAir || boolean || <code> true </code> || Whether this bullet type collides with air/ground units. |- | collidesGround || boolean || <code> true </code> || Whether this bullet type collides with air/ground units. |- | collides || boolean || <code> true </code> || Whether this bullet types collides with anything at all. |- | collideFloor || boolean || <code> false </code> || If true, this projectile collides with non-surface floors. |- | collideTerrain || boolean || <code> false </code> || If true, this projectile collides with static walls |- | keepVelocity || boolean || <code> true </code> || Whether velocity is inherited from the shooter. |- | scaleLife || boolean || <code> false </code> || Whether to scale lifetime (not actually velocity!) to disappear at the target position. Used for artillery. |- | hittable || boolean || <code> true </code> || Whether this bullet can be hit by point defense. |- | reflectable || boolean || <code> true </code> || Whether this bullet can be reflected. |- | absorbable || boolean || <code> true </code> || Whether this projectile can be absorbed by shields. |- | ignoreSpawnAngle || boolean || <code> false </code> || If true, the angle param in create is ignored. |- | createChance || float || <code> 1.0 </code> || Chance for this bullet to be created. |- | maxRange || float || <code> -1.0 </code> || Bullet range positive override. |- | rangeOverride || float || <code> -1.0 </code> || When > 0, overrides range even if smaller than base range. |- | rangeChange || float || <code> 0.0 </code> || When used in a turret with multiple ammo types, this can be set to a non-zero value to influence range. |- | extraRangeMargin || float || <code> 0.0 </code> || When used in turrets with limitRange() applied, this adds extra range to the bullets that extends past targeting range. Only particularly relevant in vanilla. |- | range || float || <code> 0.0 </code> || Range initialized in init(). |- | minRangeChange || float || <code> 0.0 </code> || When used in a turret with multiple ammo types, this can be set to a non-zero value to influence minRange |- | healPercent || float || <code> 0.0 </code> || % of block health healed * |- | healAmount || float || <code> 0.0 </code> || flat amount of block health healed |- | healSound || Sound || <code> blockHeal </code> || sound played when a block is healed |- | healSoundVolume || float || <code> 0.9 </code> || volume of heal sound |- | lifesteal || float || <code> 0.0 </code> || Fraction of bullet damage that heals that shooter. |- | makeFire || boolean || <code> false </code> || Whether to make fire on impact |- | hitUnder || boolean || <code> false </code> || Whether this bullet will always hit blocks under it. |- | despawnHit || boolean || <code> false </code> || Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage. Disable setDefaults to avoid override |- | fragOnHit || boolean || <code> true </code> || If true, this bullet will create bullets when it hits anything |- | fragOnDespawn || boolean || <code> true </code> || If true, this bullet will create bullets when it despawns |- | fragOnAbsorb || boolean || <code> true </code> || If false, this bullet will not create frags when absorbed by a shield. |- | pierceArmor || boolean || <code> false </code> || If true, unit armor is ignored in damage calculations. |- | armorMultiplier || float || <code> 1 </code> || Multiplies the unit armor used in damage calculations. Used for armor weakness, armor piercing, and anti-armor. |- | sticky || boolean || <code> false </code> || If true, the bullet will "stick" to enemies and get deactivated on collision. |- | stickyExtraLifetime || float || <code> 0.0 </code> || Extra time added to bullet when it sticks to something. |- | setDefaults || boolean || <code> true </code> || Whether status and despawnHit should automatically be set. |- | hitShake || float || <code> 0.0 </code> || Amount of shaking produced when this bullet hits something or despawns. |- | despawnShake || float || <code> 0.0 </code> || Amount of shaking produced when this bullet hits something or despawns. |- | fragBullet || BulletType || <code> null </code> || Bullet type that is created when this bullet expires. |- | delayFrags || boolean || <code> false </code> || If true, frag bullets are delayed to the next frame. Fixes obscure bugs with piercing bullet types spawning frags immediately and screwing up the Damage temporary variables. |- | fragRandomSpread || float || <code> 360.0 </code> || Degree spread range of fragmentation bullets. |- | fragSpread || float || <code> 0.0 </code> || Uniform spread between each frag bullet in degrees. |- | fragAngle || float || <code> 0.0 </code> || Angle offset of fragmentation bullets. |- | fragBullets || int || <code> 9 </code> || Number of fragmentation bullets created. |- | fragVelocityMin || float || <code> 0.2 </code> || Random range of frag velocity as a multiplier. |- | fragVelocityMax || float || <code> 1.0 </code> || Random range of frag velocity as a multiplier. |- | fragLifeMin || float || <code> 1.0 </code> || Random range of frag lifetime as a multiplier. |- | fragLifeMax || float || <code> 1.0 </code> || Random range of frag lifetime as a multiplier. |- | fragOffsetMin || float || <code> 1.0 </code> || Random offset of frag bullets from the parent bullet. |- | fragOffsetMax || float || <code> 7.0 </code> || Random offset of frag bullets from the parent bullet. |- | pierceFragCap || int || <code> -1 </code> || How many times this bullet can release frag bullets, if pierce = true. |- | intervalBullet || BulletType || <code> </code> || Bullet that is created at a fixed interval. |- | bulletInterval || float || <code> 20.0 </code> || Interval, in ticks, between which bullet spawn. |- | intervalBullets || int || <code> 1 </code> || Number of bullet spawned per interval. |- | intervalRandomSpread || float || <code> 360.0 </code> || Random angle added to interval bullets. |- | intervalSpread || float || <code> 0.0 </code> || Angle spread between individual interval bullets. |- | intervalAngle || float || <code> 0.0 </code> || Angle offset for interval bullets. |- | intervalDelay || float || <code> -1.0 </code> || Use a negative value to disable interval bullet delay. |- | underwater || boolean || <code> false </code> || If true, this bullet is rendered underwater. Highly experimental! |- | hitColor || Color || <code> ffffffff </code> || Color used for hit/despawn effects. |- | healColor || Color || <code> 98ffa9ff </code> || Color used for block heal effects. |- | healEffect || Effect || <code> healBlockFull </code> || Effect emitted upon blocks that are healed. |- | spawnBullets || Seq<BulletType> || <code> [] </code> || Bullets spawned when this bullet is created. Rarely necessary, used for visuals. |- | showStats || boolean || <code> false </code> || Whether to display the stats of the spawned bullet. |- | spawnBulletRandomSpread || float || <code> 0.0 </code> || Random angle spread of spawn bullets. |- | spawnUnit || UnitType || <code> </code> || Unit spawned _instead of_ this bullet. Useful for missiles. |- | despawnUnit || UnitType || <code> </code> || Unit spawned when this bullet hits something or despawns due to it hitting the end of its lifetime. |- | despawnUnitChance || float || <code> 1.0 </code> || The chance for despawn units to spawn. |- | despawnUnitCount || int || <code> 1 </code> || Amount of units spawned when this bullet despawns. |- | despawnUnitRadius || float || <code> 0.1 </code> || Random offset distance from the original bullet despawn/hit coordinate. |- | faceOutwards || boolean || <code> false </code> || If true, units spawned when this bullet despawns face away from the bullet instead of the same direction as the bullet. |- | parts || Seq<DrawPart> || <code> [] </code> || Extra visual parts for this bullet. |- | trailColor || Color || <code> e58956ff </code> || Color of trail behind bullet. |- | trailChance || float || <code> -1.0E-4 </code> || Chance of trail effect spawning on bullet per tick. |- | trailInterval || float || <code> 0.0 </code> || Uniform interval in which trail effect is spawned. |- | trailMinVelocity || float || <code> 0.0 </code> || Min velocity required for trail effect to spawn. |- | trailEffect || Effect || <code> missileTrail </code> || Trail effect that is spawned. |- | trailSpread || float || <code> 0.0 </code> || Random offset of trail effect. |- | trailParam || float || <code> 2.0 </code> || Rotation/size parameter that is passed to trail. Usually, this controls size. |- | trailRotation || boolean || <code> false </code> || Whether the parameter passed to the trail is the bullet rotation, instead of a flat value. |- | trailInterp || Interp || <code> Interp.one </code> || Interpolation for trail width as function of bullet lifetime |- | trailLength || int || <code> -1 </code> || Length of trail quads. Any value <= 0 disables the trail. |- | trailWidth || float || <code> 2.0 </code> || Width of trail, if trailLength > 0 |- | trailSinMag || float || <code> 0.0 </code> || If trailSinMag > 0, these values are applied as a sine curve to trail width. |- | trailSinScl || float || <code> 3.0 </code> || If trailSinMag > 0, these values are applied as a sine curve to trail width. |- | circleShooter || boolean || <code> false </code> || If true, the bullet will attempt to circle around its shooting entity. |- | circleShooterRadius || float || <code> 13.0 </code> || Radius that the bullet attempts to circle at. |- | circleShooterRadiusSmooth || float || <code> 10.0 </code> || Smooth extra radius value for circling. |- | circleShooterRotateSpeed || float || <code> 0.3 </code> || Multiplier of speed that is used to adjust velocity when circling. |- | splashDamageRadius || float || <code> -1.0 </code> || Use a negative value to disable splash damage. |- | splashDamagePierce || boolean || <code> false </code> || If true, splash damage pierces through tiles. |- | incendAmount || int || <code> 0 </code> || Amount of fires attempted around bullet. |- | incendSpread || float || <code> 8.0 </code> || Spread of fires around bullet. |- | incendChance || float || <code> 1.0 </code> || Chance of fire being created. |- | homingPower || float || <code> 0.0 </code> || Power of bullet ability. Usually a number between 0 and 1; try 0.1 as a starting point. |- | homingRange || float || <code> 50.0 </code> || Range of homing effect around bullet. |- | homingDelay || float || <code> -1.0 </code> || Use a negative value to disable homing delay. |- | followAimSpeed || float || <code> 0.0 </code> || Speed at which bullet rotates to follow cursor. <= 0 to disable. |- | suppressionRange || float || <code> -1.0 </code> || Range of healing block suppression effect. |- | suppressionDuration || float || <code> 480.0 </code> || Duration of healing block suppression effect. |- | suppressionEffectChance || float || <code> 50.0 </code> || Chance of suppression effect occurring on block, scaled down by number of blocks. |- | suppressColor || Color || <code> bf92f9ff </code> || Color used for the regenSuppressSeek effect. |- | lightningColor || Color || <code> f3e979ff </code> || Color of lightning created by bullet. |- | lightning || int || <code> 0 </code> || Number of separate lightning "roots". |- | lightningLength || int || <code> 5 </code> || Length of each lightning strand. |- | lightningLengthRand || int || <code> 0 </code> || Extra random length added onto base length of lightning. |- | lightningDamage || float || <code> -1.0 </code> || Use a negative value to use default bullet damage. |- | lightningCone || float || <code> 360.0 </code> || Spread of lightning, relative to bullet rotation. |- | lightningAngle || float || <code> 0.0 </code> || Offset of lightning relative to bullet rotation. |- | lightningType || BulletType || <code> null </code> || The bullet created at lightning points. |- | weaveScale || float || <code> 1.0 </code> || Scale of bullet weave pattern. Higher -> less vibration. |- | weaveMag || float || <code> 0.0 </code> || Intensity of bullet weaving. Note that this may make bullets inaccurate. |- | weaveRandom || boolean || <code> true </code> || If true, the bullet weave will randomly switch directions on spawn. |- | rotateSpeed || float || <code> 0.0 </code> || Rotation speed of the bullet velocity as it travels. |- | puddles || int || <code> 0 </code> || Number of individual puddles created. |- | puddleRange || float || <code> 0.0 </code> || Range of puddles around bullet position. |- | puddleAmount || float || <code> 5.0 </code> || Liquid count of each puddle created. |- | puddleLiquid || Liquid || <code> water </code> || Liquid that puddles created are made of. |- | displayAmmoMultiplier || boolean || <code> true </code> || Whether to display the ammo multiplayer for this bullet type in its stats. |- | statLiquidConsumed || float || <code> 0.0 </code> || If >0, this is displayed divided by the ammo multiplier. |- | lightRadius || float || <code> -1.0 </code> || Radius of light emitted by this bullet; <0 to use defaults. |- | lightOpacity || float || <code> 0.3 </code> || Opacity of light color. |- | lightColor || Color || <code> fbd367ff </code> || Color of light emitted by this bullet. |} === BurstDrill === 继承自 [[#Drill|Drill]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shake || float || <code> 2.0 </code> || |- | speedCurve || Interp || <code> Interp.pow2In </code> || |- | invertedTime || float || <code> 200.0 </code> || |- | arrowSpacing || float || <code> 4.0 </code> || |- | arrowOffset || float || <code> 0.0 </code> || |- | arrows || int || <code> 3 </code> || |- | arrowColor || Color || <code> feb380ff </code> || |- | baseArrowColor || Color || <code> 6e7080ff </code> || |- | glowColor || Color || <code> feb380ff </code> || |- | drillSound || Sound || <code> drillImpact </code> || |- | drillSoundVolume || float || <code> 0.6 </code> || |- | drillSoundPitchRand || float || <code> 0.1 </code> || |} === CanvasBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | padding || float || <code> 0.0 </code> || |- | canvasSize || int || <code> 8 </code> || |- | palette || int[] || <code> { 0x362944_ff, 0xc45d9f_ff, 0xe39aac_ff, 0xf0dab1_ff, 0x6461c2_ff, 0x2ba9b4_ff, 0x93d4b5_ff, 0xf0f6e8_ff } </code> || |- | bitsPerPixel || int || <code> 0 </code> || |} === CellLiquid === 继承自 [[#Liquid|Liquid]]<br> Liquid that draws cells in its puddle. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | colorFrom || Color || <code> ffffffff </code> || |- | colorTo || Color || <code> ffffffff </code> || |- | cells || int || <code> 6 </code> || |- | spreadTarget || Liquid || <code> </code> || |- | maxSpread || float || <code> 0.75 </code> || |- | spreadConversion || float || <code> 1.2 </code> || |- | spreadDamage || float || <code> 0.11 </code> || |- | removeScaling || float || <code> 0.25 </code> || |} === CharacterOverlay === 继承自 [[#OverlayFloor|OverlayFloor]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> ffffffff </code> || |} === Cliff === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | size || float || <code> 11.0 </code> || |} === ColoredFloor === 继承自 [[#Floor|Floor]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | defaultColor || Color || <code> ffffffff </code> || |} === ColoredWall === 继承自 [[#StaticWall|StaticWall]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | defaultColor || Color || <code> ffffffff </code> || |} === Conduit === 继承自 [[#LiquidBlock|LiquidBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | botColor || Color || <code> 565656ff </code> || |- | padCorners || boolean || <code> true </code> || If true, the liquid region is padded at corners, so it doesn't stick out. |- | leaks || boolean || <code> true </code> || |- | junctionReplacement || Block || <code> </code> || |- | bridgeReplacement || Block || <code> </code> || |- | rotBridgeReplacement || Block || <code> </code> || |} === ConstructBlock === 继承自 [[#Block|Block]]<br> A block in the process of construction. === Constructor === 继承自 [[#BlockProducer|BlockProducer]]<br> Configurable BlockProducer variant. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | filter || Seq<Block> || <code> [] </code> || Empty seq for no filter. |- | minBlockSize || int || <code> 1 </code> || |- | maxBlockSize || int || <code> 2 </code> || |} === ConsumeGenerator === 继承自 [[#PowerGenerator|PowerGenerator]]<br> A generator that just takes in certain items or liquids. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | itemDuration || float || <code> 120.0 </code> || The time in number of ticks during which a single item will produce power. |- | warmupSpeed || float || <code> 0.05 </code> || |- | effectChance || float || <code> 0.01 </code> || |- | generateEffect || Effect || <code> none </code> || |- | consumeEffect || Effect || <code> none </code> || |- | generateEffectRange || float || <code> 3.0 </code> || |- | baseLightRadius || float || <code> 65.0 </code> || |- | outputLiquid || LiquidStack || <code> </code> || |- | explodeOnFull || boolean || <code> false </code> || If true, this block explodes when outputLiquid exceeds capacity. |} === Content === 继承自 [[#Object|Object]]<br> Base class for a content type that is loaded in {@link mindustry.core.ContentLoader}. === ContinuousBulletType === 继承自 [[#BulletType|BulletType]]<br> Basic continuous (line) bullet type that does not draw itself. Essentially abstract. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | length || float || <code> 220.0 </code> || |- | shake || float || <code> 0.0 </code> || |- | damageInterval || float || <code> 5.0 </code> || |- | largeHit || boolean || <code> false </code> || |- | continuous || boolean || <code> true </code> || |- | timescaleDamage || boolean || <code> false </code> || If a building fired this, whether to multiply damage by its timescale. |} === ContinuousFlameBulletType === 继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lightStroke || float || <code> 40.0 </code> || |- | width || float || <code> 3.7 </code> || |- | oscScl || float || <code> 1.2 </code> || |- | oscMag || float || <code> 0.02 </code> || |- | divisions || int || <code> 25 </code> || |- | drawFlare || boolean || <code> true </code> || |- | flareColor || Color || <code> e189f5ff </code> || |- | flareWidth || float || <code> 3.0 </code> || |- | flareInnerScl || float || <code> 0.5 </code> || |- | flareLength || float || <code> 40.0 </code> || |- | flareInnerLenScl || float || <code> 0.5 </code> || |- | flareLayer || float || <code> 99.9999 </code> || |- | flareRotSpeed || float || <code> 1.2 </code> || |- | rotateFlare || boolean || <code> false </code> || |- | lengthInterp || Interp || <code> Interp.slope </code> || |- | lengthWidthPans || float[] || <code> [1.121.30.321.01.00.30.80.90.20.50.80.150.250.70.1] </code> || Lengths, widths, ellipse panning, and offsets, all as fractions of the base width and length. Stored as an 'interleaved' array of values: LWPO1 LWPO2 LWPO3... |- | colors || Color[] || <code> [eb7abe8ce189f5b2907ef7cc91a4ffffffffffff] </code> || |} === ContinuousLaserBulletType === 继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | fadeTime || float || <code> 16.0 </code> || |- | lightStroke || float || <code> 40.0 </code> || |- | divisions || int || <code> 13 </code> || |- | colors || Color[] || <code> [ec745855ec7458aaff9c5affffffffff] </code> || |- | strokeFrom || float || <code> 2.0 </code> || |- | strokeTo || float || <code> 0.5 </code> || |- | pointyScaling || float || <code> 0.75 </code> || |- | backLength || float || <code> 7.0 </code> || |- | frontLength || float || <code> 35.0 </code> || |- | width || float || <code> 9.0 </code> || |- | oscScl || float || <code> 0.8 </code> || |- | oscMag || float || <code> 1.5 </code> || |} === ContinuousLiquidTurret === 继承自 [[#ContinuousTurret|ContinuousTurret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquidConsumed || float || <code> 0.016666668 </code> || |} === ContinuousTurret === 继承自 [[#Turret|Turret]]<br> A turret that fires a continuous beam bullet with no reload or coolant necessary. The bullet only disappears when the turret stops shooting. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shootType || BulletType || <code> placeholder </code> || |- | aimChangeSpeed || float || <code> Infinity </code> || Speed at which the turret can change its bullet "aim" distance. This is only used for point laser bullets. |- | scaleDamageEfficiency || boolean || <code> false </code> || |} === Conveyor === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 0.0 </code> || |- | displayedSpeed || float || <code> 0.0 </code> || |- | pushUnits || boolean || <code> true </code> || |- | junctionReplacement || Block || <code> </code> || |- | bridgeReplacement || Block || <code> </code> || |} === CoreBlock === 继承自 [[#StorageBlock|StorageBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | thrusterLength || float || <code> 3.5 </code> || |- | thrusterOffset || float || <code> 0.0 </code> || |- | isFirstTier || boolean || <code> false </code> || |- | allowSpawn || boolean || <code> true </code> || If false, players can't respawn at this core. |- | requiresCoreZone || boolean || <code> false </code> || If true, this core type requires a core zone to upgrade. |- | incinerateNonBuildable || boolean || <code> false </code> || |- | unitType || UnitType || <code> alpha </code> || |- | landDuration || float || <code> 160.0 </code> || |- | landMusic || Music || <code> land </code> || |- | launchSoundVolume || float || <code> 1.0 </code> || |- | landSoundVolume || float || <code> 1.0 </code> || |- | launchSound || Sound || <code> coreLaunch </code> || |- | landSound || Sound || <code> coreLand </code> || |- | launchEffect || Effect || <code> launch </code> || |- | landZoomInterp || Interp || <code> Interp.pow3 </code> || |- | landZoomFrom || float || <code> 0.02 </code> || |- | landZoomTo || float || <code> 4.0 </code> || |- | captureInvicibility || float || <code> 900.0 </code> || |} === DirectionBridge === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || int || <code> 4 </code> || |} === DirectionLiquidBridge === 继承自 [[#DirectionBridge|DirectionBridge]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 5.0 </code> || |- | liquidPadding || float || <code> 1.0 </code> || |} === DirectionalForceProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | width || float || <code> 30.0 </code> || |- | shieldHealth || float || <code> 3000.0 </code> || |- | cooldownNormal || float || <code> 1.75 </code> || |- | cooldownLiquid || float || <code> 1.5 </code> || |- | cooldownBrokenBase || float || <code> 0.35 </code> || |- | absorbEffect || Effect || <code> absorb </code> || |- | shieldBreakEffect || Effect || <code> shieldBreak </code> || |- | length || float || <code> 40.0 </code> || |- | padSize || float || <code> 40.0 </code> || |} === DirectionalUnloader === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 1.0 </code> || |- | allowCoreUnload || boolean || <code> false </code> || |} === Door === 继承自 [[#Wall|Wall]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | openfx || Effect || <code> dooropen </code> || |- | closefx || Effect || <code> doorclose </code> || |- | doorSound || Sound || <code> door </code> || |- | chainEffect || boolean || <code> false </code> || |} === DrawArcSmelt === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | flameColor || Color || <code> f58349ff </code> || |- | midColor || Color || <code> f2d585ff </code> || |- | flameRad || float || <code> 1.0 </code> || |- | circleSpace || float || <code> 2.0 </code> || |- | flameRadiusScl || float || <code> 3.0 </code> || |- | flameRadiusMag || float || <code> 0.3 </code> || |- | circleStroke || float || <code> 1.5 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | alpha || float || <code> 0.68 </code> || |- | particles || int || <code> 25 </code> || |- | particleLife || float || <code> 40.0 </code> || |- | particleRad || float || <code> 7.0 </code> || |- | particleStroke || float || <code> 1.1 </code> || |- | particleLen || float || <code> 3.0 </code> || |- | drawCenter || boolean || <code> true </code> || |- | blending || Blending || <code> additive </code> || |} === DrawBlock === 继承自 [[#Object|Object]]<br> An implementation of custom rendering behavior for a crafter block. This is used mostly for mods. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | iconOverride || String[] || <code> null </code> || If set, the icon is overridden to be these strings, in order. Each string is a suffix. |} === DrawBlurSpin === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | suffix || String || <code> "" </code> || |- | rotateSpeed || float || <code> 1.0 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | blurThresh || float || <code> 0.7 </code> || |} === DrawBubbles === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> 7457ceff </code> || |- | amount || int || <code> 12 </code> || |- | sides || int || <code> 8 </code> || |- | strokeMin || float || <code> 0.2 </code> || |- | spread || float || <code> 3.0 </code> || |- | timeScl || float || <code> 30.0 </code> || |- | recurrence || float || <code> 6.0 </code> || |- | radius || float || <code> 3.0 </code> || |- | fill || boolean || <code> false </code> || |} === DrawCells === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> ffffffff </code> || |- | particleColorFrom || Color || <code> 000000ff </code> || |- | particleColorTo || Color || <code> 000000ff </code> || |- | particles || int || <code> 12 </code> || |- | range || float || <code> 4.0 </code> || |- | recurrence || float || <code> 2.0 </code> || |- | radius || float || <code> 1.8 </code> || |- | lifetime || float || <code> 180.0 </code> || |} === DrawCircles === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> 7457ceff </code> || |- | amount || int || <code> 5 </code> || |- | sides || int || <code> 15 </code> || |- | strokeMin || float || <code> 0.2 </code> || |- | strokeMax || float || <code> 2.0 </code> || |- | timeScl || float || <code> 160.0 </code> || |- | radius || float || <code> 12.0 </code> || |- | radiusOffset || float || <code> 0.0 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | strokeInterp || Interp || <code> Interp.pow3In </code> || |} === DrawCrucibleFlame === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | flameColor || Color || <code> f58349ff </code> || |- | midColor || Color || <code> f2d585ff </code> || |- | flameRad || float || <code> 1.0 </code> || |- | circleSpace || float || <code> 2.0 </code> || |- | flameRadiusScl || float || <code> 10.0 </code> || |- | flameRadiusMag || float || <code> 0.6 </code> || |- | circleStroke || float || <code> 1.5 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | alpha || float || <code> 0.5 </code> || |- | particles || int || <code> 30 </code> || |- | particleLife || float || <code> 70.0 </code> || |- | particleRad || float || <code> 7.0 </code> || |- | particleSize || float || <code> 3.0 </code> || |- | fadeMargin || float || <code> 0.4 </code> || |- | rotateScl || float || <code> 1.5 </code> || |- | particleInterp || Interp || <code> new PowIn(1.5f) </code> || |} === DrawCultivator === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | plantColor || Color || <code> 5541b1ff </code> || |- | plantColorLight || Color || <code> 7457ceff </code> || |- | bottomColor || Color || <code> 474747ff </code> || |- | bubbles || int || <code> 12 </code> || |- | sides || int || <code> 8 </code> || |- | strokeMin || float || <code> 0.2 </code> || |- | spread || float || <code> 3.0 </code> || |- | timeScl || float || <code> 70.0 </code> || |- | recurrence || float || <code> 6.0 </code> || |- | radius || float || <code> 3.0 </code> || |} === DrawDefault === 继承自 [[#DrawBlock|DrawBlock]]<br> === DrawFade === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | suffix || String || <code> "-top" </code> || |- | alpha || float || <code> 0.6 </code> || |- | scale || float || <code> 3.0 </code> || |} === DrawFlame === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | flameColor || Color || <code> ffc999ff </code> || |- | lightRadius || float || <code> 60.0 </code> || |- | lightAlpha || float || <code> 0.65 </code> || |- | lightSinScl || float || <code> 10.0 </code> || |- | lightSinMag || float || <code> 5.0 </code> || |- | flameRadius || float || <code> 3.0 </code> || |- | flameRadiusIn || float || <code> 1.9 </code> || |- | flameRadiusScl || float || <code> 5.0 </code> || |- | flameRadiusMag || float || <code> 2.0 </code> || |- | flameRadiusInMag || float || <code> 1.0 </code> || |- | flameX || float || <code> 0.0 </code> || |- | flameY || float || <code> 0.0 </code> || |} === DrawFrames === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | frames || int || <code> 3 </code> || Number of frames to draw. |- | interval || float || <code> 5.0 </code> || Ticks between frames. |- | sine || boolean || <code> true </code> || If true, frames wil alternate back and forth in a sine wave. |} === DrawGlowRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | blending || Blending || <code> additive </code> || |- | suffix || String || <code> "-glow" </code> || |- | alpha || float || <code> 0.9 </code> || |- | glowScale || float || <code> 10.0 </code> || |- | glowIntensity || float || <code> 0.5 </code> || |- | rotateSpeed || float || <code> 0.0 </code> || |- | layer || float || <code> 31.0 </code> || |- | rotate || boolean || <code> false </code> || |- | color || Color || <code> ff0000ff </code> || |} === DrawHeatInput === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | suffix || String || <code> "-heat" </code> || |- | heatColor || Color || <code> ff3838cc </code> || |- | heatPulse || float || <code> 0.3 </code> || |- | heatPulseScl || float || <code> 10.0 </code> || |} === DrawHeatOutput === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | heatColor || Color || <code> ff3838cc </code> || |- | heatPulse || float || <code> 0.3 </code> || |- | heatPulseScl || float || <code> 10.0 </code> || |- | glowMult || float || <code> 1.2 </code> || |- | rotOffset || int || <code> 0 </code> || |- | drawGlow || boolean || <code> true </code> || |} === DrawHeatRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> ff3838cc </code> || |- | pulse || float || <code> 0.3 </code> || |- | pulseScl || float || <code> 10.0 </code> || |- | layer || float || <code> 31.0 </code> || |- | suffix || String || <code> "-glow" </code> || |} === DrawLiquidOutputs === 继承自 [[#DrawBlock|DrawBlock]]<br> This must be used in conjunction with another DrawBlock; it only draws outputs. === DrawLiquidRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drawLiquid || Liquid || <code> </code> || |- | suffix || String || <code> "-liquid" </code> || |- | alpha || float || <code> 1.0 </code> || |} === DrawLiquidTile === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drawLiquid || Liquid || <code> </code> || |- | padding || float || <code> 0.0 </code> || |- | padLeft || float || <code> -1.0 </code> || |- | padRight || float || <code> -1.0 </code> || |- | padTop || float || <code> -1.0 </code> || |- | padBottom || float || <code> -1.0 </code> || |- | alpha || float || <code> 1.0 </code> || |} === DrawMulti === 继承自 [[#DrawBlock|DrawBlock]]<br> combined several DrawBlocks into one {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drawers || DrawBlock[] || <code> [] </code> || |} === DrawMultiWeave === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | rotateSpeed || float || <code> 1.0 </code> || |- | rotateSpeed2 || float || <code> -0.9 </code> || |- | fadeWeave || boolean || <code> false </code> || |- | glowColor || Color || <code> ff6666cc </code> || |- | weaveColor || Color || <code> ffffffff </code> || |- | pulse || float || <code> 0.3 </code> || |- | pulseScl || float || <code> 10.0 </code> || |} === DrawParticles === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> f2d585ff </code> || |- | sides || int || <code> 12 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | alpha || float || <code> 0.5 </code> || |- | particles || int || <code> 30 </code> || |- | particleRotation || float || <code> 0.0 </code> || |- | particleLife || float || <code> 70.0 </code> || |- | particleRad || float || <code> 7.0 </code> || |- | particleSize || float || <code> 3.0 </code> || |- | fadeMargin || float || <code> 0.4 </code> || |- | rotateScl || float || <code> 3.0 </code> || |- | reverse || boolean || <code> false </code> || |- | poly || boolean || <code> false </code> || |- | particleInterp || Interp || <code> new PowIn(1.5f) </code> || |- | particleSizeInterp || Interp || <code> Interp.slope </code> || |- | blending || Blending || <code> normal </code> || |} === DrawPistons === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | sinMag || float || <code> 4.0 </code> || |- | sinScl || float || <code> 6.0 </code> || |- | sinOffset || float || <code> 50.0 </code> || |- | sideOffset || float || <code> 0.0 </code> || |- | lenOffset || float || <code> -1.0 </code> || |- | horiOffset || float || <code> 0.0 </code> || |- | angleOffset || float || <code> 0.0 </code> || |- | sides || int || <code> 4 </code> || |- | suffix || String || <code> "-piston" </code> || |} === DrawPlasma === 继承自 [[#DrawFlame|DrawFlame]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | suffix || String || <code> "-plasma-" </code> || |- | plasmas || int || <code> 4 </code> || |- | plasma1 || Color || <code> ffd06bff </code> || |- | plasma2 || Color || <code> ff361bff </code> || |} === DrawPower === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | suffix || String || <code> "-power" </code> || |- | drawPlan || boolean || <code> true </code> || |- | mixcol || boolean || <code> true </code> || If false, fades between emptyRegion and fullRegion instead of mixcol between empty and full colors. |- | emptyLightColor || Color || <code> f8c266ff </code> || |- | fullLightColor || Color || <code> fb9567ff </code> || |- | layer || float || <code> -1.0 </code> || Any number <=0 disables layer changes. |} === DrawPulseShape === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> ffd37fff </code> || |- | stroke || float || <code> 2.0 </code> || |- | timeScl || float || <code> 100.0 </code> || |- | minStroke || float || <code> 0.2 </code> || |- | radiusScl || float || <code> 1.0 </code> || |- | layer || float || <code> -1.0 </code> || |- | square || boolean || <code> true </code> || |} === DrawPumpLiquid === 继承自 [[#DrawBlock|DrawBlock]]<br> === DrawRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | suffix || String || <code> "" </code> || |- | name || String || <code> </code> || If set, overrides the region name. |- | color || Color || <code> </code> || |- | spinSprite || boolean || <code> false </code> || |- | drawPlan || boolean || <code> true </code> || |- | buildingRotate || boolean || <code> false </code> || |- | rotateSpeed || float || <code> 0.0 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | rotation || float || <code> 0.0 </code> || |- | layer || float || <code> -1.0 </code> || Any number <=0 disables layer changes. |} === DrawShape === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> ffd37fff </code> || |- | sides || int || <code> 4 </code> || |- | radius || float || <code> 2.0 </code> || |- | timeScl || float || <code> 1.0 </code> || |- | layer || float || <code> -1.0 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | useWarmupRadius || boolean || <code> false </code> || |} === DrawSideRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> === DrawSoftParticles === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> e3ae6fff </code> || |- | color2 || Color || <code> d04d46ff </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | alpha || float || <code> 0.5 </code> || |- | particles || int || <code> 30 </code> || |- | particleLife || float || <code> 70.0 </code> || |- | particleRad || float || <code> 7.0 </code> || |- | particleSize || float || <code> 3.0 </code> || |- | fadeMargin || float || <code> 0.4 </code> || |- | rotateScl || float || <code> 1.5 </code> || |- | particleInterp || Interp || <code> new PowIn(1.5f) </code> || |} === DrawSpikes === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> 7457ceff </code> || |- | amount || int || <code> 10 </code> || |- | layers || int || <code> 1 </code> || |- | stroke || float || <code> 2.0 </code> || |- | rotateSpeed || float || <code> 0.8 </code> || |- | radius || float || <code> 6.0 </code> || |- | length || float || <code> 4.0 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | layerSpeed || float || <code> -1.0 </code> || |} === DrawTurret === 继承自 [[#DrawBlock|DrawBlock]]<br> Extend to implement custom drawing behavior for a turret. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | parts || Seq<DrawPart> || <code> [] </code> || |- | basePrefix || String || <code> "" </code> || Prefix to use when loading base region. |- | liquidDraw || Liquid || <code> </code> || Overrides the liquid to draw in the liquid region. |- | turretLayer || float || <code> 50.0 </code> || |- | shadowLayer || float || <code> 49.5 </code> || |- | heatLayer || float || <code> 50.1 </code> || |} === DrawWarmupRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | sinMag || float || <code> 0.6 </code> || |- | sinScl || float || <code> 8.0 </code> || |- | color || Color || <code> ff9b59ff </code> || |} === DrawWeave === 继承自 [[#DrawBlock|DrawBlock]]<br> === Drill === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | hardnessDrillMultiplier || float || <code> 50.0 </code> || |- | tier || int || <code> 0 </code> || Maximum tier of blocks this drill can mine. |- | drillTime || float || <code> 300.0 </code> || Base time to drill one ore, in frames. |- | liquidBoostIntensity || float || <code> 1.6 </code> || How many times faster the drill will progress when boosted by liquid. |- | warmupSpeed || float || <code> 0.015 </code> || Speed at which the drill speeds up. |- | blockedItem || Item || <code> </code> || Special exemption item that this drill can't mine. |- | blockedItems || Seq<Item> || <code> </code> || Special exemption items that this drill can't mine. |- | drawMineItem || boolean || <code> true </code> || Whether to draw the item this drill is mining. |- | drillEffect || Effect || <code> mine </code> || Effect played when an item is produced. This is colored. |- | drillEffectRnd || float || <code> -1.0 </code> || Drill effect randomness. Block size by default. |- | drillEffectChance || float || <code> 0.02 </code> || Chance of displaying the effect. Useful for extremely fast drills. |- | rotateSpeed || float || <code> 2.0 </code> || Speed the drill bit rotates at. |- | updateEffect || Effect || <code> pulverizeSmall </code> || Effect randomly played while drilling. |- | updateEffectChance || float || <code> 0.02 </code> || Chance the update effect will appear. |- | drawRim || boolean || <code> false </code> || |- | drawSpinSprite || boolean || <code> true </code> || |- | heatColor || Color || <code> ff5512ff </code> || |} === DroneCenter === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | unitsSpawned || int || <code> 4 </code> || |- | droneType || UnitType || <code> </code> || |- | droneConstructTime || float || <code> 180.0 </code> || |- | statusDuration || float || <code> 120.0 </code> || |- | droneRange || float || <code> 50.0 </code> || |} === Duct === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 5.0 </code> || |- | armored || boolean || <code> false </code> || |- | transparentColor || Color || <code> 66666619 </code> || |- | bridgeReplacement || Block || <code> </code> || |- | junctionReplacement || Block || <code> </code> || |} === DuctBridge === 继承自 [[#DirectionBridge|DirectionBridge]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 5.0 </code> || |} === DuctJunction === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | transparentColor || Color || <code> 66666619 </code> || |- | speed || float || <code> 5.0 </code> || |} === DuctRouter === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 5.0 </code> || |} === Effect === 继承自 [[#Object|Object]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lifetime || float || <code> 50.0 </code> || |- | clip || float || <code> 0.0 </code> || Clip size. |- | startDelay || float || <code> 0.0 </code> || Time delay before the effect starts |- | baseRotation || float || <code> 0.0 </code> || Amount added to rotation |- | followParent || boolean || <code> true </code> || If true, parent unit is data are followed. |- | rotWithParent || boolean || <code> false </code> || If this and followParent are true, the effect will offset and rotate with the parent's rotation. |- | layer || float || <code> 110.0 </code> || |- | layerDuration || float || <code> 0.0 </code> || |} === EmpBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | radius || float || <code> 100.0 </code> || |- | timeIncrease || float || <code> 2.5 </code> || |- | timeDuration || float || <code> 600.0 </code> || |- | powerDamageScl || float || <code> 2.0 </code> || |- | powerSclDecrease || float || <code> 0.2 </code> || |- | hitPowerEffect || Effect || <code> hitEmpSpark </code> || |- | chainEffect || Effect || <code> chainEmp </code> || |- | applyEffect || Effect || <code> heal </code> || |- | hitUnits || boolean || <code> true </code> || |- | unitDamageScl || float || <code> 0.7 </code> || |} === EmptyBulletType === 继承自 [[#BulletType|BulletType]]<br> === EmptyFloor === 继承自 [[#Floor|Floor]]<br> Empty floor is *not* equivalent to air. Unlike air, it is solid, and still draws neighboring tile edges. === EnergyFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | damage || float || <code> 1 </code> || |- | reload || float || <code> 100 </code> || |- | range || float || <code> 60 </code> || |- | healEffect || Effect || <code> heal </code> || |- | hitEffect || Effect || <code> hitLaserBlast </code> || |- | damageEffect || Effect || <code> chainLightning </code> || |- | shootSound || Sound || <code> shootEnergyField </code> || |- | statusDuration || float || <code> 60f * 6 </code> || |- | x || float || <code> </code> || |- | y || float || <code> </code> || |- | targetGround || boolean || <code> true </code> || |- | targetAir || boolean || <code> true </code> || |- | hitBuildings || boolean || <code> true </code> || |- | hitUnits || boolean || <code> true </code> || |- | maxTargets || int || <code> 25 </code> || |- | healPercent || float || <code> 3 </code> || |- | sameTypeHealMult || float || <code> 1 </code> || Multiplies healing to units of the same type by this amount. |- | displayHeal || boolean || <code> true </code> || |- | layer || float || <code> 001 </code> || |- | blinkScl || float || <code> 20 </code> || |- | blinkSize || float || <code> 1 </code> || |- | effectRadius || float || <code> 5 </code> || |- | sectorRad || float || <code> 14 </code> || |- | rotateSpeed || float || <code> 5 </code> || |- | sectors || int || <code> 5 </code> || |- | color || Color || <code> heal </code> || |- | useAmmo || boolean || <code> true </code> || |} === ErekirUnitType === 继承自 [[#UnitType|UnitType]]<br> Config class for special Erekir unit properties. === ErrorContent === 继承自 [[#Content|Content]]<br> Represents a blank type of content that has an error. Replaces anything that failed to parse. === ExplosionBulletType === 继承自 [[#BulletType|BulletType]]<br> Template class for a non-drawing bullet type that makes an explosion and disappears instantly. === ExplosionEffect === 继承自 [[#Effect|Effect]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | waveColor || Color || <code> ffd2aeff </code> || |- | smokeColor || Color || <code> 7f7f7fff </code> || |- | sparkColor || Color || <code> e58956ff </code> || |- | waveLife || float || <code> 6.0 </code> || |- | waveStroke || float || <code> 3.0 </code> || |- | waveRad || float || <code> 15.0 </code> || |- | waveRadBase || float || <code> 2.0 </code> || |- | sparkStroke || float || <code> 1.0 </code> || |- | sparkRad || float || <code> 23.0 </code> || |- | sparkLen || float || <code> 3.0 </code> || |- | smokeSize || float || <code> 4.0 </code> || |- | smokeSizeBase || float || <code> 0.5 </code> || |- | smokeRad || float || <code> 23.0 </code> || |- | smokes || int || <code> 5 </code> || |- | sparks || int || <code> 4 </code> || |} === FireBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | colorFrom || Color || <code> ffdd55ff </code> || |- | colorMid || Color || <code> db401cff </code> || |- | colorTo || Color || <code> 7f7f7fff </code> || |- | radius || float || <code> 3.0 </code> || |- | velMin || float || <code> 0.6 </code> || |- | velMax || float || <code> 2.6 </code> || |- | fireTrailChance || float || <code> 0.04 </code> || |- | trailEffect2 || Effect || <code> ballfire </code> || |- | fireEffectChance || float || <code> 0.1 </code> || |- | fireEffectChance2 || float || <code> 0.1 </code> || |} === FlakBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | explodeRange || float || <code> 30.0 </code> || |- | explodeDelay || float || <code> 5.0 </code> || |- | flakDelay || float || <code> 0.0 </code> || |- | flakInterval || float || <code> 6.0 </code> || |} === Floor === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | edge || String || <code> "stone" </code> || edge fallback, used mainly for ores |- | speedMultiplier || float || <code> 1.0 </code> || Multiplies unit velocity by this when walked on. |- | dragMultiplier || float || <code> 1.0 </code> || Multiplies unit drag by this when walked on. |- | damageTaken || float || <code> 0.0 </code> || Damage taken per tick on this tile. |- | drownTime || float || <code> 0.0 </code> || How many ticks it takes to drown on this. 0 to disable. |- | walkEffect || Effect || <code> none </code> || Effect when walking on this floor. |- | walkSound || Sound || <code> none </code> || Sound made when walking. |- | walkSoundVolume || float || <code> 0.1 </code> || Volume of sound made when walking. |- | walkSoundPitchMin || float || <code> 0.8 </code> || Volume of sound made when walking. |- | walkSoundPitchMax || float || <code> 1.2 </code> || Volume of sound made when walking. |- | drownUpdateEffect || Effect || <code> bubble </code> || Effect displayed when drowning on this floor. |- | statusDuration || float || <code> 60.0 </code> || Intensity of applied status effect. |- | liquidDrop || Liquid || <code> null </code> || liquids that drop from this block, used for pumps. |- | liquidMultiplier || float || <code> 1.0 </code> || Multiplier for pumped liquids, used for deep water. |- | isLiquid || boolean || <code> false </code> || whether this block is liquid. |- | overlayAlpha || float || <code> 0.65 </code> || for liquid floors, this is the opacity of the overlay drawn on top. |- | supportsOverlay || boolean || <code> false </code> || whether this floor supports an overlay floor |- | shallow || boolean || <code> false </code> || shallow water flag used for generation |- | blendGroup || Block || <code> this </code> || Group of blocks that this block does not draw edges on. |- | oreDefault || boolean || <code> false </code> || Whether this ore generates in maps by default. |- | oreScale || float || <code> 24.0 </code> || Ore generation params. |- | oreThreshold || float || <code> 0.828 </code> || Ore generation params. |- | wall || Block || <code> air </code> || Wall variant of this block. May be Blocks.air if not found. |- | decoration || Block || <code> air </code> || Decoration block. Usually a rock. May be air. |- | canShadow || boolean || <code> true </code> || Whether units can draw shadows over this. |- | forceDrawLight || boolean || <code> false </code> || If true, this floor ignores the obstructsLight flag of overlays. |- | needsSurface || boolean || <code> true </code> || Whether this overlay needs a surface to be on. False for floating blocks, like spawns. |- | allowCorePlacement || boolean || <code> false </code> || If true, cores can be placed on this floor. |- | wallOre || boolean || <code> false </code> || If true, this ore is allowed on walls. |- | blendId || int || <code> -1 </code> || Actual ID used for blend groups. Internal. |- | tilingVariants || int || <code> 0 </code> || If >0, this floor is drawn as parts of a large texture. |- | autotile || boolean || <code> false </code> || If true, this floor uses autotiling; variants are not supported. See https://github.com/GglLfr/tile-gen |- | autotileMidVariants || int || <code> 1 </code> || If >1, the middle region of the autotile has random variants. |- | autotileVariants || int || <code> 1 </code> || Variants of the main autotile sprite. |- | drawEdgeIn || boolean || <code> true </code> || If true (default), this floor will draw edges of other floors on itself. |- | drawEdgeOut || boolean || <code> true </code> || If true (default), this floor will draw its edges onto other floors. |} === ForceFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | radius || float || <code> 60 </code> || Shield radius. |- | regen || float || <code> 1 </code> || Shield regen speed in damage/tick. |- | max || float || <code> 200 </code> || Maximum shield. |- | cooldown || float || <code> 60f * 5 </code> || Cooldown after the shield is broken, in ticks. |- | sides || int || <code> 6 </code> || Sides of shield polygon. |- | rotation || float || <code> 0 </code> || Rotation of shield. |- | breakSound || Sound || <code> shieldBreakSmall </code> || |- | hitSound || Sound || <code> shieldHit </code> || |- | hitSoundVolume || float || <code> 12 </code> || |} === ForceProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | phaseUseTime || float || <code> 350.0 </code> || |- | phaseRadiusBoost || float || <code> 80.0 </code> || |- | phaseShieldBoost || float || <code> 400.0 </code> || |- | radius || float || <code> 101.7 </code> || |- | sides || int || <code> 6 </code> || |- | shieldRotation || float || <code> 0.0 </code> || |- | shieldHealth || float || <code> 700.0 </code> || |- | cooldownNormal || float || <code> 1.75 </code> || |- | cooldownLiquid || float || <code> 1.5 </code> || |- | cooldownBrokenBase || float || <code> 0.35 </code> || |- | coolantConsumption || float || <code> 0.1 </code> || |- | consumeCoolant || boolean || <code> true </code> || |- | crashDamageMultiplier || float || <code> 2.0 </code> || |- | breakSound || Sound || <code> shieldBreak </code> || |- | hitSound || Sound || <code> shieldHit </code> || |- | hitSoundVolume || float || <code> 0.12 </code> || |- | absorbEffect || Effect || <code> absorb </code> || |- | shieldBreakEffect || Effect || <code> shieldBreak </code> || |} === Fracker === 继承自 [[#SolidPump|SolidPump]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | itemUseTime || float || <code> 100.0 </code> || |} === GenericCrafter === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | outputItem || ItemStack || <code> </code> || Written to outputItems as a single-element array if outputItems is null. |- | outputItems || ItemStack[] || <code> </code> || Overwrites outputItem if not null. |- | outputLiquid || LiquidStack || <code> </code> || Written to outputLiquids as a single-element array if outputLiquids is null. |- | outputLiquids || LiquidStack[] || <code> </code> || Overwrites outputLiquid if not null. |- | liquidOutputDirections || int[] || <code> { -1 } </code> || Liquid output directions, specified in the same order as outputLiquids. Use -1 to dump in every direction. Rotations are relative to block. |- | dumpExtraLiquid || boolean || <code> true </code> || if true, crafters with multiple liquid outputs will dump excess when there's still space for at least one liquid type |- | ignoreLiquidFullness || boolean || <code> false </code> || |- | craftTime || float || <code> 80.0 </code> || |- | craftEffect || Effect || <code> none </code> || |- | updateEffect || Effect || <code> none </code> || |- | updateEffectChance || float || <code> 0.04 </code> || |- | updateEffectSpread || float || <code> 4.0 </code> || |- | warmupSpeed || float || <code> 0.019 </code> || |- | legacyReadWarmup || boolean || <code> false </code> || Only used for legacy cultivator blocks. |- | drawer || DrawBlock || <code> new DrawDefault() </code> || |} === HeatConductor === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | visualMaxHeat || float || <code> 15.0 </code> || |- | drawer || DrawBlock || <code> new DrawDefault() </code> || |- | splitHeat || boolean || <code> false </code> || |} === HeatCrafter === 继承自 [[#GenericCrafter|GenericCrafter]]<br> A crafter that requires contact from heater blocks to craft. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | heatRequirement || float || <code> 10.0 </code> || Base heat requirement for 100% efficiency. |- | overheatScale || float || <code> 1.0 </code> || After heat meets this requirement, excess heat will be scaled by this number. |- | maxEfficiency || float || <code> 4.0 </code> || Maximum possible efficiency after overheat. |} === HeatProducer === 继承自 [[#GenericCrafter|GenericCrafter]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | heatOutput || float || <code> 10.0 </code> || |- | warmupRate || float || <code> 0.15 </code> || |} === HeaterGenerator === 继承自 [[#ConsumeGenerator|ConsumeGenerator]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | heatOutput || float || <code> 10.0 </code> || |- | warmupRate || float || <code> 0.15 </code> || |} === ImpactReactor === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | warmupSpeed || float || <code> 0.001 </code> || |- | itemDuration || float || <code> 60.0 </code> || |} === Incinerator === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || <code> fuelburn </code> || |- | flameColor || Color || <code> ffad9dff </code> || |} === InterceptorBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> This class can only be used with PointDefenseBulletWeapon. Attempting to spawn it in outside of that weapon will lead to standard behavior. === Item === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> </code> || |- | explosiveness || float || <code> 0.0 </code> || how explosive this item is. |- | flammability || float || <code> 0.0 </code> || flammability above 0.3 makes this eligible for item burners. |- | radioactivity || float || <code> 0.0 </code> || how radioactive this item is. |- | charge || float || <code> 0.0 </code> || how electrically potent this item is. |- | hardness || int || <code> 0 </code> || drill hardness of the item |- | cost || float || <code> 1.0 </code> || base material cost of this item, used for calculating place times 1 cost = 1 tick added to build time |- | healthScaling || float || <code> 0.0 </code> || When this item is present in the build cost, a block's <b>default</b> health is multiplied by 1 + scaling, where 'scaling' is summed together for all item requirement types. |- | lowPriority || boolean || <code> false </code> || if true, this item is of the lowest priority to drills. |- | frames || int || <code> 0 </code> || If >0, this item is animated. |- | transitionFrames || int || <code> 0 </code> || Number of generated transition frames between each frame |- | frameTime || float || <code> 5.0 </code> || Ticks in-between animation frames. |- | buildable || boolean || <code> true </code> || If true, this material is used by buildings. If false, this material will be incinerated in certain cores. |- | hidden || boolean || <code> false </code> || |} === ItemBridge === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || int || <code> 0 </code> || |- | transportTime || float || <code> 0.0 </code> || |- | fadeIn || boolean || <code> true </code> || |- | moveArrows || boolean || <code> true </code> || |- | pulse || boolean || <code> false </code> || |- | arrowSpacing || float || <code> 4.0 </code> || |- | arrowOffset || float || <code> 2.0 </code> || |- | arrowPeriod || float || <code> 0.4 </code> || |- | arrowTimeScl || float || <code> 6.2 </code> || |- | bridgeWidth || float || <code> 6.5 </code> || |} === ItemIncinerator === 继承自 [[#Block|Block]]<br> Incinerator that accepts only items and optionally requires a liquid, e.g. slag. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || <code> incinerateSlag </code> || |- | effectChance || float || <code> 0.2 </code> || |} === ItemSource === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | itemsPerSecond || int || <code> 100 </code> || |} === ItemTurret === 继承自 [[#Turret|Turret]]<br> === ItemUnitStance === 继承自 [[#UnitStance|UnitStance]]<br> === ItemVoid === 继承自 [[#Block|Block]]<br> === Junction === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 26.0 </code> || |- | capacity || int || <code> 6 </code> || |- | displayedSpeed || float || <code> 13.0 </code> || |} === LandingPad === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | arrivalDuration || float || <code> 150.0 </code> || |- | cooldownTime || float || <code> 150.0 </code> || |- | consumeLiquidAmount || float || <code> 100.0 </code> || |- | consumeLiquid || Liquid || <code> water </code> || |- | landEffect || Effect || <code> podLandShockwave </code> || |- | coolingEffect || Effect || <code> none </code> || |- | coolingEffectChance || float || <code> 0.2 </code> || |- | liquidPad || float || <code> 2.0 </code> || |- | bottomColor || Color || <code> 565666ff </code> || |- | landSoundVolume || float || <code> 0.75 </code> || |- | landSound || Sound || <code> padLand </code> || |} === LaserBoltBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | width || float || <code> 2.0 </code> || |- | height || float || <code> 7.0 </code> || |} === LaserBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | colors || Color[] || <code> [a9d8ff66a9d8ffffffffffff] </code> || |- | laserEffect || Effect || <code> lancerLaserShootSmoke </code> || |- | length || float || <code> 160.0 </code> || |- | width || float || <code> 15.0 </code> || |- | lengthFalloff || float || <code> 0.5 </code> || |- | sideLength || float || <code> 29.0 </code> || |- | sideWidth || float || <code> 0.7 </code> || |- | sideAngle || float || <code> 90.0 </code> || |- | lightningSpacing || float || <code> -1.0 </code> || |- | lightningDelay || float || <code> 0.1 </code> || |- | lightningAngleRand || float || <code> 0.0 </code> || |- | largeHit || boolean || <code> false </code> || |} === LaserTurret === 继承自 [[#PowerTurret|PowerTurret]]<br> A turret that fires a continuous beam with a delay between shots. Liquid coolant is required. Yes, this class name is awful. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | firingMoveFract || float || <code> 0.25 </code> || |- | shootDuration || float || <code> 100.0 </code> || |} === LaunchPad === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | launchTime || float || <code> 1.0 </code> || Time between launches. |- | launchSoundPitchRand || float || <code> 0.1 </code> || |- | launchSound || Sound || <code> padLaunch </code> || |- | lightColor || Color || <code> eab678ff </code> || |- | acceptMultipleItems || boolean || <code> false </code> || |- | lightStep || float || <code> 1.0 </code> || |- | lightSteps || int || <code> 3 </code> || |- | liquidPad || float || <code> 2.0 </code> || |- | drawLiquid || Liquid || <code> </code> || |- | bottomColor || Color || <code> 565666ff </code> || |} === LegacyBlock === 继承自 [[#Block|Block]]<br> Any subclass of this will be removed upon world load. === LegacyCommandCenter === 继承自 [[#LegacyBlock|LegacyBlock]]<br> === LegacyMechPad === 继承自 [[#LegacyBlock|LegacyBlock]]<br> === LegacyUnitFactory === 继承自 [[#LegacyBlock|LegacyBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | replacement || Block || <code> air </code> || |} === LightBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | brightness || float || <code> 0.9 </code> || |- | radius || float || <code> 200.0 </code> || |} === LightningBulletType === 继承自 [[#BulletType|BulletType]]<br> === Liquid === 继承自 [[#UnlockableContent|UnlockableContent]]<br> A better name for this class would be "fluid", but it's too late for that. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | gas || boolean || <code> false </code> || If true, this fluid is treated as a gas (and does not create puddles) |- | color || Color || <code> </code> || Color used in pipes and on the ground. |- | gasColor || Color || <code> bfbfbfff </code> || Color of this liquid in gas form. |- | barColor || Color || <code> </code> || Color used in bars. |- | lightColor || Color || <code> 00000000 </code> || Color used to draw lights. Note that the alpha channel is used to dictate brightness. |- | flammability || float || <code> 0.0 </code> || 0-1, 0 is completely not flammable, anything above that may catch fire when exposed to heat, 0.5+ is very flammable. |- | temperature || float || <code> 0.5 </code> || temperature: 0.5 is 'room' temperature, 0 is very cold, 1 is molten hot |- | heatCapacity || float || <code> 0.5 </code> || how much heat this liquid can store. 0.4=water (decent), anything lower is probably less dense and bad at cooling. |- | viscosity || float || <code> 0.5 </code> || how thick this liquid is. 0.5=water (relatively viscous), 1 would be something like tar (very slow). |- | explosiveness || float || <code> 0.0 </code> || how prone to exploding this liquid is, when heated. 0 = nothing, 1 = nuke |- | blockReactive || boolean || <code> true </code> || whether this fluid reacts in blocks at all (e.g. slag with water) |- | coolant || boolean || <code> true </code> || if false, this liquid cannot be a coolant |- | moveThroughBlocks || boolean || <code> false </code> || if true, this liquid can move through blocks as a puddle. |- | incinerable || boolean || <code> true </code> || if true, this liquid can be incinerated in the incinerator block. |- | particleEffect || Effect || <code> none </code> || Effect shown in puddles. |- | particleSpacing || float || <code> 60.0 </code> || Particle effect rate spacing in ticks. |- | boilPoint || float || <code> 2.0 </code> || Temperature at which this liquid vaporizes. This isn't just boiling. |- | capPuddles || boolean || <code> true </code> || If true, puddle size is capped. |- | vaporEffect || Effect || <code> vapor </code> || Effect when this liquid vaporizes. |- | hidden || boolean || <code> false </code> || If true, this liquid is hidden in most UI. |- | canStayOn || ObjectSet<Liquid> || <code> new ObjectSet<>() </code> || Liquids this puddle can stay on, e.g. oil on water. |} === LiquidBlock === 继承自 [[#Block|Block]]<br> === LiquidBridge === 继承自 [[#ItemBridge|ItemBridge]]<br> === LiquidBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquid || Liquid || <code> </code> || |- | puddleSize || float || <code> 6.0 </code> || |- | orbSize || float || <code> 3.0 </code> || |- | boilTime || float || <code> 5.0 </code> || |} === LiquidExplodeAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquid || Liquid || <code> water </code> || |- | amount || float || <code> 120.0 </code> || |- | radAmountScale || float || <code> 5.0 </code> || |- | radScale || float || <code> 1.0 </code> || |- | noiseMag || float || <code> 6.5 </code> || |- | noiseScl || float || <code> 5.0 </code> || |} === LiquidJunction === 继承自 [[#LiquidBlock|LiquidBlock]]<br> === LiquidRegenAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquid || Liquid || <code> </code> || |- | slurpSpeed || float || <code> 5.0 </code> || |- | regenPerSlurp || float || <code> 6.0 </code> || |- | slurpEffectChance || float || <code> 0.4 </code> || |- | slurpEffect || Effect || <code> heal </code> || |} === LiquidRouter === 继承自 [[#LiquidBlock|LiquidBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquidPadding || float || <code> 0.0 </code> || |} === LiquidSource === 继承自 [[#Block|Block]]<br> === LiquidTurret === 继承自 [[#Turret|Turret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | extinguish || boolean || <code> true </code> || |} === LiquidVoid === 继承自 [[#Block|Block]]<br> === LogicBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxInstructionScale || int || <code> 5 </code> || |- | instructionsPerTick || int || <code> 1 </code> || |- | maxInstructionsPerTick || int || <code> 40 </code> || |- | range || float || <code> 80.0 </code> || |} === LogicDisplay === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxSides || int || <code> 25 </code> || |- | displaySize || int || <code> 64 </code> || |- | scaleFactor || float || <code> 1.0 </code> || |} === LongPowerNode === 继承自 [[#PowerNode|PowerNode]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | glowColor || Color || <code> cbfd8172 </code> || |- | glowScl || float || <code> 16.0 </code> || |- | glowMag || float || <code> 0.6 </code> || |} === MagneticStorm === 继承自 [[#Weather|Weather]]<br> === MappableContent === 继承自 [[#Content|Content]]<br> === MassDriver === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || float || <code> 0.0 </code> || |- | rotateSpeed || float || <code> 5.0 </code> || |- | translation || float || <code> 7.0 </code> || |- | minDistribute || int || <code> 10 </code> || |- | knockback || float || <code> 4.0 </code> || |- | reload || float || <code> 100.0 </code> || |- | bulletSpeed || float || <code> 5.5 </code> || |- | bulletLifetime || float || <code> 200.0 </code> || |- | shootEffect || Effect || <code> shootBig2 </code> || |- | smokeEffect || Effect || <code> shootBigSmoke2 </code> || |- | receiveEffect || Effect || <code> mineBig </code> || |- | shootSound || Sound || <code> massdriver </code> || |- | receiveSound || Sound || <code> massdriverReceive </code> || |- | shootSoundVolume || float || <code> 0.5 </code> || |- | shake || float || <code> 3.0 </code> || |} === MassDriverBolt === 继承自 [[#BasicBulletType|BasicBulletType]]<br> === MemoryBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | memoryCapacity || int || <code> 32 </code> || |} === MendProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | baseColor || Color || <code> 84f491ff </code> || |- | phaseColor || Color || <code> 84f491ff </code> || |- | reload || float || <code> 250.0 </code> || |- | range || float || <code> 60.0 </code> || |- | healPercent || float || <code> 12.0 </code> || |- | phaseBoost || float || <code> 12.0 </code> || |- | phaseRangeBoost || float || <code> 50.0 </code> || |- | useTime || float || <code> 400.0 </code> || |- | mendSound || Sound || <code> healWave </code> || |- | mendSoundVolume || float || <code> 0.5 </code> || |} === MessageBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxTextLength || int || <code> 220 </code> || |- | maxNewlines || int || <code> 24 </code> || |} === MineWeapon === 继承自 [[#Weapon|Weapon]]<br> === MissileBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> === MissileUnitType === 继承自 [[#UnitType|UnitType]]<br> Field template for unit types. No new functionality. === MoveEffectAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | minVelocity || float || <code> 0.08 </code> || |- | interval || float || <code> 3.0 </code> || |- | chance || float || <code> 0.0 </code> || |- | amount || int || <code> 1 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | rotation || float || <code> 0.0 </code> || |- | rangeX || float || <code> 0.0 </code> || |- | rangeY || float || <code> 0.0 </code> || |- | rangeLengthMin || float || <code> 0.0 </code> || |- | rangeLengthMax || float || <code> 0.0 </code> || |- | rotateEffect || boolean || <code> false </code> || |- | effectParam || float || <code> 3.0 </code> || |- | teamColor || boolean || <code> false </code> || |- | parentizeEffects || boolean || <code> false </code> || |- | color || Color || <code> ffffffff </code> || |- | effect || Effect || <code> missileTrail </code> || |} === MoveLightningAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | damage || float || <code> 35 </code> || Lightning damage |- | chance || float || <code> 15 </code> || Chance of firing every tick. Set >= 1 to always fire lightning every tick at max speed |- | length || int || <code> 12 </code> || Length of the lightning. <= 0 to disable |- | minSpeed || float || <code> 8 </code> || Speeds for when to start lightninging and when to stop getting faster |- | maxSpeed || float || <code> 2 </code> || Speeds for when to start lightninging and when to stop getting faster |- | color || Color || <code> valueOf("a9d8ff") </code> || Lightning color |- | y || float || <code> 0 </code> || Shifts where the lightning spawns along the Y axis |- | x || float || <code> 0 </code> || Offset along the X axis |- | alternate || boolean || <code> true </code> || Whether the spawn side alternates |- | heatRegion || String || <code> "error" </code> || Jittering heat sprite like the shield on v5 Javelin |- | bullet || BulletType || <code> </code> || Bullet type that is fired. Can be null |- | bulletAngle || float || <code> 0 </code> || Bullet angle parameters |- | bulletSpread || float || <code> 0 </code> || Bullet angle parameters |- | shootEffect || Effect || <code> sparkShoot </code> || |- | parentizeEffects || boolean || <code> </code> || |- | shootSound || Sound || <code> shootArc </code> || |} === MultiBulletType === 继承自 [[#BulletType|BulletType]]<br> A fake bullet type that spawns multiple sub-bullets when "fired". {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | bullets || BulletType[] || <code> [] </code> || |- | repeat || int || <code> 1 </code> || Amount of times the bullet array is repeated. |} === MultiEffect === 继承自 [[#Effect|Effect]]<br> Renders multiple particle effects at once. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effects || Effect[] || <code> [] </code> || |} === NeoplasmUnitType === 继承自 [[#UnitType|UnitType]]<br> This is just a preset. Contains no new behavior. === NuclearReactor === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lightColor || Color || <code> 7f19eaff </code> || |- | coolColor || Color || <code> ffffff00 </code> || |- | hotColor || Color || <code> ff9575a3 </code> || |- | itemDuration || float || <code> 120.0 </code> || ticks to consume 1 fuel |- | heating || float || <code> 0.01 </code> || heating per frame * fullness |- | heatOutput || float || <code> 15.0 </code> || max heat this block can output |- | heatWarmupRate || float || <code> 1.0 </code> || rate at which heat progress increases |- | ambientCooldownTime || float || <code> 1200.0 </code> || time taken to cool down if no fuel is inputted even if coolant is not present |- | smokeThreshold || float || <code> 0.3 </code> || threshold at which block starts smoking |- | flashThreshold || float || <code> 0.46 </code> || heat threshold at which lights start flashing |- | coolantPower || float || <code> 0.5 </code> || heat removed per unit of coolant |- | fuelItem || Item || <code> thorium </code> || |} === OreBlock === 继承自 [[#OverlayFloor|OverlayFloor]]<br> An overlay ore for a specific item type. === OverdriveProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | reload || float || <code> 60.0 </code> || |- | range || float || <code> 80.0 </code> || |- | speedBoost || float || <code> 1.5 </code> || |- | speedBoostPhase || float || <code> 0.75 </code> || |- | useTime || float || <code> 400.0 </code> || |- | phaseRangeBoost || float || <code> 20.0 </code> || |- | hasBoost || boolean || <code> true </code> || |- | baseColor || Color || <code> feb380ff </code> || |- | phaseColor || Color || <code> ffd59eff </code> || |} === OverflowDuct === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 5.0 </code> || |- | invert || boolean || <code> false </code> || |} === OverflowGate === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 1.0 </code> || |- | invert || boolean || <code> false </code> || |} === OverlayFloor === 继承自 [[#Floor|Floor]]<br> A type of floor that is overlaid on top of other floors. === ParticleEffect === 继承自 [[#Effect|Effect]]<br> The most essential effect class. Can create particles in various shapes. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | colorFrom || Color || <code> ffffffff </code> || |- | colorTo || Color || <code> ffffffff </code> || |- | particles || int || <code> 6 </code> || |- | randLength || boolean || <code> true </code> || |- | casingFlip || boolean || <code> false </code> || Gives the effect flipping compatability like casing effects. |- | cone || float || <code> 180.0 </code> || |- | length || float || <code> 20.0 </code> || |- | baseLength || float || <code> 0.0 </code> || |- | interp || Interp || <code> Interp.linear </code> || Particle size/length/radius interpolation. |- | sizeInterp || Interp || <code> null </code> || Particle size interpolation. Null to use interp. |- | offsetX || float || <code> 0.0 </code> || |- | offsetY || float || <code> 0.0 </code> || |- | lightScl || float || <code> 2.0 </code> || |- | lightOpacity || float || <code> 0.6 </code> || |- | lightColor || Color || <code> </code> || |- | spin || float || <code> 0.0 </code> || Spin in degrees per tick. |- | sizeFrom || float || <code> 2.0 </code> || Controls the initial and final sprite sizes. |- | sizeTo || float || <code> 0.0 </code> || Controls the initial and final sprite sizes. |- | sizeChangeStart || float || <code> 0.0 </code> || Controls the amount of ticks the effect waits before changing size. |- | useRotation || boolean || <code> true </code> || Whether the rotation adds with the parent |- | offset || float || <code> 0.0 </code> || Rotation offset. |- | region || String || <code> "circle" </code> || Sprite to draw. |- | line || boolean || <code> false </code> || |- | strokeFrom || float || <code> 2.0 </code> || |- | strokeTo || float || <code> 0.0 </code> || |- | lenFrom || float || <code> 4.0 </code> || |- | lenTo || float || <code> 2.0 </code> || |- | cap || boolean || <code> true </code> || |} === ParticleWeather === 继承自 [[#Weather|Weather]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | particleRegion || String || <code> "circle-shadow" </code> || |- | color || Color || <code> ffffffff </code> || |- | yspeed || float || <code> -2.0 </code> || |- | xspeed || float || <code> 0.25 </code> || |- | padding || float || <code> 16.0 </code> || |- | sizeMin || float || <code> 2.4 </code> || |- | sizeMax || float || <code> 12.0 </code> || |- | density || float || <code> 1200.0 </code> || |- | minAlpha || float || <code> 1.0 </code> || |- | maxAlpha || float || <code> 1.0 </code> || |- | force || float || <code> 0.0 </code> || |- | noiseScale || float || <code> 2000.0 </code> || |- | baseSpeed || float || <code> 6.1 </code> || |- | sinSclMin || float || <code> 30.0 </code> || |- | sinSclMax || float || <code> 80.0 </code> || |- | sinMagMin || float || <code> 1.0 </code> || |- | sinMagMax || float || <code> 7.0 </code> || |- | noiseColor || Color || <code> ffffffff </code> || |- | drawNoise || boolean || <code> false </code> || |- | drawParticles || boolean || <code> true </code> || |- | useWindVector || boolean || <code> false </code> || |- | randomParticleRotation || boolean || <code> false </code> || |- | noiseLayers || int || <code> 1 </code> || |- | noiseLayerSpeedM || float || <code> 1.1 </code> || |- | noiseLayerAlphaM || float || <code> 0.8 </code> || |- | noiseLayerSclM || float || <code> 0.99 </code> || |- | noiseLayerColorM || float || <code> 1.0 </code> || |- | noisePath || String || <code> "noiseAlpha" </code> || |} === PayloadAmmoTurret === 继承自 [[#Turret|Turret]]<br> Do not use this class! === PayloadBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | payloadSpeed || float || <code> 0.7 </code> || |- | payloadRotateSpeed || float || <code> 5.0 </code> || |- | regionSuffix || String || <code> "" </code> || |} === PayloadConveyor === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | moveTime || float || <code> 45.0 </code> || |- | moveForce || float || <code> 201.0 </code> || |- | interp || Interp || <code> Interp.pow5 </code> || |- | payloadLimit || float || <code> 3.0 </code> || |- | pushUnits || boolean || <code> true </code> || |} === PayloadDeconstructor === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxPayloadSize || float || <code> 4.0 </code> || |- | deconstructSpeed || float || <code> 2.5 </code> || |- | dumpRate || int || <code> 4 </code> || |} === PayloadLoader === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | loadTime || float || <code> 2.0 </code> || |- | itemsLoaded || int || <code> 8 </code> || |- | liquidsLoaded || float || <code> 40.0 </code> || |- | maxBlockSize || int || <code> 3 </code> || |- | maxPowerConsumption || float || <code> 40.0 </code> || |- | loadPowerDynamic || boolean || <code> true </code> || |} === PayloadMassDriver === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || float || <code> 100.0 </code> || |- | rotateSpeed || float || <code> 5.0 </code> || |- | length || float || <code> 11.125 </code> || |- | knockback || float || <code> 5.0 </code> || |- | reload || float || <code> 30.0 </code> || |- | chargeTime || float || <code> 100.0 </code> || |- | maxPayloadSize || float || <code> 3.0 </code> || |- | grabWidth || float || <code> 8.0 </code> || |- | grabHeight || float || <code> 2.75 </code> || |- | shootEffect || Effect || <code> shootBig2 </code> || |- | smokeEffect || Effect || <code> shootPayloadDriver </code> || |- | receiveEffect || Effect || <code> payloadReceive </code> || |- | shootSound || Sound || <code> massdriver </code> || |- | receiveSound || Sound || <code> massdriverReceive </code> || |- | shootSoundVolume || float || <code> 0.7 </code> || |- | shake || float || <code> 3.0 </code> || |} === PayloadRouter === 继承自 [[#PayloadConveyor|PayloadConveyor]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | invert || boolean || <code> false </code> || |} === PayloadSource === 继承自 [[#PayloadBlock|PayloadBlock]]<br> Generic building that produces other buildings. === PayloadUnloader === 继承自 [[#PayloadLoader|PayloadLoader]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | offloadSpeed || int || <code> 4 </code> || |- | maxPowerUnload || float || <code> 80.0 </code> || |} === PayloadVoid === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | incinerateEffect || Effect || <code> blastExplosion </code> || |- | incinerateSound || Sound || <code> unitExplode1 </code> || |} === Planet === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | position || Vec3 || <code> new Vec3() </code> || Position in global coordinates. Will be 0,0,0 until the Universe updates it. |- | generator || PlanetGenerator || <code> </code> || Generator that will make the planet. Can be null for planets that don't need to be landed on. |- | sectors || Seq<Sector> || <code> new Seq<>() </code> || Array of sectors; directly maps to tiles in the grid. |- | orbitSpacing || float || <code> 12 </code> || Default spacing between planet orbits in world units. This is defined per-parent! |- | radius || float || <code> </code> || Radius of this planet's sphere. Does not take into account satellites. |- | camRadius || float || <code> </code> || Camera radius offset. |- | minZoom || float || <code> 5 </code> || Minimum camera zoom value. |- | maxZoom || float || <code> 2 </code> || Maximum camera zoom value. |- | drawOrbit || boolean || <code> true </code> || Whether to draw the orbital circle. |- | atmosphereRadIn || float || <code> 0 </code> || Atmosphere radius adjustment parameters. |- | atmosphereRadOut || float || <code> 3 </code> || Atmosphere radius adjustment parameters. |- | clipRadius || float || <code> -1 </code> || Frustum sphere clip radius. |- | orbitRadius || float || <code> </code> || Orbital radius around the sun. Do not change unless you know exactly what you are doing. |- | totalRadius || float || <code> </code> || Total radius of this planet and all its children. |- | orbitTime || float || <code> </code> || Time for the planet to orbit around the sun once, in seconds. One year. |- | rotateTime || float || <code> 24f * 60 </code> || Time for the planet to perform a full revolution, in seconds. One day. |- | orbitOffset || float || <code> </code> || Random orbit angle offset to prevent planets from starting out in a line. |- | sectorApproxRadius || float || <code> </code> || Approx. radius of one sector. |- | tidalLock || boolean || <code> false </code> || Whether this planet is tidally locked relative to its parent - see https://en.wikipedia.org/wiki/Tidal_locking |- | accessible || boolean || <code> true </code> || Whether this planet is listed in the planet access UI. * |- | defaultEnv || int || <code> oxygen </code> || Environment flags for sectors on this planet. |- | defaultAttributes || Attributes || <code> new Attributes() </code> || Environment attributes. |- | updateLighting || boolean || <code> true </code> || If true, a day/night cycle is simulated. |- | lightSrcFrom || float || <code> 0 </code> || Day/night cycle parameters. |- | lightSrcTo || float || <code> 8 </code> || Day/night cycle parameters. |- | lightDstFrom || float || <code> 2 </code> || Day/night cycle parameters. |- | lightDstTo || float || <code> 1 </code> || Day/night cycle parameters. |- | startSector || int || <code> 0 </code> || The default starting sector displayed to the map dialog. |- | sectorSeed || int || <code> -1 </code> || Seed for sector base generation on this planet. -1 to use a random one based on ID. |- | launchCapacityMultiplier || float || <code> 25 </code> || multiplier for core item capacity when launching |- | bloom || boolean || <code> false </code> || Whether the bloom render effect is enabled. |- | visible || boolean || <code> true </code> || Whether this planet is displayed. |- | landCloudColor || Color || <code> 5f) </code> || Tint of clouds displayed when landing. |- | lightColor || Color || <code> cpy() </code> || For suns, this is the color that shines on other planets. Does nothing for children. |- | atmosphereColor || Color || <code> 0f) </code> || Atmosphere tint for landable planets. |- | iconColor || Color || <code> cpy() </code> || Icon for appearance in planet list. |- | hasAtmosphere || boolean || <code> true </code> || Whether this planet has an atmosphere. |- | allowLaunchSchematics || boolean || <code> false </code> || Whether to allow users to specify a custom launch schematic for this map. |- | allowLaunchLoadout || boolean || <code> false </code> || Whether to allow users to specify the resources they take to this map. |- | allowSectorInvasion || boolean || <code> false </code> || Whether to simulate sector invasions from enemy bases. |- | allowLegacyLaunchPads || boolean || <code> false </code> || If true, legacy launch pads can be enabled. |- | clearSectorOnLose || boolean || <code> false </code> || If true, sectors saves are cleared when lost. |- | enemyBuildSpeedMultiplier || float || <code> 1 </code> || Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules) |- | enemyInfiniteItems || boolean || <code> true </code> || If true, the enemy team always has infinite items. |- | enemyCoreSpawnReplace || boolean || <code> false </code> || If true, enemy cores are replaced with spawnpoints on this planet (for invasions) |- | prebuildBase || boolean || <code> true </code> || If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. |- | allowWaves || boolean || <code> false </code> || If true, waves are created on sector loss. TODO remove. |- | allowLaunchToNumbered || boolean || <code> true </code> || If false, players are unable to land on this planet's numbered sectors. |- | allowCampaignRules || boolean || <code> false </code> || If true, the player is allowed to change the difficulty/rules in the planet UI. |- | icon || String || <code> "planet" </code> || Icon as displayed in the planet selection dialog. This is a string, as drawables are null at load time. |- | launchMusic || Music || <code> launch </code> || Plays in the planet dialog when this planet is selected. |- | defaultCore || Block || <code> coreShard </code> || Default core block for launching. |- | parent || Planet || <code> </code> || Parent body that this planet orbits around. If null, this planet is considered to be in the middle of the solar system. |- | solarSystem || Planet || <code> </code> || The root parent of the whole solar system this planet is in. |- | children || Seq<Planet> || <code> new Seq<>() </code> || All planets orbiting this one, in ascending order of radius. |- | launchCandidates || Seq<Planet> || <code> new Seq<>() </code> || Planets that can be launched to from this one. |- | allowSelfSectorLaunch || boolean || <code> </code> || Whether interplanetary accelerators can launch to 'any' procedural sector on this planet's surface. |- | autoAssignPlanet || boolean || <code> true </code> || If true, all content in this planet's tech tree will be assigned this planet in their shownPlanets. |- | updateGroup || ObjectSet<Planet> || <code> new ObjectSet<>() </code> || Planets that are allowed to update at the same time as this one for background calculations. |- | campaignRules || CampaignRules || <code> new CampaignRules() </code> || Global difficulty/modifier settings for this planet's campaign. |- | campaignRuleDefaults || CampaignRules || <code> new CampaignRules() </code> || Defaults applied to the rules. |- | showRtsAIRule || boolean || <code> false </code> || If true, RTS AI can be customized. |- | loadPlanetData || boolean || <code> false </code> || If true, planet data is loaded as 'planets/{name}.json'. This is only tested/functional in vanilla! |- | data || PlanetData || <code> </code> || Data indicating attack sector positions and sector mappings. |} === PointBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | trailSpacing || float || <code> 10.0 </code> || |} === PointDefenseBulletWeapon === 继承自 [[#Weapon|Weapon]]<br> Fires a bullet to intercept enemy bullets. The fired bullet MUST be of type InterceptorBulletType. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | damageTargetWeight || float || <code> 10.0 </code> || |} === PointDefenseTurret === 继承自 [[#ReloadTurret|ReloadTurret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | retargetTime || float || <code> 5.0 </code> || |- | color || Color || <code> ffffffff </code> || |- | beamEffect || Effect || <code> pointBeam </code> || |- | hitEffect || Effect || <code> pointHit </code> || |- | shootEffect || Effect || <code> sparkShoot </code> || |- | shootSound || Sound || <code> shootSegment </code> || |- | shootCone || float || <code> 5.0 </code> || |- | bulletDamage || float || <code> 10.0 </code> || |- | shootLength || float || <code> 3.0 </code> || |} === PointDefenseWeapon === 继承自 [[#Weapon|Weapon]]<br> Note that this requires several things: - A bullet with positive maxRange - A bullet with positive damage - Rotation {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> ffffffff </code> || |- | beamEffect || Effect || <code> pointBeam </code> || |} === PointLaserBulletType === 继承自 [[#BulletType|BulletType]]<br> A continuous bullet type that only damages in a point. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | sprite || String || <code> "point-laser" </code> || |- | color || Color || <code> ffffffff </code> || |- | beamEffect || Effect || <code> colorTrail </code> || |- | beamEffectInterval || float || <code> 3.0 </code> || |- | beamEffectSize || float || <code> 3.5 </code> || |- | oscScl || float || <code> 2.0 </code> || |- | oscMag || float || <code> 0.3 </code> || |- | damageInterval || float || <code> 5.0 </code> || |- | shake || float || <code> 0.0 </code> || |} === PowerBlock === 继承自 [[#Block|Block]]<br> === PowerDiode === 继承自 [[#Block|Block]]<br> === PowerDistributor === 继承自 [[#PowerBlock|PowerBlock]]<br> === PowerGenerator === 继承自 [[#PowerDistributor|PowerDistributor]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | powerProduction || float || <code> 0.0 </code> || The amount of power produced per tick in case of an efficiency of 1.0, which represents 100%. |- | drawer || DrawBlock || <code> new DrawDefault() </code> || |- | explosionRadius || int || <code> 12 </code> || |- | explosionDamage || int || <code> 0 </code> || |- | explodeEffect || Effect || <code> none </code> || |- | explodeSound || Sound || <code> none </code> || |- | explosionPuddles || int || <code> 10 </code> || |- | explosionPuddleRange || float || <code> 16.0 </code> || |- | explosionPuddleAmount || float || <code> 100.0 </code> || |- | explosionPuddleLiquid || Liquid || <code> </code> || |- | explosionMinWarmup || float || <code> 0.0 </code> || |- | explosionShake || float || <code> 0.0 </code> || |- | explosionShakeDuration || float || <code> 6.0 </code> || |} === PowerNode === 继承自 [[#PowerBlock|PowerBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | laserRange || float || <code> 6.0 </code> || |- | maxNodes || int || <code> 3 </code> || |- | autolink || boolean || <code> true </code> || |- | drawRange || boolean || <code> true </code> || |- | sameBlockConnection || boolean || <code> false </code> || |- | laserScale || float || <code> 0.25 </code> || |- | powerLayer || float || <code> 70.0 </code> || |- | laserColor1 || Color || <code> ffffffff </code> || |- | laserColor2 || Color || <code> fbd367ff </code> || |} === PowerSource === 继承自 [[#PowerNode|PowerNode]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | powerProduction || float || <code> 10000.0 </code> || |} === PowerTurret === 继承自 [[#Turret|Turret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shootType || BulletType || <code> </code> || |} === PowerVoid === 继承自 [[#PowerBlock|PowerBlock]]<br> === Prop === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | layer || float || <code> 32.0 </code> || |} === Pump === 继承自 [[#LiquidBlock|LiquidBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | pumpAmount || float || <code> 0.2 </code> || Pump amount per tile. |- | consumeTime || float || <code> 300.0 </code> || Interval in-between item consumptions, if applicable. |- | warmupSpeed || float || <code> 0.019 </code> || |- | drawer || DrawBlock || <code> new DrawMulti(new DrawDefault(), new DrawPumpLiquid()) </code> || |} === Radar === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | discoveryTime || float || <code> 600.0 </code> || |- | rotateSpeed || float || <code> 2.0 </code> || |- | glowColor || Color || <code> ab3400ff </code> || |- | glowScl || float || <code> 5.0 </code> || |- | glowMag || float || <code> 0.6 </code> || |} === RadialEffect === 继承自 [[#Effect|Effect]]<br> Renders one particle effect repeatedly at specified angle intervals. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || <code> none </code> || |- | rotationSpacing || float || <code> 90.0 </code> || |- | rotationOffset || float || <code> 0.0 </code> || |- | effectRotationOffset || float || <code> 0.0 </code> || |- | lengthOffset || float || <code> 0.0 </code> || |- | amount || int || <code> 4 </code> || |} === RailBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | pierceEffect || Effect || <code> hitBulletSmall </code> || |- | pointEffect || Effect || <code> none </code> || |- | lineEffect || Effect || <code> none </code> || |- | endEffect || Effect || <code> none </code> || |- | length || float || <code> 100.0 </code> || |- | pointEffectSpace || float || <code> 20.0 </code> || |} === RainWeather === 继承自 [[#Weather|Weather]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | yspeed || float || <code> 5.0 </code> || |- | xspeed || float || <code> 1.5 </code> || |- | padding || float || <code> 16.0 </code> || |- | density || float || <code> 1200.0 </code> || |- | stroke || float || <code> 0.75 </code> || |- | sizeMin || float || <code> 8.0 </code> || |- | sizeMax || float || <code> 40.0 </code> || |- | splashTimeScale || float || <code> 22.0 </code> || |- | liquid || Liquid || <code> water </code> || |- | color || Color || <code> 7a95eaff </code> || |} === Reconstructor === 继承自 [[#UnitBlock|UnitBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | constructTime || float || <code> 120.0 </code> || |- | upgrades || Seq<UnitType[]> || <code> [] </code> || |- | capacities || int[] || <code> [] </code> || |- | createSound || Sound || <code> unitCreate </code> || |- | createSoundVolume || float || <code> 1.0 </code> || |} === RegenAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | percentAmount || float || <code> 0.0 </code> || Amount healed as percent per tick. |- | amount || float || <code> 0.0 </code> || Amount healed as a flat amount per tick. |} === RegenProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || int || <code> 14 </code> || |- | healPercent || float || <code> 0.2 </code> || |- | optionalMultiplier || float || <code> 2.0 </code> || |- | optionalUseTime || float || <code> 480.0 </code> || |- | drawer || DrawBlock || <code> new DrawDefault() </code> || |- | effectChance || float || <code> 0.003 </code> || |- | baseColor || Color || <code> ffd37fff </code> || |- | effect || Effect || <code> regenParticle </code> || |} === ReloadTurret === 继承自 [[#BaseTurret|BaseTurret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | reload || float || <code> 10.0 </code> || |} === RemoveOre === 继承自 [[#OverlayFloor|OverlayFloor]]<br> === RemoveWall === 继承自 [[#Block|Block]]<br> === RepairBeamWeapon === 继承自 [[#Weapon|Weapon]]<br> Note that this weapon requires a bullet with a positive maxRange. Rotation must be set to true. Fixed repair points are not supported. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | targetBuildings || boolean || <code> false </code> || |- | targetUnits || boolean || <code> true </code> || |- | repairSpeed || float || <code> 0.3 </code> || |- | fractionRepairSpeed || float || <code> 0.0 </code> || |- | beamWidth || float || <code> 1.0 </code> || |- | pulseRadius || float || <code> 6.0 </code> || |- | pulseStroke || float || <code> 2.0 </code> || |- | widthSinMag || float || <code> 0.0 </code> || |- | widthSinScl || float || <code> 4.0 </code> || |- | recentDamageMultiplier || float || <code> 0.1 </code> || |- | laserColor || Color || <code> 98ffa9ff </code> || |- | laserTopColor || Color || <code> ffffffff </code> || |- | healColor || Color || <code> 98ffa9ff </code> || |- | healEffect || Effect || <code> healBlockFull </code> || |} === RepairFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | amount || float || <code> 1 </code> || |- | reload || float || <code> 100 </code> || |- | range || float || <code> 60 </code> || |- | healPercent || float || <code> 0 </code> || |- | healEffect || Effect || <code> heal </code> || |- | activeEffect || Effect || <code> healWaveDynamic </code> || |- | sound || Sound || <code> healWave </code> || |- | soundVolume || float || <code> 5 </code> || |- | parentizeEffects || boolean || <code> false </code> || |- | sameTypeHealMult || float || <code> 1 </code> || Multiplies healing to units of the same type by this amount. |} === RepairTower === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || float || <code> 80.0 </code> || |- | circleColor || Color || <code> 98ffa9ff </code> || |- | glowColor || Color || <code> 98ffa97f </code> || |- | circleSpeed || float || <code> 120.0 </code> || |- | circleStroke || float || <code> 3.0 </code> || |- | squareRad || float || <code> 3.0 </code> || |- | squareSpinScl || float || <code> 0.8 </code> || |- | glowMag || float || <code> 0.5 </code> || |- | glowScl || float || <code> 8.0 </code> || |- | healAmount || float || <code> 1.0 </code> || |} === RepairTurret === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | timerTarget || int || <code> 1 </code> || |- | timerEffect || int || <code> 2 </code> || |- | repairRadius || float || <code> 50.0 </code> || |- | repairSpeed || float || <code> 0.3 </code> || |- | powerUse || float || <code> 0.0 </code> || |- | length || float || <code> 5.0 </code> || |- | beamWidth || float || <code> 1.0 </code> || |- | pulseRadius || float || <code> 6.0 </code> || |- | pulseStroke || float || <code> 2.0 </code> || |- | acceptCoolant || boolean || <code> false </code> || |- | coolantUse || float || <code> 0.5 </code> || |- | coolEffect || Effect || <code> fuelburn </code> || Effect displayed when coolant is used. |- | coolantMultiplier || float || <code> 1.0 </code> || How much healing is increased by with heat capacity. |- | laserColor || Color || <code> 98ffa9ff </code> || |- | laserTopColor || Color || <code> ffffffff </code> || |} === Router === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 8.0 </code> || |} === RuneOverlay === 继承自 [[#OverlayFloor|OverlayFloor]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || <code> ffffffff </code> || |} === SapBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | length || float || <code> 100.0 </code> || |- | lengthRand || float || <code> 0.0 </code> || |- | sapStrength || float || <code> 0.5 </code> || |- | color || Color || <code> ffffffff </code> || |- | width || float || <code> 0.4 </code> || |- | sprite || String || <code> "laser" </code> || |} === SeaBush === 继承自 [[#Prop|Prop]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lobesMin || int || <code> 7 </code> || |- | lobesMax || int || <code> 7 </code> || |- | botAngle || float || <code> 60.0 </code> || |- | origin || float || <code> 0.1 </code> || |- | sclMin || float || <code> 30.0 </code> || |- | sclMax || float || <code> 50.0 </code> || |- | magMin || float || <code> 5.0 </code> || |- | magMax || float || <code> 15.0 </code> || |- | timeRange || float || <code> 40.0 </code> || |- | spread || float || <code> 0.0 </code> || |} === Seaweed === 继承自 [[#Prop|Prop]]<br> === SectorPreset === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | planet || Planet || <code> </code> || |- | sector || Sector || <code> </code> || |- | captureWave || int || <code> 0 </code> || |- | difficulty || float || <code> </code> || Difficulty, 0-10. |- | startWaveTimeMultiplier || float || <code> 2 </code> || |- | addStartingItems || boolean || <code> false </code> || |- | noLighting || boolean || <code> false </code> || |- | isLastSector || boolean || <code> </code> || If true, this is the last sector in its planetary campaign. |- | requireUnlock || boolean || <code> true </code> || If true, this sector must be unlocked before landing is permitted. |- | showHidden || boolean || <code> false </code> || If true, the icon and name is shown, even when it's a 'hidden' always-unlocked sector. TODO: this field may be changed, not sure how it should work |- | showSectorLandInfo || boolean || <code> true </code> || |- | overrideLaunchDefaults || boolean || <code> false </code> || If true, uses this sector's launch fields instead |- | allowLaunchSchematics || boolean || <code> false </code> || Whether to allow users to specify a custom launch schematic for this map. |- | allowLaunchLoadout || boolean || <code> false </code> || Whether to allow users to specify the resources they take to this map. |- | attackAfterWaves || boolean || <code> false </code> || If true, switches to attack mode after waves end. |- | originalPosition || int || <code> </code> || The original position of this sector; used for migration. Internal use for vanilla campaign only! |- | shieldSectors || Seq<Sector> || <code> new Seq<>() </code> || Sectors that prevent this sector from being landed on until they are completed. |} === Separator === 继承自 [[#Block|Block]]<br> Extracts a random list of items from an input item and an input liquid. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | results || ItemStack[] || <code> </code> || |- | craftTime || float || <code> 0.0 </code> || |- | drawer || DrawBlock || <code> new DrawDefault() </code> || |} === SeqEffect === 继承自 [[#Effect|Effect]]<br> Renders multiple particle effects in sequence. Will not work correctly for effects that modify life dynamically. Z layer of child effects is ignored. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effects || Effect[] || <code> [] </code> || |} === ShallowLiquid === 继承自 [[#Floor|Floor]]<br> Blends water together with a standard floor. No new mechanics. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquidBase || Floor || <code> </code> || |- | floorBase || Floor || <code> </code> || |- | liquidOpacity || float || <code> 0.35 </code> || |} === ShieldArcAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | radius || float || <code> 60.0 </code> || Shield radius. |- | regen || float || <code> 0.1 </code> || Shield regen speed in damage/tick. |- | max || float || <code> 200.0 </code> || Maximum shield. |- | cooldown || float || <code> 300.0 </code> || Cooldown after the shield is broken, in ticks. |- | angle || float || <code> 80.0 </code> || Angle of shield arc. |- | angleOffset || float || <code> 0.0 </code> || Offset parameters for shield. |- | x || float || <code> 0.0 </code> || Offset parameters for shield. |- | y || float || <code> 0.0 </code> || Offset parameters for shield. |- | whenShooting || boolean || <code> true </code> || If true, only activates when shooting. |- | width || float || <code> 6.0 </code> || Width of shield line. |- | chanceDeflect || float || <code> -1.0 </code> || Bullet deflection chance. -1 to disable |- | reflectBuildingDamage || float || <code> 1 </code> || Multiplier for reflected bullet building damage. -1 to disable |- | reflectVel || float || <code> 1 </code> || Velocity multiplier for reflected bullets on the opposite axis. Negative values = concave, positive values = convex |- | reflectTime || float || <code> 5 </code> || Time multiplier for reflected bullets. |- | deflectSound || Sound || <code> none </code> || Deflection sound. |- | breakSound || Sound || <code> shieldBreakSmall </code> || |- | hitSound || Sound || <code> shieldHit </code> || |- | hitSoundVolume || float || <code> 0.12 </code> || |- | missileUnitMultiplier || float || <code> 2.0 </code> || Multiplier for shield damage taken from missile units. |- | drawArc || boolean || <code> true </code> || Whether to draw the arc line. |- | region || String || <code> </code> || If not null, will be drawn on top. |- | color || Color || <code> </code> || Color override of the shield. Uses unit shield colour by default. |- | offsetRegion || boolean || <code> false </code> || If true, sprite position will be influenced by x/y. |- | pushUnits || boolean || <code> true </code> || If true, enemy units are pushed out. |- | pushEffect || Effect || <code> circleColorSpark </code> || |} === ShieldRegenFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | amount || float || <code> 1 </code> || |- | max || float || <code> 100 </code> || |- | reload || float || <code> 100 </code> || |- | range || float || <code> 60 </code> || |- | applyEffect || Effect || <code> shieldApply </code> || |- | activeEffect || Effect || <code> shieldWave </code> || |- | sound || Sound || <code> shieldWave </code> || |- | soundVolume || float || <code> 7 </code> || |- | parentizeEffects || boolean || <code> </code> || |} === ShieldWall === 继承自 [[#Wall|Wall]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shieldHealth || float || <code> 900.0 </code> || |- | breakCooldown || float || <code> 600.0 </code> || |- | regenSpeed || float || <code> 2.0 </code> || |- | glowColor || Color || <code> ff75317f </code> || |- | glowMag || float || <code> 0.6 </code> || |- | glowScl || float || <code> 8.0 </code> || |} === ShockMine === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | cooldown || float || <code> 80.0 </code> || |- | tileDamage || float || <code> 5.0 </code> || |- | damage || float || <code> 13.0 </code> || |- | length || int || <code> 10 </code> || |- | tendrils || int || <code> 6 </code> || |- | lightningColor || Color || <code> a9d8ffff </code> || |- | shots || int || <code> 6 </code> || |- | inaccuracy || float || <code> 0.0 </code> || |- | bullet || BulletType || <code> </code> || |- | teamAlpha || float || <code> 0.3 </code> || |} === ShockwaveTower === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | timerCheck || int || <code> 1 </code> || |- | range || float || <code> 110.0 </code> || |- | reload || float || <code> 90.0 </code> || |- | bulletDamage || float || <code> 160.0 </code> || |- | falloffCount || float || <code> 20.0 </code> || |- | shake || float || <code> 2.0 </code> || |- | checkInterval || float || <code> 8.0 </code> || |- | shootSound || Sound || <code> shockwaveTower </code> || |- | waveColor || Color || <code> ffd37fff </code> || |- | heatColor || Color || <code> ab3400ff </code> || |- | shapeColor || Color || <code> f29c83ff </code> || |- | cooldownMultiplier || float || <code> 1.0 </code> || |- | hitEffect || Effect || <code> hitSquaresColor </code> || |- | waveEffect || Effect || <code> pointShockwave </code> || |- | shapeRotateSpeed || float || <code> 1.0 </code> || |- | shapeRadius || float || <code> 6.0 </code> || |- | shapeSides || int || <code> 4 </code> || |} === ShrapnelBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | length || float || <code> 100.0 </code> || |- | width || float || <code> 20.0 </code> || |- | fromColor || Color || <code> ffffffff </code> || |- | toColor || Color || <code> a9d8ffff </code> || |- | hitLarge || boolean || <code> false </code> || |- | serrations || int || <code> 7 </code> || |- | serrationLenScl || float || <code> 10.0 </code> || |- | serrationWidth || float || <code> 4.0 </code> || |- | serrationSpacing || float || <code> 8.0 </code> || |- | serrationSpaceOffset || float || <code> 80.0 </code> || |- | serrationFadeOffset || float || <code> 0.5 </code> || |} === SingleBlockProducer === 继承自 [[#BlockProducer|BlockProducer]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | result || Block || <code> router </code> || |} === SolarFlare === 继承自 [[#Weather|Weather]]<br> === SolarGenerator === 继承自 [[#PowerGenerator|PowerGenerator]]<br> === SolidPump === 继承自 [[#Pump|Pump]]<br> Pump that makes liquid from solids and takes in power. Only works on solid floor blocks. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | result || Liquid || <code> water </code> || |- | updateEffect || Effect || <code> none </code> || |- | updateEffectChance || float || <code> 0.02 </code> || |- | rotateSpeed || float || <code> 1.0 </code> || |- | baseEfficiency || float || <code> 1.0 </code> || |- | attribute || Attribute || <code> </code> || Attribute that is checked when calculating output. |} === Sorter === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | invert || boolean || <code> false </code> || |} === SoundEffect === 继承自 [[#Effect|Effect]]<br> Plays a sound effect when created and simultaneously renders an effect. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | sound || Sound || <code> none </code> || |- | minPitch || float || <code> 0.8 </code> || |- | maxPitch || float || <code> 1.2 </code> || |- | minVolume || float || <code> 1.0 </code> || |- | maxVolume || float || <code> 1.0 </code> || |- | effect || Effect || <code> </code> || |} === SpaceLiquidBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | orbSize || float || <code> 5.5 </code> || |} === SpawnBlock === 继承自 [[#OverlayFloor|OverlayFloor]]<br> === SpawnDeathAbility === 继承自 [[#Ability|Ability]]<br> Spawns a certain amount of units upon death. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | unit || UnitType || <code> </code> || |- | amount || int || <code> 1 </code> || |- | randAmount || int || <code> 0 </code> || |- | spread || float || <code> 8.0 </code> || Random spread of units away from the spawned. |- | faceOutwards || boolean || <code> true </code> || If true, units spawned face outwards from the middle. |} === StackConveyor === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | glowAlpha || float || <code> 1.0 </code> || |- | glowColor || Color || <code> feb380ff </code> || |- | baseEfficiency || float || <code> 0.0 </code> || |- | speed || float || <code> 0.0 </code> || |- | outputRouter || boolean || <code> true </code> || |- | recharge || float || <code> 2.0 </code> || (minimum) amount of loading docks needed to fill a line. |- | loadEffect || Effect || <code> conveyorPoof </code> || |- | unloadEffect || Effect || <code> conveyorPoof </code> || |} === StackRouter === 继承自 [[#DuctRouter|DuctRouter]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | baseEfficiency || float || <code> 0.0 </code> || |- | glowAlpha || float || <code> 1.0 </code> || |- | glowColor || Color || <code> feb380ff </code> || |} === StaticTree === 继承自 [[#StaticWall|StaticWall]]<br> === StaticWall === 继承自 [[#Prop|Prop]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | autotile || boolean || <code> false </code> || If true, this wall uses autotiling; variants are not supported. See https://github.com/GglLfr/tile-gen |- | autotileMidVariants || int || <code> 1 </code> || If >1, the middle region of the autotile has random variants. |} === StatusEffect === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | damageMultiplier || float || <code> 1.0 </code> || Damage dealt by the unit with the effect. |- | healthMultiplier || float || <code> 1.0 </code> || Unit health multiplier. |- | speedMultiplier || float || <code> 1.0 </code> || Unit speed multiplier. |- | reloadMultiplier || float || <code> 1.0 </code> || Unit reload multiplier. |- | buildSpeedMultiplier || float || <code> 1.0 </code> || Unit build speed multiplier. |- | dragMultiplier || float || <code> 1.0 </code> || Unit drag multiplier. |- | transitionDamage || float || <code> 0.0 </code> || Damage dealt upon transition to an affinity. |- | disarm || boolean || <code> false </code> || Unit weapon(s) disabled. |- | damage || float || <code> 0.0 </code> || Damage per frame. |- | intervalDamageTime || float || <code> 0.0 </code> || Spacing (in ticks) between interval damage. <=0 to disable. |- | intervalDamage || float || <code> 0.0 </code> || Damage dealt by interval damage. |- | intervalDamagePierce || boolean || <code> false </code> || If true, interval damage is armor piercing. |- | effectChance || float || <code> 0.15 </code> || Chance of effect appearing. |- | parentizeEffect || boolean || <code> false </code> || Should the effect be given a parent. |- | permanent || boolean || <code> false </code> || If true, the effect never disappears. |- | reactive || boolean || <code> false </code> || If true, this effect will only react with other effects and cannot be applied. |- | dynamic || boolean || <code> false </code> || Special flag for the dynamic effect type with custom stats - do not use. |- | show || boolean || <code> true </code> || Whether to show this effect in the database. |- | color || Color || <code> ffffffff </code> || Tint color of effect. |- | effect || Effect || <code> none </code> || Effect that happens randomly on top of the affected unit. |- | applyEffect || Effect || <code> none </code> || Effect that is displayed once when applied to a unit. |- | applyExtend || boolean || <code> false </code> || Whether the apply effect should display even if effect is already on the unit. |- | applyColor || Color || <code> ffffffff </code> || Tint color of apply effect. |- | parentizeApplyEffect || boolean || <code> false </code> || Should the apply effect be given a parent. |- | outline || boolean || <code> true </code> || Set to false to disable outline generation. |} === StatusFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | duration || float || <code> 60 </code> || |- | reload || float || <code> 100 </code> || |- | range || float || <code> 20 </code> || |- | onShoot || boolean || <code> false </code> || |- | applyEffect || Effect || <code> none </code> || |- | activeEffect || Effect || <code> overdriveWave </code> || |- | effectX || float || <code> </code> || |- | effectY || float || <code> </code> || |- | parentizeEffects || boolean || <code> </code> || |- | effectSizeParam || boolean || <code> true </code> || |- | color || Color || <code> accent </code> || |} === SteamVent === 继承自 [[#Floor|Floor]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | parent || Block || <code> air </code> || |- | effect || Effect || <code> ventSteam </code> || |- | effectColor || Color || <code> 6b4e4eff </code> || |- | effectSpacing || float || <code> 15.0 </code> || |} === StorageBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | coreMerge || boolean || <code> true </code> || |} === SuppressionFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | reload || float || <code> 90.0 </code> || |- | maxDelay || float || <code> 90.0 </code> || |- | range || float || <code> 200.0 </code> || |- | orbRadius || float || <code> 4.1 </code> || |- | orbMidScl || float || <code> 0.33 </code> || |- | orbSinScl || float || <code> 8.0 </code> || |- | orbSinMag || float || <code> 1.0 </code> || |- | color || Color || <code> a393feff </code> || |- | layer || float || <code> 110.0 </code> || |- | x || float || <code> 0.0 </code> || |- | y || float || <code> 0.0 </code> || |- | particles || int || <code> 15 </code> || |- | particleSize || float || <code> 4.0 </code> || |- | particleLen || float || <code> 7.0 </code> || |- | rotateScl || float || <code> 3.0 </code> || |- | particleLife || float || <code> 110.0 </code> || |- | active || boolean || <code> true </code> || |- | particleColor || Color || <code> 665c9fff </code> || |- | effectColor || Color || <code> bf92f9ff </code> || |- | applyParticleChance || float || <code> 13.0 </code> || |} === SwitchBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | clickSound || Sound || <code> click </code> || |} === TallBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shadowOffset || float || <code> -3.0 </code> || |- | layer || float || <code> 71.0 </code> || |- | shadowLayer || float || <code> 69.0 </code> || |- | rotationRand || float || <code> 20.0 </code> || |- | shadowAlpha || float || <code> 0.6 </code> || |} === TankUnitType === 继承自 [[#ErekirUnitType|ErekirUnitType]]<br> === TeamEntry === 继承自 [[#UnlockableContent|UnlockableContent]]<br> === ThermalGenerator === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | generateEffect || Effect || <code> none </code> || |- | effectChance || float || <code> 0.05 </code> || |- | minEfficiency || float || <code> 0.0 </code> || |- | displayEfficiencyScale || float || <code> 1.0 </code> || |- | displayEfficiency || boolean || <code> true </code> || |- | outputLiquid || LiquidStack || <code> </code> || |- | attribute || Attribute || <code> heat </code> || |} === Thruster === 继承自 [[#Wall|Wall]]<br> === TileableLogicDisplay === 继承自 [[#LogicDisplay|LogicDisplay]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxDisplayDimensions || int || <code> 16 </code> || |- | frameSize || int || <code> 6 </code> || |} === TractorBeamTurret === 继承自 [[#BaseTurret|BaseTurret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | retargetTime || float || <code> 5.0 </code> || |- | shootCone || float || <code> 6.0 </code> || |- | shootLength || float || <code> 5.0 </code> || |- | laserWidth || float || <code> 0.6 </code> || |- | force || float || <code> 0.3 </code> || |- | scaledForce || float || <code> 0.0 </code> || |- | damage || float || <code> 0.0 </code> || |- | targetAir || boolean || <code> true </code> || |- | targetGround || boolean || <code> false </code> || |- | laserColor || Color || <code> ffffffff </code> || |- | statusDuration || float || <code> 300.0 </code> || |- | shootSound || Sound || <code> beamParallax </code> || |- | shootSoundVolume || float || <code> 0.9 </code> || |} === TreeBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shadowOffset || float || <code> -4.0 </code> || |} === Turret === 继承自 [[#ReloadTurret|ReloadTurret]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | targetInterval || float || <code> 20.0 </code> || Ticks between attempt at finding a target. |- | newTargetInterval || float || <code> -1.0 </code> || Target interval for when this turret already has a valid target. -1 = targetInterval |- | maxAmmo || int || <code> 30 </code> || Maximum ammo units stored. |- | ammoPerShot || int || <code> 1 </code> || Ammo units used per shot. |- | consumeAmmoOnce || boolean || <code> true </code> || If true, ammo is only consumed once per shot regardless of bullet count. |- | heatRequirement || float || <code> -1.0 </code> || Minimum input heat required to fire. |- | maxHeatEfficiency || float || <code> 3.0 </code> || Maximum efficiency possible, if this turret uses heat. |- | inaccuracy || float || <code> 0.0 </code> || Bullet angle randomness in degrees. |- | velocityRnd || float || <code> 0.0 </code> || Fraction of bullet velocity that is random. |- | scaleLifetimeOffset || float || <code> 0.0 </code> || Fraction of lifetime that is added to bullets with lifeScale. |- | shootCone || float || <code> 8.0 </code> || Maximum angle difference in degrees at which turret will still try to shoot. |- | shootX || float || <code> 0.0 </code> || Turret shoot point. |- | shootY || float || <code> -Infinity </code> || Turret shoot point. |- | xRand || float || <code> 0.0 </code> || Random spread on the X axis. |- | drawMinRange || boolean || <code> false </code> || If true, a range ring is also drawn for minRange. |- | trackingRange || float || <code> 0.0 </code> || Range at which it finds and locks on to the target, but does not shoot. |- | minRange || float || <code> 0.0 </code> || Minimum bullet range. Used for artillery only. |- | minWarmup || float || <code> 0.0 </code> || Minimum warmup needed to fire. |- | accurateDelay || boolean || <code> true </code> || If true, this turret will accurately target moving targets with respect to shoot.firstShotDelay. |- | moveWhileCharging || boolean || <code> true </code> || If false, this turret can't move while charging. |- | reloadWhileCharging || boolean || <code> true </code> || If false, this turret can't reload while charging |- | warmupMaintainTime || float || <code> 0.0 </code> || How long warmup is maintained even if this turret isn't shooting. |- | shoot || ShootPattern || <code> new ShootPattern() </code> || pattern used for bullets |- | targetAir || boolean || <code> true </code> || If true, this block targets air units. |- | targetGround || boolean || <code> true </code> || If true, this block targets ground units and structures. |- | targetBlocks || boolean || <code> true </code> || If true, this block targets blocks. |- | targetHealing || boolean || <code> false </code> || If true, this block targets friend blocks, to heal them. |- | playerControllable || boolean || <code> true </code> || If true, this turret can be controlled by players. |- | displayAmmoMultiplier || boolean || <code> true </code> || If true, this block will display ammo multipliers in its stats (irrelevant for certain types of turrets). |- | targetUnderBlocks || boolean || <code> true </code> || If false, 'under' blocks like conveyors are not targeted. |- | alwaysShooting || boolean || <code> false </code> || If true, the turret will always shoot when it has ammo, regardless of targets in range or any control. |- | predictTarget || boolean || <code> true </code> || Whether this turret predicts unit movement. |- | unitSort || Sortf || <code> closest </code> || Function for choosing which unit to target. |- | heatColor || Color || <code> ab3400ff </code> || Color of heat region drawn on top (if found) |- | shootEffect || Effect || <code> </code> || Optional override for all shoot effects. |- | smokeEffect || Effect || <code> </code> || Optional override for all smoke effects. |- | ammoUseEffect || Effect || <code> none </code> || Effect created when ammo is used. Not optional. |- | shootSound || Sound || <code> shootDuo </code> || Sound emitted when a single bullet is shot. |- | shootSoundVolume || float || <code> 1.0 </code> || Volume of shooting sound. |- | chargeSound || Sound || <code> none </code> || Sound emitted when shoot.firstShotDelay is >0 and shooting begins. |- | loopSound || Sound || <code> none </code> || The sound that this block makes while active. One sound loop. Do not overuse. |- | loopSoundVolume || float || <code> 0.5 </code> || Active sound base volume. |- | soundPitchMin || float || <code> 0.9 </code> || Range for pitch of shoot sound. |- | soundPitchMax || float || <code> 1.1 </code> || Range for pitch of shoot sound. |- | ammoEjectBack || float || <code> 1.0 </code> || Backwards Y offset of ammo eject effect. |- | shootWarmupSpeed || float || <code> 0.1 </code> || Lerp speed of turret warmup. |- | linearWarmup || boolean || <code> false </code> || If true, turret warmup is linear instead of a curve. |- | recoil || float || <code> 1.0 </code> || Visual amount by which the turret recoils back per shot. |- | recoils || int || <code> -1 </code> || Number of additional counters for recoil. |- | recoilTime || float || <code> -1.0 </code> || ticks taken for turret to return to starting position in ticks. uses reload time by default |- | recoilPow || float || <code> 1.8 </code> || power curve applied to visual recoil |- | cooldownTime || float || <code> 20.0 </code> || ticks to cool down the heat region |- | elevation || float || <code> -1.0 </code> || Visual elevation of turret shadow, -1 to use defaults. |- | shake || float || <code> 0.0 </code> || How much the screen shakes per shot. |- | drawer || DrawBlock || <code> new DrawTurret() </code> || Defines drawing behavior for this turret. |} === UnitAssembler === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | areaSize || int || <code> 11 </code> || |- | droneType || UnitType || <code> assemblyDrone </code> || |- | dronesCreated || int || <code> 4 </code> || |- | droneConstructTime || float || <code> 240.0 </code> || |- | capacities || int[] || <code> [] </code> || |- | plans || Seq<AssemblerUnitPlan> || <code> [] </code> || |- | createSound || Sound || <code> unitCreateBig </code> || |- | createSoundVolume || float || <code> 1.0 </code> || |} === UnitAssemblerModule === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | tier || int || <code> 1 </code> || |} === UnitBlock === 继承自 [[#PayloadBlock|PayloadBlock]]<br> === UnitCargoLoader === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | unitType || UnitType || <code> manifold </code> || |- | unitBuildTime || float || <code> 480.0 </code> || |- | polyStroke || float || <code> 1.8 </code> || |- | polyRadius || float || <code> 8.0 </code> || |- | polySides || int || <code> 6 </code> || |- | polyRotateSpeed || float || <code> 1.0 </code> || |- | polyColor || Color || <code> ffd37fff </code> || |} === UnitCargoUnloadPoint === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | staleTimeDuration || float || <code> 360.0 </code> || If a block is full for this amount of time, it will not be flown to anymore. |} === UnitCommand === 继承自 [[#MappableContent|MappableContent]]<br> Defines a pattern of behavior that an RTS-controlled unit should follow. Shows up in the command UI. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | switchToMove || boolean || <code> true </code> || If true, this unit will automatically switch away to the move command when given a position. |- | drawTarget || boolean || <code> false </code> || Whether to draw the movement/attack target. |- | resetTarget || boolean || <code> true </code> || Whether to reset targets when switching to or from this command. |- | snapToBuilding || boolean || <code> false </code> || Whether to snap the command destination to ally buildings. |- | exactArrival || boolean || <code> false </code> || |- | refreshOnSelect || boolean || <code> false </code> || If true, this command refreshes the list of stances when selected TODO: do not use, this will likely be removed later! |} === UnitFactory === 继承自 [[#UnitBlock|UnitBlock]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | capacities || int[] || <code> [] </code> || |- | plans || Seq<UnitPlan> || <code> [] </code> || |- | createSound || Sound || <code> unitCreate </code> || |- | createSoundVolume || float || <code> 1.0 </code> || |} === UnitSpawnAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | unit || UnitType || <code> </code> || |- | spawnTime || float || <code> 60.0 </code> || |- | spawnX || float || <code> 0.0 </code> || |- | spawnY || float || <code> 0.0 </code> || |- | spawnEffect || Effect || <code> spawn </code> || |- | parentizeEffects || boolean || <code> false </code> || |} === UnitStance === 继承自 [[#MappableContent|MappableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | icon || String || <code> </code> || Name of UI icon (from Icon class). |- | incompatibleStances || Seq<UnitStance> || <code> new Seq<>() </code> || Stances that are mutually exclusive to this stance. This is used for convenience, for writing only! |- | toggle || boolean || <code> true </code> || If true, this stance can be toggled on or off. |} === UnitType === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | envRequired || int || <code> 0 </code> || Environmental flags that are *all* required for this unit to function. 0 = any environment |- | envEnabled || int || <code> 1 </code> || The environment flags that this unit can function in. If the env matches any of these, it will be enabled. |- | envDisabled || int || <code> 16 </code> || The environment flags that this unit *cannot* function in. If the env matches any of these, it will explode or be disabled. |- | speed || float || <code> 1.1 </code> || movement speed (world units/t) |- | boostMultiplier || float || <code> 1.0 </code> || multiplier for speed when boosting |- | floorMultiplier || float || <code> 1.0 </code> || how affected this unit is by terrain |- | rotateSpeed || float || <code> 5.0 </code> || body rotation speed in degrees/t |- | baseRotateSpeed || float || <code> 5.0 </code> || mech base rotation speed in degrees/t |- | drag || float || <code> 0.3 </code> || movement drag as fraction |- | accel || float || <code> 0.5 </code> || acceleration as fraction of speed |- | hitSize || float || <code> 6.0 </code> || size of one side of the hitbox square |- | deathShake || float || <code> -1.0 </code> || shake on unit death |- | stepShake || float || <code> -1.0 </code> || shake on each step for leg/mech units |- | rippleScale || float || <code> 1.0 </code> || ripple / dust size for legged units |- | riseSpeed || float || <code> 0.08 </code> || boosting rise speed as fraction |- | descentSpeed || float || <code> 08 </code> || boosting descent speed as fraction |- | fallSpeed || float || <code> 0.018 </code> || how fast this unit falls upon death |- | missileAccelTime || float || <code> 0.0 </code> || how many ticks it takes this missile to accelerate to full speed |- | health || float || <code> 200.0 </code> || raw health amount |- | armor || float || <code> 0.0 </code> || incoming damage is reduced by this amount |- | range || float || <code> -1.0 </code> || minimum range of any weapon; used for approaching targets. can be overridden by setting a value > 0. |- | maxRange || float || <code> -1.0 </code> || maximum range of any weapon |- | mineRange || float || <code> 70.0 </code> || range at which this unit can mine ores |- | buildRange || float || <code> 220.0 </code> || range at which this unit can build |- | circleTargetRadius || float || <code> 80.0 </code> || radius for circleTarget, if true |- | crashDamageMultiplier || float || <code> 1.0 </code> || multiplier for damage this (flying) unit deals when crashing on enemy things |- | wreckHealthMultiplier || float || <code> 0.25 </code> || multiplier for health that this flying unit has for its wreck, based on its max health. |- | dpsEstimate || float || <code> -1.0 </code> || a VERY ROUGH estimate of unit DPS; initialized in init() |- | clipSize || float || <code> -1.0 </code> || graphics clipping size; <0 to calculate automatically |- | drownTimeMultiplier || float || <code> 1.0 </code> || multiplier for how slowly this unit drowns - higher numbers, slower drowning. |- | strafePenalty || float || <code> 0.5 </code> || fractional movement speed penalty for this unit when it is moving in the opposite direction that it is facing |- | researchCostMultiplier || float || <code> 50.0 </code> || multiplier for cost of research in tech tree |- | groundLayer || float || <code> 60.0 </code> || for ground units, the layer upon which this unit is drawn |- | flyingLayer || float || <code> -1.0 </code> || For units that fly, the layer upon which this unit is drawn. If no value is set, defaults to Layer.flyingUnitLow or Layer.flyingUnit depending on lowAltitude |- | payloadCapacity || float || <code> 8.0 </code> || Payload capacity of this unit in world units^2 |- | buildSpeed || float || <code> -1.0 </code> || building speed multiplier; <0 to disable. |- | aimDst || float || <code> -1.0 </code> || Minimum distance from this unit that weapons can target. Prevents units from firing "inside" the unit. |- | buildBeamOffset || float || <code> 3.8 </code> || Visual offset of the build beam from the front. |- | mineBeamOffset || float || <code> -Infinity </code> || Visual offset of the mining beam from the front. Defaults to half the hitsize. |- | targetPriority || float || <code> 0.0 </code> || WIP: Units of low priority will always be ignored in favor of those with higher priority, regardless of distance. |- | shadowElevation || float || <code> -1.0 </code> || Elevation of shadow drawn under this (ground) unit. Visual only. |- | shadowElevationScl || float || <code> 1.0 </code> || Scale for length of shadow drawn under this unit. Does nothing if this unit has no shadow. |- | engineOffset || float || <code> 5.0 </code> || backwards engine offset from center of unit |- | engineSize || float || <code> 2.5 </code> || main engine radius |- | engineLayer || float || <code> -1.0 </code> || layer of all engines (<0 for default) |- | itemOffsetY || float || <code> 3.0 </code> || visual backwards offset of items on unit |- | lightRadius || float || <code> -1.0 </code> || radius of light emitted, <0 for default |- | lightOpacity || float || <code> 0.6 </code> || light color opacity |- | softShadowScl || float || <code> 1.0 </code> || scale of soft shadow - its size is calculated based off of region size |- | fogRadius || float || <code> -1.0 </code> || fog view radius in tiles. <0 for automatic radius. |- | waveTrailX || float || <code> 4.0 </code> || horizontal offset of wave trail in naval units |- | waveTrailY || float || <code> -3.0 </code> || vertical offset of wave trail in naval units |- | trailScl || float || <code> 1.0 </code> || width of all trails (including naval ones) |- | isEnemy || boolean || <code> true </code> || if true, this unit counts as an enemy in the wave counter (usually false for support-only units) |- | flying || boolean || <code> false </code> || if true, the unit is always at elevation 1 |- | wobble || boolean || <code> true </code> || whether this flying unit should wobble around |- | targetAir || boolean || <code> true </code> || whether this unit tries to attack air units |- | targetGround || boolean || <code> true </code> || whether this unit tries to attack ground units |- | faceTarget || boolean || <code> true </code> || if true, this unit will attempt to face its target when shooting/aiming at it |- | circleTarget || boolean || <code> false </code> || AI flag: if true, this flying unit circles around its target like a bomber |- | autoDropBombs || boolean || <code> false </code> || AI flag: if true, this unit will drop bombs under itself even when it is not next to its 'real' target. used for carpet bombers |- | targetBuildingsMobile || boolean || <code> true </code> || For the mobile version only: If false, this unit will not auto-target buildings to attach when a player controls it. |- | canBoost || boolean || <code> false </code> || if true, this unit can boost into the air if a player/processors controls it |- | boostWhenBuilding || boolean || <code> true </code> || if true, this unit will always boost when using builder AI |- | boostWhenMining || boolean || <code> true </code> || if true, this unit will always boost when using miner AI |- | logicControllable || boolean || <code> true </code> || if false, logic processors cannot control this unit |- | playerControllable || boolean || <code> true </code> || if false, players cannot control this unit |- | controlSelectGlobal || boolean || <code> true </code> || If true, the unit can be selected with the global selection hotkey (shift+g). |- | allowedInPayloads || boolean || <code> true </code> || if false, this unit cannot be moved into payloads |- | hittable || boolean || <code> true </code> || if false, this unit cannot be hit by bullets or explosions |- | killable || boolean || <code> true </code> || if false, this unit does not take damage and cannot be kill() / destroy()-ed. |- | targetable || boolean || <code> true </code> || if false, this unit is not targeted by anything. |- | vulnerableWithPayloads || boolean || <code> false </code> || if true, this unit can be hit/targeted when it has payloads (assuming hittable/targetable is false) |- | pickupUnits || boolean || <code> true </code> || if true, this payload unit can pick up units |- | physics || boolean || <code> true </code> || if false, this unit does not physically collide with others. |- | canDrown || boolean || <code> true </code> || if true, this ground unit will drown in deep liquids. |- | useUnitCap || boolean || <code> true </code> || if false, this unit ignores the unit cap and can be spawned infinitely |- | coreUnitDock || boolean || <code> false </code> || if true, this core unit will "dock" to other units, making it re-appear when "undocking". |- | createWreck || boolean || <code> true </code> || if false, no falling "corpse" is created when this unit dies. |- | createScorch || boolean || <code> true </code> || if false, no scorch marks are created when this unit dies |- | lowAltitude || boolean || <code> false </code> || if true, this unit will be drawn under effects/bullets; this is a visual change only. |- | rotateToBuilding || boolean || <code> true </code> || if true, this unit will look at whatever it is building |- | allowLegStep || boolean || <code> false </code> || if true and this is a legged unit, this unit can walk over blocks. |- | legPhysicsLayer || boolean || <code> true </code> || for legged units, setting this to false forces it to be on the ground physics layer. |- | hovering || boolean || <code> false </code> || if true, this unit will not be affected by the floor under it. |- | omniMovement || boolean || <code> true </code> || if true, this unit can move in any direction regardless of rotation. if false, this unit can only move in the direction it is facing. |- | rotateMoveFirst || boolean || <code> false </code> || if true, the unit faces its moving direction before actually moving. |- | healFlash || boolean || <code> true </code> || if true, this unit flashes when being healed |- | canHeal || boolean || <code> false </code> || whether the unit can heal blocks. Initialized in init() |- | singleTarget || boolean || <code> false </code> || if true, all weapons will attack the same target. |- | forceMultiTarget || boolean || <code> false </code> || if true, this unit will be able to have multiple targets, even if it only has one mirrored weapon. |- | canAttack || boolean || <code> true </code> || if false, this unit has no weapons that can attack. |- | hidden || boolean || <code> false </code> || if true, this unit won't show up in the database or various other UIs. |- | internal || boolean || <code> false </code> || if true, this unit is for internal use only and does not have a sprite generated. |- | internalGenerateSprites || boolean || <code> false </code> || For certain units, generating sprites is still necessary, despite being internal. |- | bounded || boolean || <code> true </code> || If false, this unit is not pushed away from map edges. |- | naval || boolean || <code> false </code> || if true, this unit is detected as naval - do NOT assign this manually! Initialized in init() |- | autoFindTarget || boolean || <code> true </code> || if false, RTS AI controlled units do not automatically attack things while moving. This is automatically assigned. |- | targetUnderBlocks || boolean || <code> true </code> || If false, 'under' blocks like conveyors are not targeted. |- | alwaysShootWhenMoving || boolean || <code> false </code> || if true, this unit will always shoot while moving regardless of slowdown |- | hoverable || boolean || <code> true </code> || whether this unit has a hover tooltip |- | alwaysCreateOutline || boolean || <code> false </code> || if true, this modded unit always has a -outline region generated for its base. Normally, outlines are ignored if there are no top = false weapons. |- | generateFullIcon || boolean || <code> true </code> || for vanilla content only - if false, skips the full icon generation step. |- | squareShape || boolean || <code> false </code> || if true, this unit has a square shadow. |- | drawBuildBeam || boolean || <code> true </code> || if true, this unit will draw its building beam towards blocks. |- | drawMineBeam || boolean || <code> true </code> || if true, this unit will draw its mining beam towards blocks |- | drawCell || boolean || <code> true </code> || if false, the team indicator/cell is not drawn. |- | drawItems || boolean || <code> true </code> || if false, carried items are not drawn. |- | drawShields || boolean || <code> true </code> || if false, the unit shield (usually seen in waves) is not drawn. |- | drawBody || boolean || <code> true </code> || if false, the unit body is not drawn. |- | drawSoftShadow || boolean || <code> true </code> || if false, the soft shadow is not drawn. |- | drawMinimap || boolean || <code> true </code> || if false, the unit is not drawn on the minimap. |- | abilities || Seq<Ability> || <code> [] </code> || list of "abilities", which are various behaviors that update each frame |- | weapons || Seq<Weapon> || <code> [] </code> || All weapons that this unit will shoot with. |- | healColor || Color || <code> 98ffa9ff </code> || color that this unit flashes when getting healed (if healFlash is true) |- | lightColor || Color || <code> fbd367ff </code> || Color of light that this unit produces when lighting is enabled in the map. |- | shieldColor || Color || <code> </code> || override for unit shield colour. |- | deathSound || Sound || <code> unset </code> || sound played when this unit explodes (*not* when it is shot down) |- | deathSoundVolume || float || <code> 1.0 </code> || volume of death sound |- | wreckSound || Sound || <code> unset </code> || sound played when the unit wreck is shot down |- | wreckSoundVolume || float || <code> 1.0 </code> || volume of wreck falling sound |- | loopSound || Sound || <code> none </code> || sound played on loop when this unit is around. |- | loopSoundVolume || float || <code> 0.5 </code> || volume of loop sound |- | stepSound || Sound || <code> mechStepSmall </code> || sound played when this mech/insect unit does a step |- | stepSoundVolume || float || <code> 0.5 </code> || volume of step sound |- | stepSoundPitch || float || <code> 1.0 </code> || base pitch of step sound |- | stepSoundPitchRange || float || <code> 0.1 </code> || base pitch of step sound |- | tankMoveSound || Sound || <code> tankMove </code> || sound looped when tank moves |- | moveSound || Sound || <code> none </code> || sound looped when the unit moves; volume depends on velocity |- | moveSoundVolume || float || <code> 1.0 </code> || volume of movement sound |- | moveSoundPitchMin || float || <code> 1.0 </code> || pitch of movement sound based on velocity |- | moveSoundPitchMax || float || <code> 1.0 </code> || pitch of movement sound based on velocity |- | tankMoveVolume || float || <code> 0.5 </code> || volume of tank move sfx |- | fallEffect || Effect || <code> fallSmoke </code> || effect that this unit emits when falling |- | fallEngineEffect || Effect || <code> fallSmoke </code> || effect created at engine when unit falls. |- | deathExplosionEffect || Effect || <code> dynamicExplosion </code> || effect created when this unit dies |- | treadEffect || Effect || <code> </code> || optional effect created when this tank moves |- | parts || Seq<DrawPart> || <code> [] </code> || extra (usually animated) visual parts |- | useEngineElevation || boolean || <code> true </code> || if false, the thruster is always displayed at its normal size regardless of elevation |- | engineColor || Color || <code> null </code> || override for all engine colors |- | engineColorInner || Color || <code> ffffffff </code> || color for inner portions of engines |- | trailLength || int || <code> 0 </code> || length of engine trail (if flying) or wave trail (if naval) |- | trailColor || Color || <code> </code> || override for engine trail color |- | flowfieldPathType || int || <code> -1 </code> || Cost type ID for flow field/enemy AI pathfinding. |- | pathCostId || int || <code> 0 </code> || ID for path cost, to be used in the control path finder. This is the value that actually matters; do not assign manually. Set in init(). |- | sample || Unit || <code> </code> || A sample of the unit that this type creates. Do not modify! |- | targetFlags || BlockFlag[] || <code> [core] </code> || Flags to target based on priority. Null indicates that the closest target should be found. The closest enemy core is used as a fallback. |- | allowChangeCommands || boolean || <code> true </code> || A value of false is used to hide command changing UI in unit factories. |- | commands || Seq<UnitCommand> || <code> [] </code> || Commands available to this unit through RTS controls. An empty array means commands will be assigned based on unit capabilities in init(). |- | defaultCommand || UnitCommand || <code> </code> || Command to assign to this unit upon creation. Null indicates the first command in the array. |- | stances || Seq<UnitStance> || <code> [] </code> || Stances this unit can have. An empty array means stances will be assigned based on unit capabilities in init(). |- | outlineColor || Color || <code> 565666ff </code> || color for outline generated around sprites |- | outlineRadius || int || <code> 3 </code> || thickness for sprite outline |- | outlines || boolean || <code> true </code> || if false, no sprite outlines are generated |- | itemCapacity || int || <code> -1 </code> || amount of items this unit can carry; <0 to determine based on hitSize. |- | ammoCapacity || int || <code> -1 </code> || amount of ammo this unit can hold (if the rule is enabled); <0 to determine based on weapon fire rate. |- | ammoType || AmmoType || <code> copper) </code> || ammo this unit uses, if that system is enabled. |- | mineTier || int || <code> -1 </code> || max hardness of ore that this unit can mine (<0 to disable) |- | mineSpeed || float || <code> 1.0 </code> || mining speed in weird arbitrary units |- | mineWalls || boolean || <code> false </code> || whether this unit can mine ores from floors/walls, respectively |- | mineFloor || boolean || <code> true </code> || whether this unit can mine ores from floors/walls, respectively |- | mineHardnessScaling || boolean || <code> true </code> || if true, harder materials will take longer to mine |- | mineSound || Sound || <code> loopMineBeam </code> || continuous sound emitted when mining. |- | mineSoundVolume || float || <code> 0.6 </code> || volume of mining sound. |- | mineItems || Seq<Item> || <code> [铜铅钛钍] </code> || Target items to mine. Used in MinerAI |- | legCount || int || <code> 4 </code> || number of legs this unit has (must have the correct type to function!) |- | legGroupSize || int || <code> 2 </code> || size of groups in which legs move. for example, insects (6 legs) usually move legs in groups of 3. |- | legLength || float || <code> 10.0 </code> || total length of a leg (both segments) |- | legSpeed || float || <code> 0.1 </code> || how fast individual legs move towards their destination (non-linear) |- | legForwardScl || float || <code> 1.0 </code> || scale for how far in front (relative to unit velocity) legs try to place themselves; if legs lag behind a unit, increase this number |- | legBaseOffset || float || <code> 0.0 </code> || leg offset from the center of the unit |- | legMoveSpace || float || <code> 1.0 </code> || scaling for space between leg movements |- | legExtension || float || <code> 0.0 </code> || for legs without "joints", this is how much the second leg sprite is moved "back" by, so it covers the joint region (it's hard to explain without an image) |- | legPairOffset || float || <code> 0.0 </code> || Higher values of this field make groups of legs move less in-sync with each other. |- | legLengthScl || float || <code> 1.0 </code> || scaling for how far away legs *try* to be from the body (not their actual length); e.g. if set to 0.5, legs will appear somewhat folded |- | legStraightLength || float || <code> 1.0 </code> || if legStraightness > 0, this is the scale for how far away legs are from the body horizontally |- | legMaxLength || float || <code> 1.75 </code> || maximum length of an individual leg as fraction of real length |- | legMinLength || float || <code> 0.0 </code> || minimum length of an individual leg as fraction of real length |- | legSplashDamage || float || <code> 0.0 </code> || splash damage dealt when a leg touches the ground |- | legSplashRange || float || <code> 5.0 </code> || splash damage radius of legs |- | baseLegStraightness || float || <code> 0.0 </code> || how straight the leg base/origin is (0 = circular, 1 = line) |- | legStraightness || float || <code> 0.0 </code> || how straight the leg outward angles are (0 = circular, 1 = horizontal line) |- | legBaseUnder || boolean || <code> false </code> || If true, the base (further away) leg region is drawn under instead of over. |- | lockLegBase || boolean || <code> false </code> || If true, legs are locked to the base of the unit instead of being on an implicit rotating "mount". |- | legContinuousMove || boolean || <code> false </code> || If true, legs always try to move around even when the unit is not moving (leads to more natural behavior) |- | flipBackLegs || boolean || <code> true </code> || TODO neither of these appear to do much |- | flipLegSide || boolean || <code> false </code> || TODO neither of these appear to do much |- | emitWalkSound || boolean || <code> true </code> || Whether to emit a splashing noise in water. |- | emitWalkEffect || boolean || <code> true </code> || Whether to emit a splashing effect in water (fasle implies emitWalkSound false). |- | mechLandShake || float || <code> 0.0 </code> || screen shake amount for when this mech lands after boosting |- | mechSideSway || float || <code> 0.54 </code> || parameters for mech swaying animation |- | mechFrontSway || float || <code> 0.1 </code> || parameters for mech swaying animation |- | mechStride || float || <code> -1.0 </code> || parameters for mech swaying animation |- | mechStepParticles || boolean || <code> false </code> || whether particles are created when this mech takes a step |- | mechLegColor || Color || <code> 6e7080ff </code> || color that legs change to when moving, to simulate depth |- | treadFrames || int || <code> 18 </code> || number of frames of movement in a tread |- | treadPullOffset || int || <code> 0 </code> || how much of a top part of a tread sprite is "cut off" relative to the pattern; this is corrected for |- | crushFragile || boolean || <code> false </code> || if true, 'fragile' blocks will instantly be crushed in a 1x1 area around the tank |- | segments || int || <code> 0 </code> || number of independent segments |- | segmentUnits || int || <code> 1 </code> || TODO wave support - for multi-unit segmented units, this is the number of independent units that are spawned |- | segmentUnit || UnitType || <code> </code> || unit spawned in segments; if null, the same unit is used |- | segmentEndUnit || UnitType || <code> </code> || unit spawned at the end; if null, the segment unit is used |- | segmentLayerOrder || boolean || <code> true </code> || true - parent segments are on higher layers; false - parent segments are on lower layers than head |- | segmentMag || float || <code> 2.0 </code> || magnitude of sine offset between segments |- | segmentScl || float || <code> 4.0 </code> || scale of sine offset between segments |- | segmentPhase || float || <code> 5.0 </code> || index multiplier of sine offset between segments |- | segmentRotSpeed || float || <code> 1.0 </code> || how fast each segment moves towards the next one |- | segmentMaxRot || float || <code> 30.0 </code> || maximum difference between segment angles |- | segmentSpacing || float || <code> -1.0 </code> || spacing between separate unit segments (only used for multi-unit worms) |- | segmentRotationRange || float || <code> 80.0 </code> || rotation between segments is clamped to this range |- | crawlSlowdown || float || <code> 0.5 </code> || speed multiplier this unit will have when crawlSlowdownFrac is met. |- | crushDamage || float || <code> 0.0 </code> || damage dealt to blocks under this tank/crawler every frame. |- | crawlSlowdownFrac || float || <code> 0.55 </code> || the fraction of solids under this block necessary for it to reach crawlSlowdown. |- | lifetime || float || <code> 300.0 </code> || lifetime of this missile. |- | homingDelay || float || <code> 10.0 </code> || ticks that must pass before this missile starts homing. |} === Unloader === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || <code> 1.0 </code> || |- | allowCoreUnload || boolean || <code> true </code> || |} === UnlockableContent === 继承自 [[#MappableContent|MappableContent]]<br> Base interface for an unlockable content type. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | localizedName || String || <code> </code> || Localized, formal name. Never null. Set to internal name if not found in bundle. |- | description || String || <code> </code> || Localized description & details. May be null. |- | details || String || <code> </code> || Localized description & details. May be null. |- | credit || String || <code> </code> || Localized description & details. May be null. |- | alwaysUnlocked || boolean || <code> false </code> || Whether this content is always unlocked in the tech tree. |- | inlineDescription || boolean || <code> true </code> || Whether to show the description in the research dialog preview. |- | hideDetails || boolean || <code> true </code> || Whether details are hidden in custom games if this hasn't been unlocked in campaign mode. |- | hideDatabase || boolean || <code> false </code> || Whether this is hidden from the Core Database. |- | generateIcons || boolean || <code> true </code> || If false, all icon generation is disabled for this content; createIcons is not called. |- | selectionSize || float || <code> 24 </code> || How big the content appears in certain selection menus |- | fullOverride || String || <code> "" </code> || Override for the full icon. Useful for mod content with duplicate icons. Overrides any other full icon. |- | allDatabaseTabs || boolean || <code> false </code> || If true, this content will appear in all database tabs. |- | shownPlanets || ObjectSet<Planet> || <code> new ObjectSet<>() </code> || Planets that this content is made for. If empty, a planet is decided based on item requirements. Currently, this is only meaningful for blocks. |- | databaseCategory || String || <code> </code> || Content category. Defines the primary category of content classification in core database. For example, "block", "liquid", "unit". Uses getContentType().name() as a fallback when the value is null or empty. |- | databaseTag || String || <code> </code> || Category tags. Secondary category of content classification in core database. For example, "turret", "wall" under databaseCategory "block", "core-unit", "ground-unit" under databaseCategory "units". Uses "default" as a fallback when the value is null or empty. When using "default", no extra tag label are displayed. |} === VariableReactor === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxHeat || float || <code> 100.0 </code> || |- | unstableSpeed || float || <code> 0.0055555557 </code> || How quickly instability moves towards 1, per frame. |- | warmupSpeed || float || <code> 0.1 </code> || |- | effect || Effect || <code> fluxVapor </code> || |- | effectChance || float || <code> 0.05 </code> || |- | effectColor || Color || <code> ffdf9dff </code> || |- | flashThreshold || float || <code> 0.01 </code> || |- | flashAlpha || float || <code> 0.4 </code> || |- | flashSpeed || float || <code> 7.0 </code> || |- | flashColor1 || Color || <code> ff0000ff </code> || |- | flashColor2 || Color || <code> 89e8b6ff </code> || |} === Wall === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lightningChance || float || <code> -1.0 </code> || Lighting chance. -1 to disable |- | lightningDamage || float || <code> 20.0 </code> || |- | lightningLength || int || <code> 17 </code> || |- | lightningColor || Color || <code> f3e979ff </code> || |- | lightningSound || Sound || <code> shootArc </code> || |- | chanceDeflect || float || <code> -1.0 </code> || Bullet deflection chance. -1 to disable |- | flashHit || boolean || <code> false </code> || |- | flashColor || Color || <code> ffffffff </code> || |- | deflectSound || Sound || <code> none </code> || |} === WallCrafter === 继承自 [[#Block|Block]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drillTime || float || <code> 150.0 </code> || Time to produce one item at 100% efficiency. |- | liquidBoostIntensity || float || <code> 1.6 </code> || How many times faster the drill will progress when boosted by liquid. |- | updateEffect || Effect || <code> mineWallSmall </code> || Effect randomly played while drilling. |- | updateEffectChance || float || <code> 0.02 </code> || |- | rotateSpeed || float || <code> 2.0 </code> || |- | attribute || Attribute || <code> sand </code> || Attribute to check for wall output. |- | output || Item || <code> sand </code> || |- | boostItemUseTime || float || <code> 120.0 </code> || |- | itemBoostIntensity || float || <code> 1.6 </code> || How many times faster the drill will progress when boosted by items. Note: Using item and liquid boosters at once is not supported. |- | hasLiquidBooster || boolean || <code> false </code> || |} === WaveEffect === 继承自 [[#Effect|Effect]]<br> Effect that renders a basic shockwave. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | colorFrom || Color || <code> ffffffff </code> || |- | colorTo || Color || <code> ffffffff </code> || |- | lightColor || Color || <code> </code> || |- | sizeFrom || float || <code> 0.0 </code> || |- | sizeTo || float || <code> 100.0 </code> || |- | lightScl || float || <code> 3.0 </code> || |- | lightOpacity || float || <code> 0.8 </code> || |- | sides || int || <code> -1 </code> || |- | rotation || float || <code> 0.0 </code> || |- | strokeFrom || float || <code> 2.0 </code> || |- | strokeTo || float || <code> 0.0 </code> || |- | interp || Interp || <code> Interp.linear </code> || |- | lightInterp || Interp || <code> Interp.reverse </code> || |- | offsetX || float || <code> 0.0 </code> || |- | offsetY || float || <code> 0.0 </code> || |} === Weapon === 继承自 [[#Object|Object]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | name || String || <code> </code> || displayed weapon region |- | bullet || BulletType || <code> placeholder </code> || bullet shot |- | ejectEffect || Effect || <code> none </code> || shell ejection effect |- | display || boolean || <code> true </code> || whether weapon should appear in the stats of a unit with this weapon |- | useAmmo || boolean || <code> true </code> || whether to consume ammo when ammo is enabled in rules |- | mirror || boolean || <code> true </code> || whether to create a flipped copy of this weapon upon initialization. default: true |- | flipSprite || boolean || <code> false </code> || whether to flip the weapon's sprite when rendering. internal use only - do not set! |- | alternate || boolean || <code> true </code> || whether to shoot the weapons in different arms one after another, rather than all at once; only valid when mirror = true |- | rotate || boolean || <code> false </code> || whether to rotate toward the target independently of unit |- | showStatSprite || boolean || <code> true </code> || Whether to show the sprite of the weapon in the database. |- | baseRotation || float || <code> 0.0 </code> || rotation at which this weapon starts at. |- | top || boolean || <code> true </code> || whether to draw the outline on top. |- | continuous || boolean || <code> false </code> || whether to hold the bullet in place while firing; it will still require reload. |- | alwaysContinuous || boolean || <code> false </code> || whether this weapon uses continuous fire without reloading; implies continuous = true |- | aimChangeSpeed || float || <code> Infinity </code> || Speed at which the turret can change its bullet "aim" distance. This is only used for point laser bullets. |- | controllable || boolean || <code> true </code> || whether this weapon can be aimed manually by players |- | aiControllable || boolean || <code> true </code> || whether this weapon can be automatically aimed by the unit |- | alwaysShooting || boolean || <code> false </code> || whether this weapon is always shooting, regardless of targets ore cone |- | autoTarget || boolean || <code> false </code> || whether to automatically target relevant units in update(); only works when controllable = false. |- | predictTarget || boolean || <code> true </code> || whether to perform target trajectory prediction |- | useAttackRange || boolean || <code> true </code> || if true, this weapon is used for attack range calculations |- | targetInterval || float || <code> 40.0 </code> || ticks to wait in-between targets |- | targetSwitchInterval || float || <code> 70.0 </code> || ticks to wait in-between targets |- | rotateSpeed || float || <code> 20.0 </code> || rotation speed of weapon when rotation is enabled, in degrees/t |- | reload || float || <code> 1.0 </code> || weapon reload in frames |- | inaccuracy || float || <code> 0.0 </code> || inaccuracy of degrees of each shot |- | shake || float || <code> 0.0 </code> || intensity and duration of each shot's screen shake |- | recoil || float || <code> 1.5 </code> || visual weapon knockback. |- | recoils || int || <code> -1 </code> || Number of additional counters for recoil. |- | recoilTime || float || <code> -1.0 </code> || time taken for weapon to return to starting position in ticks. uses reload time by default |- | recoilPow || float || <code> 1.8 </code> || power curve applied to visual recoil |- | cooldownTime || float || <code> 20.0 </code> || ticks to cool down the heat region |- | shootX || float || <code> 0.0 </code> || projectile/effect offsets from center of weapon |- | shootY || float || <code> 3.0 </code> || projectile/effect offsets from center of weapon |- | x || float || <code> 5.0 </code> || offsets of weapon position on unit |- | y || float || <code> 0.0 </code> || offsets of weapon position on unit |- | xRand || float || <code> 0.0 </code> || Random spread on the X/Y axis. |- | yRand || float || <code> 0.0 </code> || Random spread on the X/Y axis. |- | shoot || ShootPattern || <code> new ShootPattern() </code> || pattern used for bullets |- | shadow || float || <code> -1.0 </code> || radius of shadow drawn under the weapon; <0 to disable |- | velocityRnd || float || <code> 0.0 </code> || fraction of velocity that is random |- | extraVelocity || float || <code> 0.0 </code> || extra velocity that is added as a fraction |- | shootCone || float || <code> 5.0 </code> || The half-radius of the cone in which shooting will start. |- | rotationLimit || float || <code> 361.0 </code> || Cone in which the weapon can rotate relative to its mount. |- | minWarmup || float || <code> 0.0 </code> || minimum weapon warmup before firing (this is not linear, do NOT use 1!) |- | shootWarmupSpeed || float || <code> 0.1 </code> || lerp speed for shoot warmup, only used for parts |- | smoothReloadSpeed || float || <code> 0.15 </code> || lerp speed for shoot warmup, only used for parts |- | linearWarmup || boolean || <code> false </code> || If true, shoot warmup is linear instead of a curve. |- | soundPitchMin || float || <code> 0.8 </code> || random sound pitch range |- | soundPitchMax || float || <code> 1.0 </code> || random sound pitch range |- | ignoreRotation || boolean || <code> false </code> || whether shooter rotation is ignored when shooting. |- | noAttack || boolean || <code> false </code> || If true, this weapon cannot be used to attack targets. |- | minShootVelocity || float || <code> -1.0 </code> || min velocity required for this weapon to shoot |- | parentizeEffects || boolean || <code> false </code> || should the shoot effects follow the unit (effects need followParent set to true for this to work) |- | otherSide || int || <code> -1 </code> || internal value used for alternation - do not change! |- | layerOffset || float || <code> 0.0 </code> || draw Z offset relative to the default value |- | activeSound || Sound || <code> none </code> || sound looped when shooting |- | activeSoundVolume || float || <code> 1.0 </code> || volume of active sound |- | shootSound || Sound || <code> shoot </code> || sound used for shooting |- | shootSoundVolume || float || <code> 1.0 </code> || volume of the shoot sound |- | initialShootSound || Sound || <code> none </code> || sound used when this weapon first fires; for continuous weapons only |- | chargeSound || Sound || <code> none </code> || sound used for weapons that have a delay |- | heatColor || Color || <code> ab3400ff </code> || heat region tint |- | shootStatusDuration || float || <code> 300.0 </code> || status effect duration when shot |- | shootOnDeath || boolean || <code> false </code> || whether this weapon should fire when its owner dies |- | shootOnDeathEffect || Effect || <code> null </code> || If not null and shootOnDeath == true, overrides the weapon's shoot effect only when its owner dies. |- | parts || Seq<DrawPart> || <code> [] </code> || extra animated parts |} === Weather === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | duration || float || <code> 36000.0 </code> || Default duration of this weather event in ticks. |- | opacityMultiplier || float || <code> 1.0 </code> || |- | attrs || Attributes || <code> new Attributes() </code> || |- | sound || Sound || <code> none </code> || |- | soundVol || float || <code> 0.1 </code> || |- | soundVolMin || float || <code> 0.0 </code> || |- | soundVolOscMag || float || <code> 0.0 </code> || |- | soundVolOscScl || float || <code> 20.0 </code> || |- | hidden || boolean || <code> false </code> || |- | statusDuration || float || <code> 120.0 </code> || |- | statusAir || boolean || <code> true </code> || |- | statusGround || boolean || <code> true </code> || |} === WobbleProp === 继承自 [[#Prop|Prop]]<br> {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | wscl || float || <code> 25.0 </code> || |- | wmag || float || <code> 0.4 </code> || |- | wtscl || float || <code> 1.0 </code> || |- | wmag2 || float || <code> 1.0 </code> || |} === WrapEffect === 继承自 [[#Effect|Effect]]<br> Wraps an effect with some parameters. {| class="wikitable sortable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || <code> none </code> || |- | color || Color || <code> ffffffff </code> || |- | rotation || float || <code> 0.0 </code> || |}
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塞普罗
-- 战役区块
---- 零号地区
------ 地区介绍
------ 目标列表
---- 冰冻森林
------ 地区介绍
---- 陨石带
------ 地区介绍
---- 遗迹海岸
------ 地区介绍
---- 生物质合成区
------ 地区介绍
---- 风吹群岛
------ 地区介绍
---- 绵延群山
------ 地区介绍
---- 真菌通道
------ 地区介绍
---- 盐碱荒滩
------ 地区介绍
---- 工业区 32M
------ 地区介绍
---- 菌疫峡谷
------ 地区介绍
---- 边陲哨站
------ 地区介绍
---- 增生区
------ 地区介绍
---- 焦油田
------ 地区介绍
---- 边际海湾
------ 地区介绍
---- 核裂阵
------ 地区介绍
---- 污染丛林
------ 地区介绍
---- 边海港口
------ 地区介绍
---- 冲击区0078
------ 地区介绍
---- 实验禁区
------ 地区介绍
---- 海军要塞
------ 地区介绍
---- 萃取前哨
------ 地区介绍
---- 菌丝堡垒
------ 地区介绍
---- 荒芜裂谷
------ 地区介绍
---- 沉没码头
------ 地区介绍
---- 风化海峡
------ 地区介绍
---- 环礁群岛
------ 地区介绍
---- 行星发射终端
------ 地区介绍
---- 赤色总部
------ 地区介绍
---- 熔石要塞
------ 地区介绍
-- 物品
---- 铜
---- 铅
---- 钢化玻璃
---- 石墨
---- 沙
---- 煤炭
---- 钛
---- 钍
---- 废料
---- 硅
---- 塑钢
---- 相织布
---- 巨浪合金
---- 孢子荚
---- 爆炸混合物
---- 硫化物
-- 流体
---- 水
---- 矿渣
---- 石油
---- 冷冻液
-- 建筑
---- 炮台
------ 双管
------ 分裂
------ 火焰
------ 冰雹
------ 波浪
------ 蓝瑟
------ 电弧
------ 差扰
------ 蜂群
------ 齐射
------ 裂解
------ 海啸
------ 雷光
------ 浪涌
------ 气旋
------ 厄兆
------ 幽灵
------ 熔毁
---- 钻头
------ 机械钻头
------ 气动钻头
------ 激光钻头
------ 爆破钻头
------ 抽水机
------ 培养机
------ 石油钻井
---- 物品运输设施
------ 传送带
------ 钛传送带
------ 塑钢传送带
------ 装甲传送带
------ 交叉器
------ 传送带桥
------ 相织布传送带桥
------ 分类器
------ 反向分类器
------ 路由器
------ 分配器
------ 溢流门
------ 反向溢流门
------ 装卸器
------ 质量驱动器
---- 流体设施
------ 机械泵
------ 回转泵
------ 脉冲泵
------ 导管
------ 脉冲导管
------ 电镀导管
------ 流体路由器
------ 流体容器
------ 流体储罐
------ 流体交叉器
------ 导管桥
------ 相织布导管桥
---- 电力设施
------ 电力节点
------ 大型电力节点
------ 巨浪电力塔
------ 二极管
------ 电池
------ 大型电池
------ 火力发电机
------ 热能发电机
------ 涡轮发电机
------ 温差发电机
------ RTG 发电机
------ 太阳能板
------ 大型太阳能板
------ 钍反应堆
------ 冲击反应堆
---- 墙
------ 铜墙
------ 大型铜墙
------ 钛墙
------ 大型钛墙
------ 塑钢墙
------ 大型塑钢墙
------ 钍墙
------ 大型钍墙
------ 相织布墙
------ 大型相织布墙
------ 合金墙
------ 大型合金墙
------ 门
------ 大门
------ 废墙
------ 大型废墙
------ 巨型废墙
------ 超巨型废墙
------ 推进器残骸
---- 工厂
------ 石墨压缩机
------ 多重压缩机
------ 硅冶炼厂
------ 热能坩埚
------ 窑炉
------ 塑钢压缩机
------ 相织布编织器
------ 合金冶炼厂
------ 冷冻液混合器
------ 硫化物混合器
------ 爆炸物混合器
------ 熔炉
------ 分离机
------ 解离机
------ 孢子压缩机
------ 粉碎机
------ 煤炭离心机
------ 焚化炉
---- 载荷设施
------ 陆军工厂
------ 空军工厂
------ 海军工厂
------ 数增级单位重构工厂
------ 倍乘级单位重构工厂
------ 多幂级单位重构工厂
------ 无量级单位重构工厂
------ 维修点
------ 维修塔
------ 载荷传送带
------ 载荷路由器
---- 其他
------ 修理器
------ 修理投影
------ 超速投影
------ 超速穹顶
------ 力墙投影
------ 脉冲地雷
------ 初代核心
------ 次代核心
------ 终代核心
------ 容器
------ 仓库
------ 照明器
------ 发射台
------ 接收台
------ 行星际加速器
---- 逻辑设施
------ 信息板
------ 开关
------ 微型处理器
------ 逻辑处理器
------ 超核处理器
------ 内存元
------ 内存库
------ 逻辑显示屏
------ 大型逻辑显示屏
------ 逻辑显示单元
-- 单位
埃里克尔
-- 战役区块
---- 始发地区
------ 地区介绍
---- 庇护前哨
------ 地区介绍
---- 岩浆湖
------ 地区介绍
---- 交错丘陵
------ 地区介绍
---- 风化山脉
------ 地区介绍
---- 横断山谷
------ 地区介绍
---- 风蚀盆地
------ 地区介绍
---- 芳油湿地
------ 地区介绍
---- 横垒峰峦
------ 地区介绍
---- 贪湾峡谷
------ 地区介绍
---- 破碎火山
------ 地区介绍
---- 晶石要塞
------ 地区介绍
---- 碳岩裂隙
------ 地区介绍
---- 平行岭谷
------ 地区介绍
---- 十字路口
------ 地区介绍
---- 岩溶洞穴
------ 地区介绍
---- 起源
------ 地区介绍
-- 物品
---- 石墨
---- 沙
---- 钍
---- 硅
---- 相织布
---- 巨浪合金
---- 铍
---- 钨
---- 氧化物
---- 碳化物
-- 流体
---- 水
---- 矿渣
---- 瘤液
---- 芳油
---- 臭氧
---- 氢气
---- 氮气
---- 氰气
-- 建筑
---- 炮台
------ 撕裂
------ 扩散
------ 升华
------ 泰坦
------ 驱离
------ 劫难
------ 光辉
------ 创伤
------ 天谴
------ 魔灵
---- 钻头
------ 排气冷凝器
------ 墙壁粉碎机
------ 高级墙壁粉碎机
------ 等离子钻机
------ 大型等离子钻机
------ 冲击钻头
------ 爆裂钻头
---- 物品运输设施
------ 物品管道
------ 装甲管道
------ 物品管道路由器
------ 溢流管道
------ 反向溢流管
------ 物品管道桥
------ 管道装卸器
------ 合金传送带
------ 合金路由器
------ 单位物流装载器
------ 单位物流卸载点
---- 流体设施
------ 强化泵
------ 强化导管
------ 强化流体交叉器
------ 强化流体带桥
------ 强化流体路由器
------ 强化流体容器
------ 强化流体储罐
---- 电力设施
------ 激光节点
------ 激光塔
------ 激光连接器
------ 涡轮冷凝器
------ 化学燃烧室
------ 热解发生器
------ 通量反应堆
------ 瘤变反应堆
---- 墙
------ 铍墙
------ 大型铍墙
------ 钨墙
------ 大型钨墙
------ 防爆闸门
------ 强化合金墙
------ 大型强化合金墙
------ 碳化物墙
------ 大型碳化物墙
------ 盾墙
---- 工厂
------ 电弧硅炉
------ 电解机
------ 大气收集器
------ 氧化室
------ 电制热机
------ 矿渣制热机
------ 相织制热机
------ 热量传输机
------ 小型热量传输机
------ 热量路由器
------ 矿渣焚化炉
------ 碳化物坩埚
------ 合金坩埚
------ 氰合成机
------ 相织布合成机
---- 载荷设施
------ 坦克制造厂
------ 机甲制造厂
------ 飞船制造厂
------ 坦克重构厂
------ 机甲重构厂
------ 飞船重构厂
------ 高级再重构工厂
------ 坦克组装厂
------ 飞船组装厂
------ 机甲组装厂
------ 基本装配厂模块
------ 单位维修塔
------ 强化载荷传送带
------ 强化载荷路由器
------ 载荷质量驱动器
------ 解构器
------ 大型解构器
------ 构筑器
------ 大型构筑器
------ 载荷装载器
------ 载荷卸载器
---- 其他
------ 雷达
------ 建造塔
------ 再生投影器
------ 震爆塔
------ 城堡核心
------ 堡垒核心
------ 卫城核心
------ 强化容器
------ 强化仓库
---- 逻辑
------ 画板
------ 强化信息板
-- 单位
沙盒
-- 建筑
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-- 物品
-- 液体
-- 建筑
其他
-- 状态效果
-- 天气
-- 星球
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