塞普罗区块 111
来自Mindustry中文wiki
区域与胜利条件
本区块启用进攻规则,需要摧毁敌方核心。本页按原版 v160.7 的实际区块加载流程生成,包含地图过滤器、基地生成与最终战役规则。
地图资源
游戏区块信息中的资源:
铜、
铅、
沙、
煤炭、
钛、
钍、
废料、
水、
石油。
| 资源 | 生成后格数 | 统计口径 |
|---|---|---|
| 1108 | 矿物覆盖 / 可掉落地形格数 | |
| 456 | 矿物覆盖 / 可掉落地形格数 | |
| 1571 | 矿物覆盖 / 可掉落地形格数 | |
| 186502 | 矿物覆盖 / 可掉落地形格数 | |
| 2347 | 矿物覆盖 / 可掉落地形格数 | |
| 1166 | 矿物覆盖 / 可掉落地形格数 | |
| 1672 | 矿物覆盖 / 可掉落地形格数 | |
| 229 | 可抽取流体的地板格数 | |
| 116818 | 可抽取流体的地板格数 |
格数统计覆盖整张生成地图,包含墙后、封闭或不可达区域;不代表开局可开采储量。液体仅统计地板,不包括地下抽取、环境生产或核心库存。
地形与环境
| 地板类型 | 格数 |
|---|---|
| 157944 | |
| 73065 | |
| 28558 | |
| 21191 | |
| 18482 | |
| 17083 | |
| 14363 | |
| 8260 | |
| 3999 | |
| 2626 | |
| 2605 | |
| 2073 | |
| 1661 | |
| 1335 | |
| 952 | |
| 933 | |
| 736 | |
| 543 | |
| 470 | |
| 金属地基 6 | 432 |
| 361 | |
| 金属地基 9 | 240 |
| 金属地基 2 | 232 |
| 229 | |
| 金属地基 5 | 208 |
| 金属地基 4 | 195 |
| 176 | |
| 150 | |
| 131 | |
| 131 | |
| 112 | |
| 105 | |
| 92 | |
| 84 | |
| 81 | |
| 64 | |
| 61 | |
| 28 | |
| 金属地基 3 | 9 |
初始建筑
| 队伍内部名 | 建筑 | 数量 |
|---|---|---|
| crux | 14 | |
| crux | 14 | |
| crux | 22 | |
| crux | 1207 | |
| crux | 90 | |
| crux | 77 | |
| crux | 339 | |
| crux | 1 | |
| crux | 352 | |
| crux | 369 | |
| crux | 18 | |
| crux | 1 | |
| crux | 84 | |
| crux | 12 | |
| crux | 1 | |
| crux | 4 | |
| crux | 88 | |
| crux | 34 | |
| crux | 71 | |
| crux | 1 | |
| crux | 16 | |
| crux | 37 | |
| crux | 17 | |
| crux | 7 | |
| crux | 157 | |
| crux | 43 | |
| crux | 51 | |
| crux | 3 | |
| crux | 7 | |
| crux | 9 | |
| crux | 100 | |
| crux | 1 | |
| crux | 1 | |
| crux | 10 | |
| crux | 105 | |
| crux | 39 | |
| crux | 18 | |
| crux | 26 | |
| crux | 87 | |
| crux | 148 | |
| crux | 180 | |
| crux | 319 | |
| crux | 48 | |
| crux | 99 | |
| crux | 118 | |
| crux | 51 | |
| crux | 9 | |
| crux | 339 | |
| crux | 263 | |
| crux | 1 | |
| crux | 17 | |
| crux | 10 | |
| crux | 17 | |
| crux | 7 | |
| crux | 29 | |
| crux | 75 | |
| crux | 25 | |
| crux | 56 | |
| crux | 54 | |
| crux | 5 | |
| crux | 73 | |
| crux | 231 | |
| crux | 1219 | |
| crux | 357 | |
| crux | 31 | |
| crux | 32 | |
| crux | 3472 | |
| crux | 2301 | |
| crux | 1387 | |
| crux | 596 | |
| crux | 25 | |
| crux | 475 | |
| crux | 211 | |
| crux | 364 | |
| crux | 1 | |
| crux | 41 | |
| crux | 9 | |
| crux | 33 | |
| crux | 17 | |
| crux | 140 | |
| crux | 157 | |
| crux | 224 | |
| crux | 110 | |
| crux | 105 | |
| crux | 91 | |
| crux | 396 | |
| crux | 29 | |
| crux | 27 | |
| crux | 6 | |
| crux | 71 | |
| crux | 5 | |
| crux | 95 | |
| crux | 14 | |
| crux | 8 | |
| crux | 8 | |
| crux | 15 | |
| crux | 1241 | |
| crux | 1166 | |
| crux | 90 | |
| crux | 2 | |
| crux | 1086 | |
| crux | 14 | |
| crux | 102 | |
| crux | 78 | |
| crux | 572 | |
| crux | 77 | |
| crux | 399 | |
| crux | 729 | |
| crux | 34 | |
| crux | 293 | |
| crux | 10 | |
| crux | 2 | |
| crux | 18 | |
| derelict | 116 | |
| derelict | 2 | |
| derelict | 1 | |
| derelict | 7 | |
| derelict | 4 | |
| derelict | 3 | |
| derelict | 1 | |
| derelict | 2 | |
| derelict | 3 | |
| derelict | 2 | |
| derelict | 1 | |
| derelict | 2 | |
| derelict | 2 | |
| derelict | 3 | |
| derelict | 61 | |
| derelict | 2 | |
| derelict | 29 | |
| derelict | 4 | |
| derelict | 110 | |
| derelict | 2 | |
| derelict | 94 | |
| derelict | 1 | |
| derelict | 30 | |
| derelict | 3 | |
| malis | 1 | |
| sharded | 6 | |
| sharded | 4 | |
| sharded | 2 | |
| sharded | 2 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 3 | |
| sharded | 1 | |
| sharded | 3 | |
| sharded | 2 | |
| sharded | 2 | |
| sharded | 3 | |
| sharded | 3 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 7 | |
| sharded | 8 | |
| sharded | 3 | |
| sharded | 2 | |
| sharded | 8 | |
| sharded | 4 | |
| sharded | 9 | |
| sharded | 3 | |
| sharded | 108 | |
| sharded | 30 | |
| sharded | 46 | |
| sharded | 4 | |
| sharded | 1 | |
| sharded | 1 |
按建筑中心计数。sharded 通常为玩家队伍,crux 为敌方队伍,derelict 为废弃队伍。玩家建筑采用默认发射蓝图示例,实际开局取决于所选载荷。
波次生成组
| 单位 | 起始波 | 结束波 | 波次间隔 | 基础数量 | 增长间隔参数 | 状态 |
|---|---|---|---|---|---|---|
| 1 | 持续 | 2 | 1 | 2 | 无 | |
| 1 | 持续 | 2 | 1 | 2 | 无 | |
| 1 | 持续 | 2 | 1 | 3.0303 | ||
| 1 | 7 | 2 | 2 | 0.6667 | 无 | |
| 2 | 持续 | 2 | 3 | 0.3333 | 无 | |
| 5 | 持续 | 5 | 2 | 0.6667 | ||
| 5 | 持续 | 2 | 3 | 2 | ||
| 7 | 30 | 2 | 1 | 0.5 | 无 | |
| 7 | 25 | 3 | 4 | 0.8333 | 无 | |
| 11 | 20 | 2 | 2 | 1.3333 | 无 | |
| 15 | 70 | 5 | 1 | 4 | ||
| 15 | 持续 | 5 | 3 | 2 | 无 | |
| 15 | 持续 | 2 | 5 | 2 | 无 | |
| 20 | 持续 | 3 | 1 | 4 | ||
| 20 | 持续 | 3 | 1 | 2 | 无 | |
| 35 | 70 | 5 | 3 | 4 | 无 | |
| 40 | 持续 | 3 | 1 | 0.5 | 无 | |
| 40 | 持续 | 5 | 1 | 3.0303 | ||
| 45 | 持续 | 5 | 1 | 3.0303 | ||
| 50 | 持续 | 5 | 1 | 5 | ||
| 9999 | 持续 | 1 | 1 | 2147483648 |
波次数量参考(每个适用出生点)
| 波次 | 生成组数量合计 |
|---|---|
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 | |
| 11 | |
| 12 | |
| 13 | |
| 14 | |
| 15 | |
| 16 | |
| 17 | |
| 18 | |
| 19 | |
| 20 | |
| 21 | |
| 22 | |
| 23 | |
| 24 | |
| 25 | |
| 26 | |
| 27 | |
| 28 | |
| 29 | |
| 30 |
按 SpawnGroup.getSpawned 计算,每个适用出生点分别出兵;实际全图总量还受有效出生点、路径与规则影响。此表不包含工厂生产和脚本增援。
地图目标
| 目标类型 | 参数与提示 |
|---|---|
| TimerObjective | 时长(秒) 600;[tan]Guardian oct attack imminent: {0} |
| TimerObjective | 时长(秒) 3000 |
生成条件与版本
数据版本:原版 v160.7;种子偏移为 0,使用无历史存档的初始星球状态,加载 37 组敌方核心基地蓝图。本区块使用游戏内置固定地图,并应用正式区块加载过滤器。威胁、敌军及部分生成内容可能随邻区基地和存档状态变化。游戏版本、发射蓝图或规则改变后,实际地图应以游戏为准。
数据来源与说明
数据版本:Mindustry 原版 v160.7,来自已核验 SHA-256 的官方游戏包初始化数据。
所有时间按 60 tick/秒换算,距离按 8 世界单位/格换算。数值为默认定义,地图规则、供给、状态及模组可能改变实际表现。
