官方维基教程-类型:修订间差异
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== 类型 == | == 类型 == | ||
=== Ability === | |||
继承自 [[#Object|Object]]<br> | |||
=== | |||
继承自 [[# | |||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 === | === ArmorPlateAbility === | ||
继承自 [[#Ability|Ability]]<br> | 继承自 [[#Ability|Ability]]<br> | ||
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| shineSuffix || String || <code> "-shine" </code> || | | shineSuffix || String || <code> "-shine" </code> || | ||
|- | |- | ||
| color || Color || <code> null </code> || | | color || Color || <code> null </code> || Color of the shine. If null, uses team color. | ||
|- | |- | ||
| shineSpeed || float || <code> 1.0 </code> || | | shineSpeed || float || <code> 1.0 </code> || | ||
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| z || float || <code> -1.0 </code> || | | z || float || <code> -1.0 </code> || | ||
|- | |- | ||
| drawPlate || boolean || <code> true </code> || | | drawPlate || boolean || <code> true </code> || Whether to draw the plate region. | ||
|- | |- | ||
| drawShine || boolean || <code> true </code> || | | drawShine || boolean || <code> true </code> || Whether to draw the shine over the plate region. | ||
|- | |- | ||
| healthMultiplier || float || <code> 0.2 </code> || | | healthMultiplier || float || <code> 0.2 </code> || | ||
|} | |} | ||
=== | === ArmoredConduit === | ||
继承自 [[# | 继承自 [[#Conduit|Conduit]]<br> | ||
<br> | === ArmoredConveyor === | ||
继承自 [[#Conveyor|Conveyor]]<br> | |||
=== ArtilleryBulletType === | |||
继承自 [[#BasicBulletType|BasicBulletType]]<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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. | |||
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|- | |- | ||
! 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> | |||
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|- | |- | ||
! 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> | |||
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|- | |- | ||
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|- | |- | ||
| | | radius || float || <code> 200.0 </code> || | ||
|- | |- | ||
| | | sides || int || <code> 24 </code> || | ||
|- | |- | ||
| | | shieldColor || Color || <code> </code> || | ||
|} | |} | ||
=== | === BaseTurret === | ||
继承自 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
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|- | |- | ||
| | | 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 [[# | 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. | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#PowerDistributor|PowerDistributor]]<br> | ||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#PowerBlock|PowerBlock]]<br> | ||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Drill|Drill]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,176行: | 第1,437行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,223行: | 第1,468行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Liquid|Liquid]]<br> | ||
Liquid that draws cells in its puddle. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,245行: | 第1,484行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> || | ||
继承自 [[# | |- | ||
<br> | | 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" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,257行: | 第1,507行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | color || Color || <code> ffffffff </code> || | ||
|} | |} | ||
=== | === Cliff === | ||
继承自 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,267行: | 第1,516行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | size || float || <code> 11.0 </code> || | ||
|} | |} | ||
=== | === ColoredFloor === | ||
继承自 [[# | 继承自 [[#Floor|Floor]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,293行: | 第1,525行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#LiquidBlock|LiquidBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,313行: | 第1,543行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | A block in the process of construction. | ||
=== Constructor === | |||
继承自 [[#BlockProducer|BlockProducer]]<br> | |||
Configurable BlockProducer variant. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,333行: | 第1,567行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#BulletType|BulletType]]<br> | ||
Basic continuous (line) bullet type that does not draw itself. Essentially abstract. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,363行: | 第1,613行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,373行: | 第1,633行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,421行: | 第1,675行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,505行: | 第1,792行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | range || int || <code> 4 </code> || | ||
|} | |} | ||
=== | === DirectionLiquidBridge === | ||
继承自 [[# | 继承自 [[#DirectionBridge|DirectionBridge]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,515行: | 第1,801行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,535行: | 第1,812行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Wall|Wall]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,573行: | 第1,848行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#DrawBlock|DrawBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,587行: | 第1,863行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#DrawBlock|DrawBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,650行: | 第1,933行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#DrawBlock|DrawBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,700行: | 第1,981行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#DrawBlock|DrawBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,836行: | 第2,140行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#DrawBlock|DrawBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,878行: | 第2,180行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#DrawBlock|DrawBlock]]<br> | ||
combined several DrawBlocks into one | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第1,939行: | 第2,254行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第2,519行: | 第3,033行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#SolidPump|SolidPump]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第2,569行: | 第3,076行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | itemUseTime || float || <code> 100.0 </code> || | ||
|} | |} | ||
=== | === GenericCrafter === | ||
继承自 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第2,579行: | 第3,085行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第2,630行: | 第3,129行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第2,694行: | 第3,254行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
Incinerator that accepts only items and optionally requires a liquid, e.g. slag. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第2,725行: | 第3,282行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Ability|Ability]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,080行: | 第3,790行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,156行: | 第3,910行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,186行: | 第3,946行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Weather|Weather]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,266行: | 第4,034行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,352行: | 第4,113行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#PayloadBlock|PayloadBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,380行: | 第4,143行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#PayloadBlock|PayloadBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,406行: | 第4,162行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | range || float || <code> 100.0 </code> || | ||
|- | |- | ||
| rotateSpeed || float || <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 [[# | 继承自 [[#PayloadConveyor|PayloadConveyor]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,448行: | 第4,201行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#UnlockableContent|UnlockableContent]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,468行: | 第4,235行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#BulletType|BulletType]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,618行: | 第4,434行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | trailSpacing || float || <code> 10.0 </code> || | ||
|} | |} | ||
=== | === PointDefenseBulletWeapon === | ||
继承自 [[# | 继承自 [[#Weapon|Weapon]]<br> | ||
Fires a bullet to intercept enemy bullets. The fired bullet MUST be of type InterceptorBulletType. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,630行: | 第4,444行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | damageTargetWeight || float || <code> 10.0 </code> || | ||
|} | |} | ||
=== PointDefenseTurret === | === PointDefenseTurret === | ||
继承自 [[#ReloadTurret|ReloadTurret]]<br> | 继承自 [[#ReloadTurret|ReloadTurret]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,661行: | 第4,471行: | ||
| shootLength || float || <code> 3.0 </code> || | | shootLength || float || <code> 3.0 </code> || | ||
|} | |} | ||
=== | === PointDefenseWeapon === | ||
继承自 [[# | 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" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,669行: | 第4,482行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | color || Color || <code> ffffffff </code> || | ||
|- | |||
| beamEffect || Effect || <code> pointBeam </code> || | |||
|} | |} | ||
=== | === PointLaserBulletType === | ||
继承自 [[# | 继承自 [[#BulletType|BulletType]]<br> | ||
A continuous bullet type that only damages in a point. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,679行: | 第4,494行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<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" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,689行: | 第4,525行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#PowerBlock|PowerBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,723行: | 第4,559行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Ability|Ability]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,844行: | 第4,730行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,858行: | 第4,743行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#BaseTurret|BaseTurret]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,886行: | 第4,766行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
<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" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,898行: | 第4,781行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Ability|Ability]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,950行: | 第4,816行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | amount || float || <code> 1 </code> || | ||
|- | |- | ||
| reload || float || <code> 100 </code> || | |||
|- | |- | ||
| range || | | 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第3,988行: | 第4,844行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,002行: | 第4,871行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,040行: | 第4,910行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| speed || float || <code> | | speed || float || <code> 8.0 </code> || | ||
|} | |} | ||
=== | === RuneOverlay === | ||
继承自 [[# | 继承自 [[#OverlayFloor|OverlayFloor]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,052行: | 第4,919行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | color || Color || <code> ffffffff </code> || | ||
|} | |} | ||
=== | === SapBulletType === | ||
继承自 [[# | 继承自 [[#BulletType|BulletType]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,064行: | 第4,928行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Prop|Prop]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,084行: | 第4,947行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Prop|Prop]]<br> | ||
<br> | === SectorPreset === | ||
继承自 [[#UnlockableContent|UnlockableContent]]<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,108行: | 第4,976行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
Extracts a random list of items from an input item and an input liquid. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,135行: | 第5,028行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 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" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,155行: | 第5,044行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | effects || Effect[] || <code> [] </code> || | ||
|} | |} | ||
=== | === ShallowLiquid === | ||
继承自 [[#Floor|Floor]]<br> | 继承自 [[#Floor|Floor]]<br> | ||
Blends water together with a standard floor. No new mechanics. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,168行: | 第5,054行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Wall|Wall]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,270行: | 第5,170行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,280行: | 第5,189行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,311行: | 第5,216行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#BulletType|BulletType]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,377行: | 第5,257行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#BlockProducer|BlockProducer]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,417行: | 第5,286行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | result || Block || <code> router </code> || | ||
|} | |} | ||
=== | === SolarFlare === | ||
继承自 [[# | 继承自 [[#Weather|Weather]]<br> | ||
<br> | === SolarGenerator === | ||
=== | 继承自 [[#PowerGenerator|PowerGenerator]]<br> | ||
继承自 [[# | === SolidPump === | ||
<br> | 继承自 [[#Pump|Pump]]<br> | ||
=== | Pump that makes liquid from solids and takes in power. Only works on solid floor blocks. | ||
继承自 [[# | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,438行: | 第5,300行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,480行: | 第5,320行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | invert || boolean || <code> false </code> || | ||
|} | |} | ||
=== | === SoundEffect === | ||
继承自 [[# | 继承自 [[#Effect|Effect]]<br> | ||
Plays a sound effect when created and simultaneously renders an effect. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,490行: | 第5,330行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#BulletType|BulletType]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,506行: | 第5,349行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | orbSize || float || <code> 5.5 </code> || | ||
|} | |} | ||
=== | === SpawnBlock === | ||
继承自 [[# | 继承自 [[#OverlayFloor|OverlayFloor]]<br> | ||
<br> | === SpawnDeathAbility === | ||
继承自 [[#Ability|Ability]]<br> | |||
Spawns a certain amount of units upon death. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> | 继承自 [[#Block|Block]]<br> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#DuctRouter|DuctRouter]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,568行: | 第5,404行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#StaticWall|StaticWall]]<br> | ||
<br> | === StaticWall === | ||
继承自 [[#Prop|Prop]]<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#UnlockableContent|UnlockableContent]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Ability|Ability]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | coreMerge || boolean || <code> true </code> || | ||
|} | |} | ||
=== | === SuppressionFieldAbility === | ||
继承自 [[# | 继承自 [[#Ability|Ability]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#ErekirUnitType|ErekirUnitType]]<br> | ||
<br> | === TeamEntry === | ||
继承自 [[#UnlockableContent|UnlockableContent]]<br> | |||
=== ThermalGenerator === | |||
继承自 [[#PowerGenerator|PowerGenerator]]<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Wall|Wall]]<br> | ||
<br> | === TileableLogicDisplay === | ||
继承自 [[#LogicDisplay|LogicDisplay]]<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,831行: | 第5,667行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 名称 !! 类型 !! 默认值 !! 注释 | ||
|- | |- | ||
| | | maxDisplayDimensions || int || <code> 16 </code> || | ||
|- | |- | ||
| | | frameSize || int || <code> 6 </code> || | ||
|} | |} | ||
=== | === TractorBeamTurret === | ||
继承自 [[# | 继承自 [[#BaseTurret|BaseTurret]]<br> | ||
<br> | |||
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|+ 字段 | |+ 字段 | ||
| 第4,843行: | 第5,678行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#ReloadTurret|ReloadTurret]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第4,898行: | 第5,720行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#PayloadBlock|PayloadBlock]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第5,037行: | 第5,892行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 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" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第5,089行: | 第5,958行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Ability|Ability]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
| 第5,121行: | 第5,997行: | ||
! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Block|Block]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Effect|Effect]]<br> | ||
Effect that renders a basic shockwave. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Object|Object]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ 字段 | |+ 字段 | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#UnlockableContent|UnlockableContent]]<br> | ||
<br> | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Prop|Prop]]<br> | ||
<br> | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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 [[# | 继承自 [[#Effect|Effect]]<br> | ||
Wraps an effect with some parameters. | |||
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! 名称 !! 类型 !! 默认值 !! 注释 | ! 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> || | ||
|} | |} | ||
2026年2月19日 (四) 21:40的最新版本
类型
Ability
继承自 Object
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| display | boolean | true |
If false, this ability does not show in unit stats. |
| data | float | |
Accelerator
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| launchBlock | Block | coreNucleus |
Core block that is launched. Should match the starting core of the planet being launched to. |
| powerBufferRequirement | float | 0.0 |
|
| launchCandidates | Seq<Planet> | |
Override for planets that this block can launch to. If null, the planet's launch candidates are used. |
| lightningSound | Sound | shootArc) |
|
| lightningSoundVolume | float | 0.85 |
|
| chargeSound | Sound | acceleratorCharge |
|
| launchSound | Sound | acceleratorLaunch |
|
| constructSound | Sound | acceleratorConstruct |
|
| launchDuration | float | 120.0 |
|
| chargeDuration | float | 220.0 |
|
| buildDuration | float | 120.0 |
|
| landZoomInterp | Interp | Interp.pow4In |
|
| chargeZoomInterp | Interp | Interp.pow4In |
|
| landZoomFrom | float | 0.02 |
|
| landZoomTo | float | 4.0 |
|
| chargeZoomTo | float | 5.0 |
|
| chargeRings | int | 4 |
|
| ringRadBase | float | 60.0 |
|
| ringRadSpacing | float | 25.0 |
|
| ringRadPow | float | 1.6 |
|
| ringStroke | float | 3.0 |
|
| ringSpeedup | float | 1.4 |
|
| chargeRingMerge | float | 2.0 |
|
| ringArrowRad | float | 3.0 |
|
| ringHandleTilt | float | 0.8 |
|
| ringHandleLen | float | 30.0 |
|
| ringColor | Color | ffd37fff |
|
| launchLightning | int | 20 |
|
| lightningColor | Color | ffd37fff |
|
| lightningDamage | float | 40.0 |
|
| lightningOffset | float | 24.0 |
|
| lightningLengthMin | int | 5 |
|
| lightningLengthMax | int | 25 |
|
| lightningLaunchChance | double | 0.8 |
AirBlock
继承自 Floor
ArmorPlateAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| plateSuffix | String | "-armor" |
|
| shineSuffix | String | "-shine" |
|
| color | Color | null |
Color of the shine. If null, uses team color. |
| shineSpeed | float | 1.0 |
|
| z | float | -1.0 |
|
| drawPlate | boolean | true |
Whether to draw the plate region. |
| drawShine | boolean | true |
Whether to draw the shine over the plate region. |
| healthMultiplier | float | 0.2 |
ArmoredConduit
继承自 Conduit
ArmoredConveyor
继承自 Conveyor
ArtilleryBulletType
继承自 BasicBulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| trailMult | float | 1.0 |
|
| trailSize | float | 4.0 |
AttributeCrafter
继承自 GenericCrafter
A crafter that gains efficiency from attribute tiles.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| attribute | Attribute | heat |
|
| baseEfficiency | float | 1.0 |
|
| boostScale | float | 1.0 |
|
| maxBoost | float | 1.0 |
|
| minEfficiency | float | -1.0 |
|
| displayEfficiencyScale | float | 1.0 |
|
| displayEfficiency | boolean | true |
|
| scaleLiquidConsumption | boolean | false |
AutoDoor
继承自 Wall
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| checkInterval | float | 20.0 |
|
| openfx | Effect | dooropen |
|
| closefx | Effect | doorclose |
|
| doorSound | Sound | door |
|
| triggerMargin | float | 12.0 |
BaseShield
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| radius | float | 200.0 |
|
| sides | int | 24 |
|
| shieldColor | Color | |
BaseTurret
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | float | 80.0 |
|
| placeOverlapMargin | float | 56.0 |
|
| rotateSpeed | float | 5.0 |
|
| fogRadiusMultiplier | float | 1.0 |
|
| disableOverlapCheck | boolean | false |
|
| activationTime | float | 0 |
How much time to start shooting after placement. |
| coolEffect | Effect | fuelburn |
Effect displayed when coolant is used. |
| coolantMultiplier | float | 5.0 |
How much reload is lowered by for each unit of liquid of heat capacity. |
BasicBulletType
继承自 BulletType
An extended BulletType for most ammo-based bullets shot from turrets and units. Draws 1-2 sprites that can spin or shrink.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| backColor | Color | f9c27aff |
|
| frontColor | Color | fff8e8ff |
|
| mixColorFrom | Color | ffffff00 |
|
| mixColorTo | Color | ffffff00 |
|
| width | float | 5.0 |
|
| height | float | 7.0 |
|
| shrinkX | float | 0.0 |
|
| shrinkY | float | 0.5 |
|
| shrinkInterp | Interp | Interp.linear |
|
| spin | float | 0.0 |
|
| rotationOffset | float | 0.0 |
|
| sprite | String | |
|
| backSprite | String | |
Battery
继承自 PowerDistributor
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| drawer | DrawBlock | |
|
| emptyLightColor | Color | f8c266ff |
|
| fullLightColor | Color | fb9567ff |
BeamDrill
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| drillTime | float | 200.0 |
|
| range | int | 5 |
|
| tier | int | 1 |
|
| laserWidth | float | 0.65 |
|
| optionalBoostIntensity | float | 2.5 |
How many times faster the drill will progress when boosted by an optional consumer. |
| blockedItem | Item | |
Special exemption item that this drill can't mine. |
| blockedItems | Seq<Item> | |
Special exemption items that this drill can't mine. |
| sparkColor | Color | fd9e81ff |
|
| glowColor | Color | ffffffff |
|
| glowIntensity | float | 0.2 |
|
| pulseIntensity | float | 0.07 |
|
| glowScl | float | 3.0 |
|
| sparks | int | 7 |
|
| sparkRange | float | 10.0 |
|
| sparkLife | float | 27.0 |
|
| sparkRecurrence | float | 4.0 |
|
| sparkSpread | float | 45.0 |
|
| sparkSize | float | 3.5 |
|
| boostHeatColor | Color | 75b3ccff |
|
| heatColor | Color | ff5959e5 |
|
| heatPulse | float | 0.3 |
|
| heatPulseScl | float | 7.0 |
BeamNode
继承自 PowerBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | int | 5 |
|
| laserColor1 | Color | ffffffff |
|
| laserColor2 | Color | ffd9c2ff |
|
| pulseScl | float | 7.0 |
|
| pulseMag | float | 0.05 |
|
| laserWidth | float | 0.4 |
Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| hasItems | boolean | false |
If true, buildings have an ItemModule. |
| hasLiquids | boolean | false |
If true, buildings have a LiquidModule. |
| hasPower | boolean | false |
If true, buildings have a PowerModule. |
| outputsLiquid | boolean | false |
Flag for determining whether this block outputs liquid somewhere; used for connections. |
| consumesPower | boolean | true |
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 | false |
If true, this block is a generator that can produce power. |
| connectedPower | boolean | true |
If false, power nodes cannot connect to this block. |
| conductivePower | boolean | false |
If true, this block can conduct power like a cable. |
| outputsPayload | boolean | false |
If true, this block can output payloads; affects blending. |
| acceptsUnitPayloads | boolean | false |
If true, this block can input payloads; affects unit payload enter behavior. |
| acceptsPayload | boolean | false |
If true, payloads will attempt to move into this block. |
| acceptsItems | boolean | false |
Visual flag use for blending of certain transportation blocks. |
| alwaysAllowDeposit | boolean | false |
If true, this block won't be affected by the onlyDepositCore rule. |
| depositCooldown | float | -1 |
Cooldown, in seconds, applied to player item depositing when any item is deposited to this block. Overrides the itemDepositCooldown if non-negative. |
| separateItemCapacity | boolean | false |
If true, all item capacities of this block are separate instead of pooled as one number. |
| itemCapacity | int | 10 |
maximum items this block can carry (usually, this is per-type of item) |
| liquidCapacity | float | -1.0 |
maximum total liquids this block can carry if hasLiquids = true. Default value is 10, scales with max liquid consumption in ConsumeLiquid |
| liquidPressure | float | 1.0 |
higher numbers increase liquid output speed; TODO remove and replace with better liquids system |
| outputFacing | boolean | true |
If true, this block outputs to its facing direction, when applicable.
Used for blending calculations. |
| noSideBlend | boolean | false |
if true, this block does not accept input from the sides (used for armored conveyors) |
| displayFlow | boolean | true |
whether to display flow rate |
| inEditor | boolean | true |
whether this block is visible in the editor |
| editorConfigurable | boolean | false |
if true, {@link #buildEditorConfig(Table)} will be called for configuring this block in the editor. |
| saveConfig | boolean | false |
whether to save the last config and apply it to newly placed blocks |
| copyConfig | boolean | true |
whether to allow copying the config through middle click |
| clearOnDoubleTap | boolean | false |
if true, double-tapping this configurable block clears configuration. |
| update | boolean | false |
whether this block has a tile entity that updates |
| destructible | boolean | false |
whether this block has health and can be destroyed. note that setting this to false does nothing if update = true! |
| unloadable | boolean | true |
whether unloaders work on this block |
| isDuct | boolean | false |
if true, this block acts a duct and will connect to armored ducts from the side. |
| allowResupply | boolean | false |
whether units can resupply by taking items from this block |
| solid | boolean | false |
whether this is solid |
| solidifes | boolean | false |
whether this block CAN be solid. |
| teamPassable | boolean | false |
if true, this counts as a non-solid block to this team. |
| underBullets | boolean | false |
if true, this block cannot be hit by bullets unless explicitly targeted. |
| rotate | boolean | false |
whether this is rotatable |
| rotateDraw | boolean | true |
if rotate is true and this is false, the region won't rotate when drawing |
| rotateDrawEditor | boolean | true |
if rotate is true and this is false, the region won't rotate when drawing in the editor |
| visualRotationOffset | float | 0.0 |
visual rotation offset used in broken plan rendering |
| lockRotation | boolean | true |
if rotate = false and this is true, rotation will be locked at 0 when placing (default); advanced use only |
| ignoreLineRotation | boolean | false |
if true, this block won't face the line drag direction |
| invertFlip | boolean | false |
if true, schematic flips with this block are inverted. |
| variants | int | 0 |
number of different variant regions to use |
| drawArrow | boolean | true |
whether to draw a rotation arrow - this does not apply to lines of blocks |
| drawTeamOverlay | boolean | true |
whether to draw the team corner by default |
| saveData | boolean | false |
for static blocks only: if true, tile data() is saved in world data. |
| breakable | boolean | false |
whether you can break this with rightclick |
| unitMoveBreakable | boolean | false |
if true, this block will be broken by certain units stepping/moving over it |
| rebuildable | boolean | true |
whether to add this block to brokenblocks |
| privileged | boolean | false |
if true, this logic-related block can only be used with privileged processors (or is one itself) |
| requiresWater | boolean | false |
whether this block can only be placed on water |
| placeableLiquid | boolean | false |
whether this block can be placed on any liquids, anywhere |
| placeablePlayer | boolean | true |
whether this block can be placed directly by the player via PlacementFragment |
| placeableOn | boolean | true |
whether this floor can be placed on. |
| insulated | boolean | false |
whether this block has insulating properties. |
| squareSprite | boolean | true |
whether the sprite is a full square. |
| absorbLasers | boolean | false |
whether this block absorbs laser attacks. |
| enableDrawStatus | boolean | true |
if false, the status is never drawn |
| drawDisabled | boolean | true |
whether to draw disabled status |
| autoResetEnabled | boolean | true |
whether to automatically reset enabled status after a logic block has not interacted for a while. |
| noUpdateDisabled | boolean | false |
if true, the block stops updating when disabled |
| updateInUnits | boolean | true |
if true, this block updates when it's a payload in a unit. |
| alwaysUpdateInUnits | boolean | false |
if true, this block updates in payloads in units regardless of the experimental game rule |
| canPickup | boolean | true |
if true, this block can be picked up in payloads |
| deconstructDropAllLiquid | boolean | false |
if false, only incinerable liquids are dropped when deconstructing; otherwise, all liquids are dropped. |
| useColor | boolean | true |
Whether to use this block's color in the minimap. Only used for overlays. |
| itemDrop | Item | null |
item that drops from this block, used for drills |
| playerUnmineable | boolean | false |
if true, this block cannot be mined by players. useful for annoying things like sand. |
| attributes | Attributes | new Attributes() |
Array of affinities to certain things. |
| scaledHealth | float | -1.0 |
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 | -1 |
building health; -1 to use scaledHealth |
| armor | float | 0.0 |
damage absorption, similar to unit armor |
| baseExplosiveness | float | 0.0 |
base block explosiveness |
| explosivenessScale | float | 1.0 |
scaling of explosiveness based on items/liquids |
| flammabilityScale | float | 1.0 |
scaling of explosion flammability based on items/liquids |
| baseShake | float | 3.0 |
base value for screen shake upon destruction |
| destroyBullet | BulletType | null |
bullet that this block spawns when destroyed |
| destroyBulletSameTeam | boolean | false |
if true, destroyBullet is spawned on the block's team instead of Derelict team |
| lightLiquid | Liquid | |
liquid used for lighting |
| drawCracks | boolean | true |
whether cracks are drawn when this block is damaged |
| createRubble | boolean | true |
whether rubble is created when this block is destroyed |
| floating | boolean | false |
whether this block can be placed on edges of liquids. |
| size | int | 1 |
multiblock size |
| offset | float | 0.0 |
multiblock offset |
| sizeOffset | int | 0 |
offset for iteration (internal use only) |
| clipSize | float | -1.0 |
Clipping size of this block. Should be as large as the block will draw. |
| lightClipSize | float | 0.0 |
Clipping size for lights only. |
| placeOverlapRange | float | 50.0 |
When placeRangeCheck is enabled, this is the range checked for enemy blocks. |
| crushDamageMultiplier | float | 1.0 |
Multiplier of damage dealt to this block by tanks. Does not apply to crawlers. |
| crushFragile | boolean | false |
If true, this block is instantly destroyed by tanks with crushFragile set to true. |
| timers | int | 1 |
Max of timers used. |
| cacheLayer | CacheLayer | normal |
Cache layer. Only used for 'cached' rendering. |
| fillsTile | boolean | true |
Special flag; if false, floor will be drawn under this block even if it is cached. |
| forceDark | boolean | false |
If true, this block can be covered by darkness / fog even if synthetic. |
| alwaysReplace | boolean | false |
whether this block can be replaced in all cases |
| replaceable | boolean | true |
if false, this block can never be replaced. |
| group | BlockGroup | none |
The block group. Unless {@link #canReplace} is overridden, blocks in the same group can replace each other. |
| flags | EnumSet<BlockFlag> | [] |
List of block flags. Used for AI indexing. |
| priority | float | 0.0 |
Targeting priority of this block, as seen by enemies. |
| unitCapModifier | int | 0 |
How much this block affects the unit cap by.
The block flags must contain unitModifier in order for this to work. |
| configurable | boolean | false |
Whether the block can be tapped and selected to configure. |
| configureSound | Sound | click |
Sound played when this block is configured. |
| ignoreResizeConfig | boolean | false |
If true, this block does not have pointConfig with a transform called on map resize. |
| commandable | boolean | false |
If true, this building can be selected like a unit when commanding. |
| allowConfigInventory | boolean | true |
If true, the building inventory can be shown with the config. |
| selectionRows | int | 5 |
Defines how large selection menus, such as that of sorters, should be. |
| selectionColumns | int | 4 |
Defines how large selection menus, such as that of sorters, should be. |
| logicConfigurable | boolean | false |
If true, this block can be configured by logic. |
| delayLandingConfig | boolean | |
If true, configuration is delayed when playing the landing block buildup animation. This may be removed in the future! |
| consumesTap | boolean | false |
Whether this block consumes touchDown events when tapped. |
| drawLiquidLight | boolean | true |
Whether to draw the glow of the liquid for this block, if it has one. |
| envRequired | int | 0 |
Environmental flags that are *all* required for this block to function. 0 = any environment |
| envEnabled | int | 1 |
The environment flags that this block can function in. If the env matches any of these, it will be enabled. |
| envDisabled | int | 0 |
The environment flags that this block *cannot* function in. If the env matches any of these, it will be *disabled*. |
| sync | boolean | false |
Whether to periodically sync this block across the network. |
| conveyorPlacement | boolean | false |
Whether this block uses conveyor-type placement mode. |
| allowDiagonal | boolean | true |
If false, diagonal placement (ctrl) for this block is not allowed. |
| swapDiagonalPlacement | boolean | false |
Whether to swap the diagonal placement modes. |
| allowRectanglePlacement | boolean | false |
Whether to allow rectangular placement, as opposed to a line. |
| schematicPriority | int | 0 |
Build queue priority in schematics. |
| mapColor | Color | 000000ff |
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 | false |
Whether this block has a minimap color. |
| targetable | boolean | true |
Whether units target this block. |
| attacks | boolean | false |
If true, this block attacks and is considered a turret in the indexer. Building must implement Ranged. |
| suppressable | boolean | false |
If true, this block is mending-related and can be suppressed with special units/missiles. |
| canOverdrive | boolean | true |
Whether the overdrive core has any effect on this block. |
| outlineColor | Color | 404049ff |
Outlined icon color. |
| outlineIcon | boolean | false |
Whether any icon region has an outline added. |
| outlineRadius | int | 4 |
Outline icon radius. |
| outlinedIcon | int | -1 |
Which of the icon regions gets the outline added. Uses last icon if <= 0. |
| hasShadow | boolean | true |
Whether this block has a shadow under it. |
| customShadow | boolean | false |
If true, a custom shadow (name-shadow) is drawn under this block. |
| placePitchChange | boolean | true |
Should the sound made when this block is built change in pitch. |
| breakPitchChange | boolean | true |
Should the sound made when this block is deconstructed change in pitch. |
| placeSound | Sound | unset |
Sound made when this block is built. |
| breakSound | Sound | unset |
Sound made when this block is deconstructed. |
| destroySound | Sound | unset |
Sounds made when this block is destroyed. |
| destroySoundVolume | float | 1.0 |
Volume of destruction sound. |
| destroyPitchMin | float | 1.0 |
Range of destroy sound. |
| destroyPitchMax | float | 1.0 |
Range of destroy sound. |
| albedo | float | 0.0 |
How reflective this block is. |
| lightColor | Color | ffffffff |
Environmental passive light color. |
| emitLight | boolean | false |
If true, drawLight() will be called for this block. |
| obstructsLight | boolean | true |
If true, this block obstructs light emitted by other blocks. |
| lightRadius | float | 60.0 |
Radius of the light emitted by this block. |
| fogRadius | int | -1 |
How much fog this block uncovers, in tiles. Cannot be dynamic. <= 0 to disable. |
| ambientSound | Sound | none |
The sound that this block makes while idle. Uses one sound loop for all blocks. |
| ambientSoundVolume | float | 0.05 |
Idle sound base volume. |
| requirements | ItemStack[] | [] |
Cost of constructing this block. |
| category | Category | distribution |
Category in place menu. |
| buildTime | float | -1.0 |
Time to build this block in ticks. If this value is <0, it is calculated dynamically. |
| buildCostMultiplier | float | 1.0 |
Multiplier for speed of building this block. |
| deconstructThreshold | float | 0.0 |
Build completion at which deconstruction finishes. |
| instantDeconstruct | boolean | false |
If true, this block deconstructs immediately. Instant deconstruction implies no resource refund. |
| instantBuild | boolean | false |
If true, this block constructs immediately. This implies no resource requirement, and ignores configs - do not use, this is for performance only! |
| ignoreBuildDarkness | boolean | false |
If true, this block can be placed even in "dark" areas. Only used for editor static walls. |
| placeEffect | Effect | placeBlock |
Effect for placing the block. Passes size as rotation. |
| breakEffect | Effect | breakBlock |
Effect for breaking the block. Passes size as rotation. |
| destroyEffect | Effect | dynamicExplosion |
Effect for destroying the block. |
| researchCostMultiplier | float | 1.0 |
Multiplier for cost of research in tech tree. |
| researchCost | ItemStack[] | |
Override for research cost. Uses multipliers above and building requirements if not set. |
| forceTeam | Team | |
If set, all blocks will be forced to be this team. |
| instantTransfer | boolean | false |
Whether this block has instant transfer. |
| quickRotate | boolean | true |
Whether you can rotate this block after it is placed. |
| allowDerelictRepair | boolean | true |
If true, this derelict block can be repair by clicking it. |
| selectScroll | float | 0.0 |
Scroll position for certain blocks. |
| itemFilter | boolean[] | [] |
Consumption filters. |
| liquidFilter | boolean[] | [] |
Consumption filters. |
| hasConsumers | boolean | false |
Set to true if this block has any consumers in its array. |
| regionRotated1 | int | -1 |
Regions indexes from icons() that are rotated. If either of these is not -1, other regions won't be rotated in ConstructBlocks. |
| regionRotated2 | int | -1 |
Regions indexes from icons() that are rotated. If either of these is not -1, other regions won't be rotated in ConstructBlocks. |
| dumpTime | int | 5 |
How often to try dumping items in ticks, e.g. 5 = 12 times/sec |
BlockProducer
继承自 PayloadBlock
Generic building that produces other buildings.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| buildSpeed | float | 4 |
BombBulletType
继承自 BasicBulletType
Template class for an unmoving shrinking bullet.
BufferedItemBridge
继承自 ItemBridge
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 40.0 |
|
| bufferCapacity | int | 50 |
|
| displayedSpeed | float | 11.0 |
BuildTurret
继承自 BaseTurret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| targetInterval | int | 15 |
|
| buildSpeed | float | 1.0 |
|
| buildBeamOffset | float | 5.0 |
|
| unitType | UnitType | |
|
| elevation | float | -1.0 |
|
| heatColor | Color | ffd37fe5 |
BuildWeapon
继承自 Weapon
Purely visual turret. Does not shoot anything.
BulletType
继承自 Content
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| lifetime | float | 40.0 |
Lifetime in ticks. |
| lifeScaleRandMin | float | 1.0 |
Min/max multipliers for lifetime applied to this bullet when spawned. |
| lifeScaleRandMax | float | 1.0 |
Min/max multipliers for lifetime applied to this bullet when spawned. |
| speed | float | 1.0 |
Speed in units/tick. |
| velocityScaleRandMin | float | 1.0 |
Min/max multipliers for velocity applied to this bullet when spawned. |
| velocityScaleRandMax | float | 1.0 |
Min/max multipliers for velocity applied to this bullet when spawned. |
| damage | float | 1.0 |
Direct damage dealt on hit. |
| hitSize | float | 4.0 |
Hitbox size. |
| drawSize | float | 40.0 |
Clipping hitbox. |
| angleOffset | float | 0.0 |
Angle offset applied to bullet when spawned each time. |
| randomAngleOffset | float | 0.0 |
Angle offset applied to bullet when spawned each time. |
| drag | float | 0.0 |
Drag as fraction of velocity. |
| accel | float | 0.0 |
Acceleration per frame. |
| pierce | boolean | false |
Whether to pierce units. |
| pierceBuilding | boolean | false |
Whether to pierce buildings. |
| pierceCap | int | -1 |
Maximum # of pierced objects. |
| pierceDamageFactor | float | 0.0 |
Multiplier of damage decreased per health pierced. |
| maxDamageFraction | float | -1.0 |
If positive, limits non-splash damage dealt to a fraction of the target's maximum health. |
| removeAfterPierce | boolean | true |
If false, this bullet isn't removed after pierceCap is exceeded. Expert usage only. |
| laserAbsorb | boolean | true |
For piercing lasers, setting this to true makes it get absorbed by plastanium walls. |
| optimalLifeFract | float | 0.0 |
Life fraction at which this bullet has the best range/damage/etc. Used for lasers and continuous turrets. |
| layer | float | 100.0 |
Z layer to drawn on. |
| hitEffect | Effect | hitBulletSmall |
Effect shown on direct hit. |
| despawnEffect | Effect | hitBulletSmall |
Effect shown when bullet despawns. |
| shootEffect | Effect | shootSmall |
Effect created when shooting. |
| shootPattern | ShootPattern | null |
Pattern used to shoot this bullet. If null, uses turret's default pattern. |
| chargeEffect | Effect | none |
Effect created when charging starts; only usable in single-shot weapons with a firstShotDelay / shotDelay. |
| smokeEffect | Effect | shootSmallSmoke |
Extra smoke effect created when shooting. |
| shootSound | Sound | none |
Overrides the shoot sound in turrets if set. Does nothing in units, as they can't have multiple ammo types. |
| hitSound | Sound | none |
Sound made when hitting something or getting removed. |
| despawnSound | Sound | none |
Sound made when hitting something or getting removed. |
| hitSoundPitch | float | 1.0 |
Pitch of the sound made when hitting something |
| hitSoundPitchRange | float | 0.1 |
Pitch of the sound made when hitting something |
| hitSoundVolume | float | 1.0 |
Volume of the sound made when hitting something |
| inaccuracy | float | 0.0 |
Extra inaccuracy when firing. |
| ammoMultiplier | float | 2.0 |
How many bullets get created per ammo item/liquid. |
| reloadMultiplier | float | 1.0 |
Multiplied by turret reload speed to get final shoot speed. |
| buildingDamageMultiplier | float | 1.0 |
Multiplier of how much base damage is done to tiles. |
| shieldDamageMultiplier | float | 1.0 |
Multiplier of how much base damage is done to force shields. |
| recoil | float | 0.0 |
Recoil from shooter entities. |
| killShooter | boolean | false |
Whether to kill the shooter when this is shot. For suicide bombers. |
| instantDisappear | boolean | false |
Whether to instantly make the bullet disappear. |
| splashDamage | float | 0.0 |
Damage dealt in splash. 0 to disable. |
| scaledSplashDamage | boolean | false |
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 | 0.0 |
Knockback in velocity. |
| impact | boolean | false |
Should knockback follow the bullet's direction |
| statusDuration | float | 480.0 |
Intensity of applied status effect in terms of duration. |
| targetBlocks | boolean | true |
Turret only. If false, blocks will not be targeted. |
| targetMissiles | boolean | true |
Turret only. If false, missiles will not be targeted. |
| collidesTiles | boolean | true |
Whether this bullet type collides with tiles. |
| collidesTeam | boolean | false |
Whether this bullet type collides with tiles that are of the same team. |
| collidesAir | boolean | true |
Whether this bullet type collides with air/ground units. |
| collidesGround | boolean | true |
Whether this bullet type collides with air/ground units. |
| collides | boolean | true |
Whether this bullet types collides with anything at all. |
| collideFloor | boolean | false |
If true, this projectile collides with non-surface floors. |
| collideTerrain | boolean | false |
If true, this projectile collides with static walls |
| keepVelocity | boolean | true |
Whether velocity is inherited from the shooter. |
| scaleLife | boolean | false |
Whether to scale lifetime (not actually velocity!) to disappear at the target position. Used for artillery. |
| hittable | boolean | true |
Whether this bullet can be hit by point defense. |
| reflectable | boolean | true |
Whether this bullet can be reflected. |
| absorbable | boolean | true |
Whether this projectile can be absorbed by shields. |
| ignoreSpawnAngle | boolean | false |
If true, the angle param in create is ignored. |
| createChance | float | 1.0 |
Chance for this bullet to be created. |
| maxRange | float | -1.0 |
Bullet range positive override. |
| rangeOverride | float | -1.0 |
When > 0, overrides range even if smaller than base range. |
| rangeChange | float | 0.0 |
When used in a turret with multiple ammo types, this can be set to a non-zero value to influence range. |
| extraRangeMargin | float | 0.0 |
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 | 0.0 |
Range initialized in init(). |
| minRangeChange | float | 0.0 |
When used in a turret with multiple ammo types, this can be set to a non-zero value to influence minRange |
| healPercent | float | 0.0 |
% of block health healed * |
| healAmount | float | 0.0 |
flat amount of block health healed |
| healSound | Sound | blockHeal |
sound played when a block is healed |
| healSoundVolume | float | 0.9 |
volume of heal sound |
| lifesteal | float | 0.0 |
Fraction of bullet damage that heals that shooter. |
| makeFire | boolean | false |
Whether to make fire on impact |
| hitUnder | boolean | false |
Whether this bullet will always hit blocks under it. |
| despawnHit | boolean | false |
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 | true |
If true, this bullet will create bullets when it hits anything |
| fragOnDespawn | boolean | true |
If true, this bullet will create bullets when it despawns |
| fragOnAbsorb | boolean | true |
If false, this bullet will not create frags when absorbed by a shield. |
| pierceArmor | boolean | false |
If true, unit armor is ignored in damage calculations. |
| armorMultiplier | float | 1 |
Multiplies the unit armor used in damage calculations. Used for armor weakness, armor piercing, and anti-armor. |
| sticky | boolean | false |
If true, the bullet will "stick" to enemies and get deactivated on collision. |
| stickyExtraLifetime | float | 0.0 |
Extra time added to bullet when it sticks to something. |
| setDefaults | boolean | true |
Whether status and despawnHit should automatically be set. |
| hitShake | float | 0.0 |
Amount of shaking produced when this bullet hits something or despawns. |
| despawnShake | float | 0.0 |
Amount of shaking produced when this bullet hits something or despawns. |
| fragBullet | BulletType | null |
Bullet type that is created when this bullet expires. |
| delayFrags | boolean | false |
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 | 360.0 |
Degree spread range of fragmentation bullets. |
| fragSpread | float | 0.0 |
Uniform spread between each frag bullet in degrees. |
| fragAngle | float | 0.0 |
Angle offset of fragmentation bullets. |
| fragBullets | int | 9 |
Number of fragmentation bullets created. |
| fragVelocityMin | float | 0.2 |
Random range of frag velocity as a multiplier. |
| fragVelocityMax | float | 1.0 |
Random range of frag velocity as a multiplier. |
| fragLifeMin | float | 1.0 |
Random range of frag lifetime as a multiplier. |
| fragLifeMax | float | 1.0 |
Random range of frag lifetime as a multiplier. |
| fragOffsetMin | float | 1.0 |
Random offset of frag bullets from the parent bullet. |
| fragOffsetMax | float | 7.0 |
Random offset of frag bullets from the parent bullet. |
| pierceFragCap | int | -1 |
How many times this bullet can release frag bullets, if pierce = true. |
| intervalBullet | BulletType | |
Bullet that is created at a fixed interval. |
| bulletInterval | float | 20.0 |
Interval, in ticks, between which bullet spawn. |
| intervalBullets | int | 1 |
Number of bullet spawned per interval. |
| intervalRandomSpread | float | 360.0 |
Random angle added to interval bullets. |
| intervalSpread | float | 0.0 |
Angle spread between individual interval bullets. |
| intervalAngle | float | 0.0 |
Angle offset for interval bullets. |
| intervalDelay | float | -1.0 |
Use a negative value to disable interval bullet delay. |
| underwater | boolean | false |
If true, this bullet is rendered underwater. Highly experimental! |
| hitColor | Color | ffffffff |
Color used for hit/despawn effects. |
| healColor | Color | 98ffa9ff |
Color used for block heal effects. |
| healEffect | Effect | healBlockFull |
Effect emitted upon blocks that are healed. |
| spawnBullets | Seq<BulletType> | [] |
Bullets spawned when this bullet is created. Rarely necessary, used for visuals. |
| showStats | boolean | false |
Whether to display the stats of the spawned bullet. |
| spawnBulletRandomSpread | float | 0.0 |
Random angle spread of spawn bullets. |
| spawnUnit | UnitType | |
Unit spawned _instead of_ this bullet. Useful for missiles. |
| despawnUnit | UnitType | |
Unit spawned when this bullet hits something or despawns due to it hitting the end of its lifetime. |
| despawnUnitChance | float | 1.0 |
The chance for despawn units to spawn. |
| despawnUnitCount | int | 1 |
Amount of units spawned when this bullet despawns. |
| despawnUnitRadius | float | 0.1 |
Random offset distance from the original bullet despawn/hit coordinate. |
| faceOutwards | boolean | false |
If true, units spawned when this bullet despawns face away from the bullet instead of the same direction as the bullet. |
| parts | Seq<DrawPart> | [] |
Extra visual parts for this bullet. |
| trailColor | Color | e58956ff |
Color of trail behind bullet. |
| trailChance | float | -1.0E-4 |
Chance of trail effect spawning on bullet per tick. |
| trailInterval | float | 0.0 |
Uniform interval in which trail effect is spawned. |
| trailMinVelocity | float | 0.0 |
Min velocity required for trail effect to spawn. |
| trailEffect | Effect | missileTrail |
Trail effect that is spawned. |
| trailSpread | float | 0.0 |
Random offset of trail effect. |
| trailParam | float | 2.0 |
Rotation/size parameter that is passed to trail. Usually, this controls size. |
| trailRotation | boolean | false |
Whether the parameter passed to the trail is the bullet rotation, instead of a flat value. |
| trailInterp | Interp | Interp.one |
Interpolation for trail width as function of bullet lifetime |
| trailLength | int | -1 |
Length of trail quads. Any value <= 0 disables the trail. |
| trailWidth | float | 2.0 |
Width of trail, if trailLength > 0 |
| trailSinMag | float | 0.0 |
If trailSinMag > 0, these values are applied as a sine curve to trail width. |
| trailSinScl | float | 3.0 |
If trailSinMag > 0, these values are applied as a sine curve to trail width. |
| circleShooter | boolean | false |
If true, the bullet will attempt to circle around its shooting entity. |
| circleShooterRadius | float | 13.0 |
Radius that the bullet attempts to circle at. |
| circleShooterRadiusSmooth | float | 10.0 |
Smooth extra radius value for circling. |
| circleShooterRotateSpeed | float | 0.3 |
Multiplier of speed that is used to adjust velocity when circling. |
| splashDamageRadius | float | -1.0 |
Use a negative value to disable splash damage. |
| splashDamagePierce | boolean | false |
If true, splash damage pierces through tiles. |
| incendAmount | int | 0 |
Amount of fires attempted around bullet. |
| incendSpread | float | 8.0 |
Spread of fires around bullet. |
| incendChance | float | 1.0 |
Chance of fire being created. |
| homingPower | float | 0.0 |
Power of bullet ability. Usually a number between 0 and 1; try 0.1 as a starting point. |
| homingRange | float | 50.0 |
Range of homing effect around bullet. |
| homingDelay | float | -1.0 |
Use a negative value to disable homing delay. |
| followAimSpeed | float | 0.0 |
Speed at which bullet rotates to follow cursor. <= 0 to disable. |
| suppressionRange | float | -1.0 |
Range of healing block suppression effect. |
| suppressionDuration | float | 480.0 |
Duration of healing block suppression effect. |
| suppressionEffectChance | float | 50.0 |
Chance of suppression effect occurring on block, scaled down by number of blocks. |
| suppressColor | Color | bf92f9ff |
Color used for the regenSuppressSeek effect. |
| lightningColor | Color | f3e979ff |
Color of lightning created by bullet. |
| lightning | int | 0 |
Number of separate lightning "roots". |
| lightningLength | int | 5 |
Length of each lightning strand. |
| lightningLengthRand | int | 0 |
Extra random length added onto base length of lightning. |
| lightningDamage | float | -1.0 |
Use a negative value to use default bullet damage. |
| lightningCone | float | 360.0 |
Spread of lightning, relative to bullet rotation. |
| lightningAngle | float | 0.0 |
Offset of lightning relative to bullet rotation. |
| lightningType | BulletType | null |
The bullet created at lightning points. |
| weaveScale | float | 1.0 |
Scale of bullet weave pattern. Higher -> less vibration. |
| weaveMag | float | 0.0 |
Intensity of bullet weaving. Note that this may make bullets inaccurate. |
| weaveRandom | boolean | true |
If true, the bullet weave will randomly switch directions on spawn. |
| rotateSpeed | float | 0.0 |
Rotation speed of the bullet velocity as it travels. |
| puddles | int | 0 |
Number of individual puddles created. |
| puddleRange | float | 0.0 |
Range of puddles around bullet position. |
| puddleAmount | float | 5.0 |
Liquid count of each puddle created. |
| puddleLiquid | Liquid | water |
Liquid that puddles created are made of. |
| displayAmmoMultiplier | boolean | true |
Whether to display the ammo multiplayer for this bullet type in its stats. |
| statLiquidConsumed | float | 0.0 |
If >0, this is displayed divided by the ammo multiplier. |
| lightRadius | float | -1.0 |
Radius of light emitted by this bullet; <0 to use defaults. |
| lightOpacity | float | 0.3 |
Opacity of light color. |
| lightColor | Color | fbd367ff |
Color of light emitted by this bullet. |
BurstDrill
继承自 Drill
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| shake | float | 2.0 |
|
| speedCurve | Interp | Interp.pow2In |
|
| invertedTime | float | 200.0 |
|
| arrowSpacing | float | 4.0 |
|
| arrowOffset | float | 0.0 |
|
| arrows | int | 3 |
|
| arrowColor | Color | feb380ff |
|
| baseArrowColor | Color | 6e7080ff |
|
| glowColor | Color | feb380ff |
|
| drillSound | Sound | drillImpact |
|
| drillSoundVolume | float | 0.6 |
|
| drillSoundPitchRand | float | 0.1 |
CanvasBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| padding | float | 0.0 |
|
| canvasSize | int | 8 |
|
| palette | int[] | { 0x362944_ff, 0xc45d9f_ff, 0xe39aac_ff, 0xf0dab1_ff, 0x6461c2_ff, 0x2ba9b4_ff, 0x93d4b5_ff, 0xf0f6e8_ff } |
|
| bitsPerPixel | int | 0 |
CellLiquid
继承自 Liquid
Liquid that draws cells in its puddle.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| colorFrom | Color | ffffffff |
|
| colorTo | Color | ffffffff |
|
| cells | int | 6 |
|
| spreadTarget | Liquid | |
|
| maxSpread | float | 0.75 |
|
| spreadConversion | float | 1.2 |
|
| spreadDamage | float | 0.11 |
|
| removeScaling | float | 0.25 |
CharacterOverlay
继承自 OverlayFloor
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | ffffffff |
Cliff
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| size | float | 11.0 |
ColoredFloor
继承自 Floor
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| defaultColor | Color | ffffffff |
ColoredWall
继承自 StaticWall
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| defaultColor | Color | ffffffff |
Conduit
继承自 LiquidBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| botColor | Color | 565656ff |
|
| padCorners | boolean | true |
If true, the liquid region is padded at corners, so it doesn't stick out. |
| leaks | boolean | true |
|
| junctionReplacement | Block | |
|
| bridgeReplacement | Block | |
|
| rotBridgeReplacement | Block | |
ConstructBlock
继承自 Block
A block in the process of construction.
Constructor
继承自 BlockProducer
Configurable BlockProducer variant.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| filter | Seq<Block> | [] |
Empty seq for no filter. |
| minBlockSize | int | 1 |
|
| maxBlockSize | int | 2 |
ConsumeGenerator
继承自 PowerGenerator
A generator that just takes in certain items or liquids.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| itemDuration | float | 120.0 |
The time in number of ticks during which a single item will produce power. |
| warmupSpeed | float | 0.05 |
|
| effectChance | float | 0.01 |
|
| generateEffect | Effect | none |
|
| consumeEffect | Effect | none |
|
| generateEffectRange | float | 3.0 |
|
| baseLightRadius | float | 65.0 |
|
| outputLiquid | LiquidStack | |
|
| explodeOnFull | boolean | false |
If true, this block explodes when outputLiquid exceeds capacity. |
Content
继承自 Object
Base class for a content type that is loaded in {@link mindustry.core.ContentLoader}.
ContinuousBulletType
继承自 BulletType
Basic continuous (line) bullet type that does not draw itself. Essentially abstract.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| length | float | 220.0 |
|
| shake | float | 0.0 |
|
| damageInterval | float | 5.0 |
|
| largeHit | boolean | false |
|
| continuous | boolean | true |
|
| timescaleDamage | boolean | false |
If a building fired this, whether to multiply damage by its timescale. |
ContinuousFlameBulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| lightStroke | float | 40.0 |
|
| width | float | 3.7 |
|
| oscScl | float | 1.2 |
|
| oscMag | float | 0.02 |
|
| divisions | int | 25 |
|
| drawFlare | boolean | true |
|
| flareColor | Color | e189f5ff |
|
| flareWidth | float | 3.0 |
|
| flareInnerScl | float | 0.5 |
|
| flareLength | float | 40.0 |
|
| flareInnerLenScl | float | 0.5 |
|
| flareLayer | float | 99.9999 |
|
| flareRotSpeed | float | 1.2 |
|
| rotateFlare | boolean | false |
|
| lengthInterp | Interp | Interp.slope |
|
| lengthWidthPans | float[] | [1.121.30.321.01.00.30.80.90.20.50.80.150.250.70.1] |
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[] | [eb7abe8ce189f5b2907ef7cc91a4ffffffffffff] |
ContinuousLaserBulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| fadeTime | float | 16.0 |
|
| lightStroke | float | 40.0 |
|
| divisions | int | 13 |
|
| colors | Color[] | [ec745855ec7458aaff9c5affffffffff] |
|
| strokeFrom | float | 2.0 |
|
| strokeTo | float | 0.5 |
|
| pointyScaling | float | 0.75 |
|
| backLength | float | 7.0 |
|
| frontLength | float | 35.0 |
|
| width | float | 9.0 |
|
| oscScl | float | 0.8 |
|
| oscMag | float | 1.5 |
ContinuousLiquidTurret
继承自 ContinuousTurret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| liquidConsumed | float | 0.016666668 |
ContinuousTurret
继承自 Turret
A turret that fires a continuous beam bullet with no reload or coolant necessary. The bullet only disappears when the turret stops shooting.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| shootType | BulletType | placeholder |
|
| aimChangeSpeed | float | Infinity |
Speed at which the turret can change its bullet "aim" distance. This is only used for point laser bullets. |
| scaleDamageEfficiency | boolean | false |
Conveyor
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 0.0 |
|
| displayedSpeed | float | 0.0 |
|
| pushUnits | boolean | true |
|
| junctionReplacement | Block | |
|
| bridgeReplacement | Block | |
CoreBlock
继承自 StorageBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| thrusterLength | float | 3.5 |
|
| thrusterOffset | float | 0.0 |
|
| isFirstTier | boolean | false |
|
| allowSpawn | boolean | true |
If false, players can't respawn at this core. |
| requiresCoreZone | boolean | false |
If true, this core type requires a core zone to upgrade. |
| incinerateNonBuildable | boolean | false |
|
| unitType | UnitType | alpha |
|
| landDuration | float | 160.0 |
|
| landMusic | Music | land |
|
| launchSoundVolume | float | 1.0 |
|
| landSoundVolume | float | 1.0 |
|
| launchSound | Sound | coreLaunch |
|
| landSound | Sound | coreLand |
|
| launchEffect | Effect | launch |
|
| landZoomInterp | Interp | Interp.pow3 |
|
| landZoomFrom | float | 0.02 |
|
| landZoomTo | float | 4.0 |
|
| captureInvicibility | float | 900.0 |
DirectionBridge
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | int | 4 |
DirectionLiquidBridge
继承自 DirectionBridge
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 5.0 |
|
| liquidPadding | float | 1.0 |
DirectionalForceProjector
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| width | float | 30.0 |
|
| shieldHealth | float | 3000.0 |
|
| cooldownNormal | float | 1.75 |
|
| cooldownLiquid | float | 1.5 |
|
| cooldownBrokenBase | float | 0.35 |
|
| absorbEffect | Effect | absorb |
|
| shieldBreakEffect | Effect | shieldBreak |
|
| length | float | 40.0 |
|
| padSize | float | 40.0 |
DirectionalUnloader
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 1.0 |
|
| allowCoreUnload | boolean | false |
Door
继承自 Wall
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| openfx | Effect | dooropen |
|
| closefx | Effect | doorclose |
|
| doorSound | Sound | door |
|
| chainEffect | boolean | false |
DrawArcSmelt
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| flameColor | Color | f58349ff |
|
| midColor | Color | f2d585ff |
|
| flameRad | float | 1.0 |
|
| circleSpace | float | 2.0 |
|
| flameRadiusScl | float | 3.0 |
|
| flameRadiusMag | float | 0.3 |
|
| circleStroke | float | 1.5 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| alpha | float | 0.68 |
|
| particles | int | 25 |
|
| particleLife | float | 40.0 |
|
| particleRad | float | 7.0 |
|
| particleStroke | float | 1.1 |
|
| particleLen | float | 3.0 |
|
| drawCenter | boolean | true |
|
| blending | Blending | additive |
DrawBlock
继承自 Object
An implementation of custom rendering behavior for a crafter block.
This is used mostly for mods.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| iconOverride | String[] | null |
If set, the icon is overridden to be these strings, in order. Each string is a suffix. |
DrawBlurSpin
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| suffix | String | "" |
|
| rotateSpeed | float | 1.0 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| blurThresh | float | 0.7 |
DrawBubbles
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | 7457ceff |
|
| amount | int | 12 |
|
| sides | int | 8 |
|
| strokeMin | float | 0.2 |
|
| spread | float | 3.0 |
|
| timeScl | float | 30.0 |
|
| recurrence | float | 6.0 |
|
| radius | float | 3.0 |
|
| fill | boolean | false |
DrawCells
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | ffffffff |
|
| particleColorFrom | Color | 000000ff |
|
| particleColorTo | Color | 000000ff |
|
| particles | int | 12 |
|
| range | float | 4.0 |
|
| recurrence | float | 2.0 |
|
| radius | float | 1.8 |
|
| lifetime | float | 180.0 |
DrawCircles
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | 7457ceff |
|
| amount | int | 5 |
|
| sides | int | 15 |
|
| strokeMin | float | 0.2 |
|
| strokeMax | float | 2.0 |
|
| timeScl | float | 160.0 |
|
| radius | float | 12.0 |
|
| radiusOffset | float | 0.0 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| strokeInterp | Interp | Interp.pow3In |
DrawCrucibleFlame
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| flameColor | Color | f58349ff |
|
| midColor | Color | f2d585ff |
|
| flameRad | float | 1.0 |
|
| circleSpace | float | 2.0 |
|
| flameRadiusScl | float | 10.0 |
|
| flameRadiusMag | float | 0.6 |
|
| circleStroke | float | 1.5 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| alpha | float | 0.5 |
|
| particles | int | 30 |
|
| particleLife | float | 70.0 |
|
| particleRad | float | 7.0 |
|
| particleSize | float | 3.0 |
|
| fadeMargin | float | 0.4 |
|
| rotateScl | float | 1.5 |
|
| particleInterp | Interp | new PowIn(1.5f) |
DrawCultivator
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| plantColor | Color | 5541b1ff |
|
| plantColorLight | Color | 7457ceff |
|
| bottomColor | Color | 474747ff |
|
| bubbles | int | 12 |
|
| sides | int | 8 |
|
| strokeMin | float | 0.2 |
|
| spread | float | 3.0 |
|
| timeScl | float | 70.0 |
|
| recurrence | float | 6.0 |
|
| radius | float | 3.0 |
DrawDefault
继承自 DrawBlock
DrawFade
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| suffix | String | "-top" |
|
| alpha | float | 0.6 |
|
| scale | float | 3.0 |
DrawFlame
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| flameColor | Color | ffc999ff |
|
| lightRadius | float | 60.0 |
|
| lightAlpha | float | 0.65 |
|
| lightSinScl | float | 10.0 |
|
| lightSinMag | float | 5.0 |
|
| flameRadius | float | 3.0 |
|
| flameRadiusIn | float | 1.9 |
|
| flameRadiusScl | float | 5.0 |
|
| flameRadiusMag | float | 2.0 |
|
| flameRadiusInMag | float | 1.0 |
|
| flameX | float | 0.0 |
|
| flameY | float | 0.0 |
DrawFrames
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| frames | int | 3 |
Number of frames to draw. |
| interval | float | 5.0 |
Ticks between frames. |
| sine | boolean | true |
If true, frames wil alternate back and forth in a sine wave. |
DrawGlowRegion
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| blending | Blending | additive |
|
| suffix | String | "-glow" |
|
| alpha | float | 0.9 |
|
| glowScale | float | 10.0 |
|
| glowIntensity | float | 0.5 |
|
| rotateSpeed | float | 0.0 |
|
| layer | float | 31.0 |
|
| rotate | boolean | false |
|
| color | Color | ff0000ff |
DrawHeatInput
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| suffix | String | "-heat" |
|
| heatColor | Color | ff3838cc |
|
| heatPulse | float | 0.3 |
|
| heatPulseScl | float | 10.0 |
DrawHeatOutput
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| heatColor | Color | ff3838cc |
|
| heatPulse | float | 0.3 |
|
| heatPulseScl | float | 10.0 |
|
| glowMult | float | 1.2 |
|
| rotOffset | int | 0 |
|
| drawGlow | boolean | true |
DrawHeatRegion
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | ff3838cc |
|
| pulse | float | 0.3 |
|
| pulseScl | float | 10.0 |
|
| layer | float | 31.0 |
|
| suffix | String | "-glow" |
DrawLiquidOutputs
继承自 DrawBlock
This must be used in conjunction with another DrawBlock; it only draws outputs.
DrawLiquidRegion
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| drawLiquid | Liquid | |
|
| suffix | String | "-liquid" |
|
| alpha | float | 1.0 |
DrawLiquidTile
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| drawLiquid | Liquid | |
|
| padding | float | 0.0 |
|
| padLeft | float | -1.0 |
|
| padRight | float | -1.0 |
|
| padTop | float | -1.0 |
|
| padBottom | float | -1.0 |
|
| alpha | float | 1.0 |
DrawMulti
继承自 DrawBlock
combined several DrawBlocks into one
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| drawers | DrawBlock[] | [] |
DrawMultiWeave
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| rotateSpeed | float | 1.0 |
|
| rotateSpeed2 | float | -0.9 |
|
| fadeWeave | boolean | false |
|
| glowColor | Color | ff6666cc |
|
| weaveColor | Color | ffffffff |
|
| pulse | float | 0.3 |
|
| pulseScl | float | 10.0 |
DrawParticles
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | f2d585ff |
|
| sides | int | 12 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| alpha | float | 0.5 |
|
| particles | int | 30 |
|
| particleRotation | float | 0.0 |
|
| particleLife | float | 70.0 |
|
| particleRad | float | 7.0 |
|
| particleSize | float | 3.0 |
|
| fadeMargin | float | 0.4 |
|
| rotateScl | float | 3.0 |
|
| reverse | boolean | false |
|
| poly | boolean | false |
|
| particleInterp | Interp | new PowIn(1.5f) |
|
| particleSizeInterp | Interp | Interp.slope |
|
| blending | Blending | normal |
DrawPistons
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| sinMag | float | 4.0 |
|
| sinScl | float | 6.0 |
|
| sinOffset | float | 50.0 |
|
| sideOffset | float | 0.0 |
|
| lenOffset | float | -1.0 |
|
| horiOffset | float | 0.0 |
|
| angleOffset | float | 0.0 |
|
| sides | int | 4 |
|
| suffix | String | "-piston" |
DrawPlasma
继承自 DrawFlame
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| suffix | String | "-plasma-" |
|
| plasmas | int | 4 |
|
| plasma1 | Color | ffd06bff |
|
| plasma2 | Color | ff361bff |
DrawPower
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| suffix | String | "-power" |
|
| drawPlan | boolean | true |
|
| mixcol | boolean | true |
If false, fades between emptyRegion and fullRegion instead of mixcol between empty and full colors. |
| emptyLightColor | Color | f8c266ff |
|
| fullLightColor | Color | fb9567ff |
|
| layer | float | -1.0 |
Any number <=0 disables layer changes. |
DrawPulseShape
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | ffd37fff |
|
| stroke | float | 2.0 |
|
| timeScl | float | 100.0 |
|
| minStroke | float | 0.2 |
|
| radiusScl | float | 1.0 |
|
| layer | float | -1.0 |
|
| square | boolean | true |
DrawPumpLiquid
继承自 DrawBlock
DrawRegion
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| suffix | String | "" |
|
| name | String | |
If set, overrides the region name. |
| color | Color | |
|
| spinSprite | boolean | false |
|
| drawPlan | boolean | true |
|
| buildingRotate | boolean | false |
|
| rotateSpeed | float | 0.0 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| rotation | float | 0.0 |
|
| layer | float | -1.0 |
Any number <=0 disables layer changes. |
DrawShape
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | ffd37fff |
|
| sides | int | 4 |
|
| radius | float | 2.0 |
|
| timeScl | float | 1.0 |
|
| layer | float | -1.0 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| useWarmupRadius | boolean | false |
DrawSideRegion
继承自 DrawBlock
DrawSoftParticles
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | e3ae6fff |
|
| color2 | Color | d04d46ff |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| alpha | float | 0.5 |
|
| particles | int | 30 |
|
| particleLife | float | 70.0 |
|
| particleRad | float | 7.0 |
|
| particleSize | float | 3.0 |
|
| fadeMargin | float | 0.4 |
|
| rotateScl | float | 1.5 |
|
| particleInterp | Interp | new PowIn(1.5f) |
DrawSpikes
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | 7457ceff |
|
| amount | int | 10 |
|
| layers | int | 1 |
|
| stroke | float | 2.0 |
|
| rotateSpeed | float | 0.8 |
|
| radius | float | 6.0 |
|
| length | float | 4.0 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| layerSpeed | float | -1.0 |
DrawTurret
继承自 DrawBlock
Extend to implement custom drawing behavior for a turret.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| parts | Seq<DrawPart> | [] |
|
| basePrefix | String | "" |
Prefix to use when loading base region. |
| liquidDraw | Liquid | |
Overrides the liquid to draw in the liquid region. |
| turretLayer | float | 50.0 |
|
| shadowLayer | float | 49.5 |
|
| heatLayer | float | 50.1 |
DrawWarmupRegion
继承自 DrawBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| sinMag | float | 0.6 |
|
| sinScl | float | 8.0 |
|
| color | Color | ff9b59ff |
DrawWeave
继承自 DrawBlock
Drill
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| hardnessDrillMultiplier | float | 50.0 |
|
| tier | int | 0 |
Maximum tier of blocks this drill can mine. |
| drillTime | float | 300.0 |
Base time to drill one ore, in frames. |
| liquidBoostIntensity | float | 1.6 |
How many times faster the drill will progress when boosted by liquid. |
| warmupSpeed | float | 0.015 |
Speed at which the drill speeds up. |
| blockedItem | Item | |
Special exemption item that this drill can't mine. |
| blockedItems | Seq<Item> | |
Special exemption items that this drill can't mine. |
| drawMineItem | boolean | true |
Whether to draw the item this drill is mining. |
| drillEffect | Effect | mine |
Effect played when an item is produced. This is colored. |
| drillEffectRnd | float | -1.0 |
Drill effect randomness. Block size by default. |
| drillEffectChance | float | 0.02 |
Chance of displaying the effect. Useful for extremely fast drills. |
| rotateSpeed | float | 2.0 |
Speed the drill bit rotates at. |
| updateEffect | Effect | pulverizeSmall |
Effect randomly played while drilling. |
| updateEffectChance | float | 0.02 |
Chance the update effect will appear. |
| drawRim | boolean | false |
|
| drawSpinSprite | boolean | true |
|
| heatColor | Color | ff5512ff |
DroneCenter
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| unitsSpawned | int | 4 |
|
| droneType | UnitType | |
|
| droneConstructTime | float | 180.0 |
|
| statusDuration | float | 120.0 |
|
| droneRange | float | 50.0 |
Duct
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 5.0 |
|
| armored | boolean | false |
|
| transparentColor | Color | 66666619 |
|
| bridgeReplacement | Block | |
|
| junctionReplacement | Block | |
DuctBridge
继承自 DirectionBridge
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 5.0 |
DuctJunction
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| transparentColor | Color | 66666619 |
|
| speed | float | 5.0 |
DuctRouter
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 5.0 |
Effect
继承自 Object
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| lifetime | float | 50.0 |
|
| clip | float | 0.0 |
Clip size. |
| startDelay | float | 0.0 |
Time delay before the effect starts |
| baseRotation | float | 0.0 |
Amount added to rotation |
| followParent | boolean | true |
If true, parent unit is data are followed. |
| rotWithParent | boolean | false |
If this and followParent are true, the effect will offset and rotate with the parent's rotation. |
| layer | float | 110.0 |
|
| layerDuration | float | 0.0 |
EmpBulletType
继承自 BasicBulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| radius | float | 100.0 |
|
| timeIncrease | float | 2.5 |
|
| timeDuration | float | 600.0 |
|
| powerDamageScl | float | 2.0 |
|
| powerSclDecrease | float | 0.2 |
|
| hitPowerEffect | Effect | hitEmpSpark |
|
| chainEffect | Effect | chainEmp |
|
| applyEffect | Effect | heal |
|
| hitUnits | boolean | true |
|
| unitDamageScl | float | 0.7 |
EmptyBulletType
继承自 BulletType
EmptyFloor
继承自 Floor
Empty floor is *not* equivalent to air. Unlike air, it is solid, and still draws neighboring tile edges.
EnergyFieldAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| damage | float | 1 |
|
| reload | float | 100 |
|
| range | float | 60 |
|
| healEffect | Effect | heal |
|
| hitEffect | Effect | hitLaserBlast |
|
| damageEffect | Effect | chainLightning |
|
| shootSound | Sound | shootEnergyField |
|
| statusDuration | float | 60f * 6 |
|
| x | float | |
|
| y | float | |
|
| targetGround | boolean | true |
|
| targetAir | boolean | true |
|
| hitBuildings | boolean | true |
|
| hitUnits | boolean | true |
|
| maxTargets | int | 25 |
|
| healPercent | float | 3 |
|
| sameTypeHealMult | float | 1 |
Multiplies healing to units of the same type by this amount. |
| displayHeal | boolean | true |
|
| layer | float | 001 |
|
| blinkScl | float | 20 |
|
| blinkSize | float | 1 |
|
| effectRadius | float | 5 |
|
| sectorRad | float | 14 |
|
| rotateSpeed | float | 5 |
|
| sectors | int | 5 |
|
| color | Color | heal |
|
| useAmmo | boolean | true |
ErekirUnitType
继承自 UnitType
Config class for special Erekir unit properties.
ErrorContent
继承自 Content
Represents a blank type of content that has an error. Replaces anything that failed to parse.
ExplosionBulletType
继承自 BulletType
Template class for a non-drawing bullet type that makes an explosion and disappears instantly.
ExplosionEffect
继承自 Effect
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| waveColor | Color | ffd2aeff |
|
| smokeColor | Color | 7f7f7fff |
|
| sparkColor | Color | e58956ff |
|
| waveLife | float | 6.0 |
|
| waveStroke | float | 3.0 |
|
| waveRad | float | 15.0 |
|
| waveRadBase | float | 2.0 |
|
| sparkStroke | float | 1.0 |
|
| sparkRad | float | 23.0 |
|
| sparkLen | float | 3.0 |
|
| smokeSize | float | 4.0 |
|
| smokeSizeBase | float | 0.5 |
|
| smokeRad | float | 23.0 |
|
| smokes | int | 5 |
|
| sparks | int | 4 |
FireBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| colorFrom | Color | ffdd55ff |
|
| colorMid | Color | db401cff |
|
| colorTo | Color | 7f7f7fff |
|
| radius | float | 3.0 |
|
| velMin | float | 0.6 |
|
| velMax | float | 2.6 |
|
| fireTrailChance | float | 0.04 |
|
| trailEffect2 | Effect | ballfire |
|
| fireEffectChance | float | 0.1 |
|
| fireEffectChance2 | float | 0.1 |
FlakBulletType
继承自 BasicBulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| explodeRange | float | 30.0 |
|
| explodeDelay | float | 5.0 |
|
| flakDelay | float | 0.0 |
|
| flakInterval | float | 6.0 |
Floor
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| edge | String | "stone" |
edge fallback, used mainly for ores |
| speedMultiplier | float | 1.0 |
Multiplies unit velocity by this when walked on. |
| dragMultiplier | float | 1.0 |
Multiplies unit drag by this when walked on. |
| damageTaken | float | 0.0 |
Damage taken per tick on this tile. |
| drownTime | float | 0.0 |
How many ticks it takes to drown on this. 0 to disable. |
| walkEffect | Effect | none |
Effect when walking on this floor. |
| walkSound | Sound | none |
Sound made when walking. |
| walkSoundVolume | float | 0.1 |
Volume of sound made when walking. |
| walkSoundPitchMin | float | 0.8 |
Volume of sound made when walking. |
| walkSoundPitchMax | float | 1.2 |
Volume of sound made when walking. |
| drownUpdateEffect | Effect | bubble |
Effect displayed when drowning on this floor. |
| statusDuration | float | 60.0 |
Intensity of applied status effect. |
| liquidDrop | Liquid | null |
liquids that drop from this block, used for pumps. |
| liquidMultiplier | float | 1.0 |
Multiplier for pumped liquids, used for deep water. |
| isLiquid | boolean | false |
whether this block is liquid. |
| overlayAlpha | float | 0.65 |
for liquid floors, this is the opacity of the overlay drawn on top. |
| supportsOverlay | boolean | false |
whether this floor supports an overlay floor |
| shallow | boolean | false |
shallow water flag used for generation |
| blendGroup | Block | this |
Group of blocks that this block does not draw edges on. |
| oreDefault | boolean | false |
Whether this ore generates in maps by default. |
| oreScale | float | 24.0 |
Ore generation params. |
| oreThreshold | float | 0.828 |
Ore generation params. |
| wall | Block | air |
Wall variant of this block. May be Blocks.air if not found. |
| decoration | Block | air |
Decoration block. Usually a rock. May be air. |
| canShadow | boolean | true |
Whether units can draw shadows over this. |
| forceDrawLight | boolean | false |
If true, this floor ignores the obstructsLight flag of overlays. |
| needsSurface | boolean | true |
Whether this overlay needs a surface to be on. False for floating blocks, like spawns. |
| allowCorePlacement | boolean | false |
If true, cores can be placed on this floor. |
| wallOre | boolean | false |
If true, this ore is allowed on walls. |
| blendId | int | -1 |
Actual ID used for blend groups. Internal. |
| tilingVariants | int | 0 |
If >0, this floor is drawn as parts of a large texture. |
| autotile | boolean | false |
If true, this floor uses autotiling; variants are not supported. See https://github.com/GglLfr/tile-gen |
| autotileMidVariants | int | 1 |
If >1, the middle region of the autotile has random variants. |
| autotileVariants | int | 1 |
Variants of the main autotile sprite. |
| drawEdgeIn | boolean | true |
If true (default), this floor will draw edges of other floors on itself. |
| drawEdgeOut | boolean | true |
If true (default), this floor will draw its edges onto other floors. |
ForceFieldAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| radius | float | 60 |
Shield radius. |
| regen | float | 1 |
Shield regen speed in damage/tick. |
| max | float | 200 |
Maximum shield. |
| cooldown | float | 60f * 5 |
Cooldown after the shield is broken, in ticks. |
| sides | int | 6 |
Sides of shield polygon. |
| rotation | float | 0 |
Rotation of shield. |
| breakSound | Sound | shieldBreakSmall |
|
| hitSound | Sound | shieldHit |
|
| hitSoundVolume | float | 12 |
ForceProjector
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| phaseUseTime | float | 350.0 |
|
| phaseRadiusBoost | float | 80.0 |
|
| phaseShieldBoost | float | 400.0 |
|
| radius | float | 101.7 |
|
| sides | int | 6 |
|
| shieldRotation | float | 0.0 |
|
| shieldHealth | float | 700.0 |
|
| cooldownNormal | float | 1.75 |
|
| cooldownLiquid | float | 1.5 |
|
| cooldownBrokenBase | float | 0.35 |
|
| coolantConsumption | float | 0.1 |
|
| consumeCoolant | boolean | true |
|
| crashDamageMultiplier | float | 2.0 |
|
| breakSound | Sound | shieldBreak |
|
| hitSound | Sound | shieldHit |
|
| hitSoundVolume | float | 0.12 |
|
| absorbEffect | Effect | absorb |
|
| shieldBreakEffect | Effect | shieldBreak |
Fracker
继承自 SolidPump
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| itemUseTime | float | 100.0 |
GenericCrafter
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| outputItem | ItemStack | |
Written to outputItems as a single-element array if outputItems is null. |
| outputItems | ItemStack[] | |
Overwrites outputItem if not null. |
| outputLiquid | LiquidStack | |
Written to outputLiquids as a single-element array if outputLiquids is null. |
| outputLiquids | LiquidStack[] | |
Overwrites outputLiquid if not null. |
| liquidOutputDirections | int[] | { -1 } |
Liquid output directions, specified in the same order as outputLiquids. Use -1 to dump in every direction. Rotations are relative to block. |
| dumpExtraLiquid | boolean | true |
if true, crafters with multiple liquid outputs will dump excess when there's still space for at least one liquid type |
| ignoreLiquidFullness | boolean | false |
|
| craftTime | float | 80.0 |
|
| craftEffect | Effect | none |
|
| updateEffect | Effect | none |
|
| updateEffectChance | float | 0.04 |
|
| updateEffectSpread | float | 4.0 |
|
| warmupSpeed | float | 0.019 |
|
| legacyReadWarmup | boolean | false |
Only used for legacy cultivator blocks. |
| drawer | DrawBlock | new DrawDefault() |
HeatConductor
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| visualMaxHeat | float | 15.0 |
|
| drawer | DrawBlock | new DrawDefault() |
|
| splitHeat | boolean | false |
HeatCrafter
继承自 GenericCrafter
A crafter that requires contact from heater blocks to craft.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| heatRequirement | float | 10.0 |
Base heat requirement for 100% efficiency. |
| overheatScale | float | 1.0 |
After heat meets this requirement, excess heat will be scaled by this number. |
| maxEfficiency | float | 4.0 |
Maximum possible efficiency after overheat. |
HeatProducer
继承自 GenericCrafter
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| heatOutput | float | 10.0 |
|
| warmupRate | float | 0.15 |
HeaterGenerator
继承自 ConsumeGenerator
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| heatOutput | float | 10.0 |
|
| warmupRate | float | 0.15 |
ImpactReactor
继承自 PowerGenerator
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| warmupSpeed | float | 0.001 |
|
| itemDuration | float | 60.0 |
Incinerator
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| effect | Effect | fuelburn |
|
| flameColor | Color | ffad9dff |
InterceptorBulletType
继承自 BasicBulletType
This class can only be used with PointDefenseBulletWeapon. Attempting to spawn it in outside of that weapon will lead to standard behavior.
Item
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | |
|
| explosiveness | float | 0.0 |
how explosive this item is. |
| flammability | float | 0.0 |
flammability above 0.3 makes this eligible for item burners. |
| radioactivity | float | 0.0 |
how radioactive this item is. |
| charge | float | 0.0 |
how electrically potent this item is. |
| hardness | int | 0 |
drill hardness of the item |
| cost | float | 1.0 |
base material cost of this item, used for calculating place times
1 cost = 1 tick added to build time |
| healthScaling | float | 0.0 |
When this item is present in the build cost, a block's default health is multiplied by 1 + scaling, where 'scaling' is summed together for all item requirement types. |
| lowPriority | boolean | false |
if true, this item is of the lowest priority to drills. |
| frames | int | 0 |
If >0, this item is animated. |
| transitionFrames | int | 0 |
Number of generated transition frames between each frame |
| frameTime | float | 5.0 |
Ticks in-between animation frames. |
| buildable | boolean | true |
If true, this material is used by buildings. If false, this material will be incinerated in certain cores. |
| hidden | boolean | false |
ItemBridge
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | int | 0 |
|
| transportTime | float | 0.0 |
|
| fadeIn | boolean | true |
|
| moveArrows | boolean | true |
|
| pulse | boolean | false |
|
| arrowSpacing | float | 4.0 |
|
| arrowOffset | float | 2.0 |
|
| arrowPeriod | float | 0.4 |
|
| arrowTimeScl | float | 6.2 |
|
| bridgeWidth | float | 6.5 |
ItemIncinerator
继承自 Block
Incinerator that accepts only items and optionally requires a liquid, e.g. slag.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| effect | Effect | incinerateSlag |
|
| effectChance | float | 0.2 |
ItemSource
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| itemsPerSecond | int | 100 |
ItemTurret
继承自 Turret
ItemUnitStance
继承自 UnitStance
ItemVoid
继承自 Block
Junction
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 26.0 |
|
| capacity | int | 6 |
|
| displayedSpeed | float | 13.0 |
LandingPad
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| arrivalDuration | float | 150.0 |
|
| cooldownTime | float | 150.0 |
|
| consumeLiquidAmount | float | 100.0 |
|
| consumeLiquid | Liquid | water |
|
| landEffect | Effect | podLandShockwave |
|
| coolingEffect | Effect | none |
|
| coolingEffectChance | float | 0.2 |
|
| liquidPad | float | 2.0 |
|
| bottomColor | Color | 565666ff |
|
| landSoundVolume | float | 0.75 |
|
| landSound | Sound | padLand |
LaserBoltBulletType
继承自 BasicBulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| width | float | 2.0 |
|
| height | float | 7.0 |
LaserBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| colors | Color[] | [a9d8ff66a9d8ffffffffffff] |
|
| laserEffect | Effect | lancerLaserShootSmoke |
|
| length | float | 160.0 |
|
| width | float | 15.0 |
|
| lengthFalloff | float | 0.5 |
|
| sideLength | float | 29.0 |
|
| sideWidth | float | 0.7 |
|
| sideAngle | float | 90.0 |
|
| lightningSpacing | float | -1.0 |
|
| lightningDelay | float | 0.1 |
|
| lightningAngleRand | float | 0.0 |
|
| largeHit | boolean | false |
LaserTurret
继承自 PowerTurret
A turret that fires a continuous beam with a delay between shots. Liquid coolant is required. Yes, this class name is awful.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| firingMoveFract | float | 0.25 |
|
| shootDuration | float | 100.0 |
LaunchPad
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| launchTime | float | 1.0 |
Time between launches. |
| launchSoundPitchRand | float | 0.1 |
|
| launchSound | Sound | padLaunch |
|
| lightColor | Color | eab678ff |
|
| acceptMultipleItems | boolean | false |
|
| lightStep | float | 1.0 |
|
| lightSteps | int | 3 |
|
| liquidPad | float | 2.0 |
|
| drawLiquid | Liquid | |
|
| bottomColor | Color | 565666ff |
LegacyBlock
继承自 Block
Any subclass of this will be removed upon world load.
LegacyCommandCenter
继承自 LegacyBlock
LegacyMechPad
继承自 LegacyBlock
LegacyUnitFactory
继承自 LegacyBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| replacement | Block | air |
LightBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| brightness | float | 0.9 |
|
| radius | float | 200.0 |
LightningBulletType
继承自 BulletType
Liquid
继承自 UnlockableContent
A better name for this class would be "fluid", but it's too late for that.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| gas | boolean | false |
If true, this fluid is treated as a gas (and does not create puddles) |
| color | Color | |
Color used in pipes and on the ground. |
| gasColor | Color | bfbfbfff |
Color of this liquid in gas form. |
| barColor | Color | |
Color used in bars. |
| lightColor | Color | 00000000 |
Color used to draw lights. Note that the alpha channel is used to dictate brightness. |
| flammability | float | 0.0 |
0-1, 0 is completely not flammable, anything above that may catch fire when exposed to heat, 0.5+ is very flammable. |
| temperature | float | 0.5 |
temperature: 0.5 is 'room' temperature, 0 is very cold, 1 is molten hot |
| heatCapacity | float | 0.5 |
how much heat this liquid can store. 0.4=water (decent), anything lower is probably less dense and bad at cooling. |
| viscosity | float | 0.5 |
how thick this liquid is. 0.5=water (relatively viscous), 1 would be something like tar (very slow). |
| explosiveness | float | 0.0 |
how prone to exploding this liquid is, when heated. 0 = nothing, 1 = nuke |
| blockReactive | boolean | true |
whether this fluid reacts in blocks at all (e.g. slag with water) |
| coolant | boolean | true |
if false, this liquid cannot be a coolant |
| moveThroughBlocks | boolean | false |
if true, this liquid can move through blocks as a puddle. |
| incinerable | boolean | true |
if true, this liquid can be incinerated in the incinerator block. |
| particleEffect | Effect | none |
Effect shown in puddles. |
| particleSpacing | float | 60.0 |
Particle effect rate spacing in ticks. |
| boilPoint | float | 2.0 |
Temperature at which this liquid vaporizes. This isn't just boiling. |
| capPuddles | boolean | true |
If true, puddle size is capped. |
| vaporEffect | Effect | vapor |
Effect when this liquid vaporizes. |
| hidden | boolean | false |
If true, this liquid is hidden in most UI. |
| canStayOn | ObjectSet<Liquid> | new ObjectSet<>() |
Liquids this puddle can stay on, e.g. oil on water. |
LiquidBlock
继承自 Block
LiquidBridge
继承自 ItemBridge
LiquidBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| liquid | Liquid | |
|
| puddleSize | float | 6.0 |
|
| orbSize | float | 3.0 |
|
| boilTime | float | 5.0 |
LiquidExplodeAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| liquid | Liquid | water |
|
| amount | float | 120.0 |
|
| radAmountScale | float | 5.0 |
|
| radScale | float | 1.0 |
|
| noiseMag | float | 6.5 |
|
| noiseScl | float | 5.0 |
LiquidJunction
继承自 LiquidBlock
LiquidRegenAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| liquid | Liquid | |
|
| slurpSpeed | float | 5.0 |
|
| regenPerSlurp | float | 6.0 |
|
| slurpEffectChance | float | 0.4 |
|
| slurpEffect | Effect | heal |
LiquidRouter
继承自 LiquidBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| liquidPadding | float | 0.0 |
LiquidSource
继承自 Block
LiquidTurret
继承自 Turret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| extinguish | boolean | true |
LiquidVoid
继承自 Block
LogicBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| maxInstructionScale | int | 5 |
|
| instructionsPerTick | int | 1 |
|
| maxInstructionsPerTick | int | 40 |
|
| range | float | 80.0 |
LogicDisplay
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| maxSides | int | 25 |
|
| displaySize | int | 64 |
|
| scaleFactor | float | 1.0 |
LongPowerNode
继承自 PowerNode
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| glowColor | Color | cbfd8172 |
|
| glowScl | float | 16.0 |
|
| glowMag | float | 0.6 |
MagneticStorm
继承自 Weather
MappableContent
继承自 Content
MassDriver
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | float | 0.0 |
|
| rotateSpeed | float | 5.0 |
|
| translation | float | 7.0 |
|
| minDistribute | int | 10 |
|
| knockback | float | 4.0 |
|
| reload | float | 100.0 |
|
| bulletSpeed | float | 5.5 |
|
| bulletLifetime | float | 200.0 |
|
| shootEffect | Effect | shootBig2 |
|
| smokeEffect | Effect | shootBigSmoke2 |
|
| receiveEffect | Effect | mineBig |
|
| shootSound | Sound | massdriver |
|
| receiveSound | Sound | massdriverReceive |
|
| shootSoundVolume | float | 0.5 |
|
| shake | float | 3.0 |
MassDriverBolt
继承自 BasicBulletType
MemoryBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| memoryCapacity | int | 32 |
MendProjector
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| baseColor | Color | 84f491ff |
|
| phaseColor | Color | 84f491ff |
|
| reload | float | 250.0 |
|
| range | float | 60.0 |
|
| healPercent | float | 12.0 |
|
| phaseBoost | float | 12.0 |
|
| phaseRangeBoost | float | 50.0 |
|
| useTime | float | 400.0 |
|
| mendSound | Sound | healWave |
|
| mendSoundVolume | float | 0.5 |
MessageBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| maxTextLength | int | 220 |
|
| maxNewlines | int | 24 |
MineWeapon
继承自 Weapon
MissileBulletType
继承自 BasicBulletType
MissileUnitType
继承自 UnitType
Field template for unit types. No new functionality.
MoveEffectAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| minVelocity | float | 0.08 |
|
| interval | float | 3.0 |
|
| chance | float | 0.0 |
|
| amount | int | 1 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| rotation | float | 0.0 |
|
| rangeX | float | 0.0 |
|
| rangeY | float | 0.0 |
|
| rangeLengthMin | float | 0.0 |
|
| rangeLengthMax | float | 0.0 |
|
| rotateEffect | boolean | false |
|
| effectParam | float | 3.0 |
|
| teamColor | boolean | false |
|
| parentizeEffects | boolean | false |
|
| color | Color | ffffffff |
|
| effect | Effect | missileTrail |
MoveLightningAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| damage | float | 35 |
Lightning damage |
| chance | float | 15 |
Chance of firing every tick. Set >= 1 to always fire lightning every tick at max speed |
| length | int | 12 |
Length of the lightning. <= 0 to disable |
| minSpeed | float | 8 |
Speeds for when to start lightninging and when to stop getting faster |
| maxSpeed | float | 2 |
Speeds for when to start lightninging and when to stop getting faster |
| color | Color | valueOf("a9d8ff") |
Lightning color |
| y | float | 0 |
Shifts where the lightning spawns along the Y axis |
| x | float | 0 |
Offset along the X axis |
| alternate | boolean | true |
Whether the spawn side alternates |
| heatRegion | String | "error" |
Jittering heat sprite like the shield on v5 Javelin |
| bullet | BulletType | |
Bullet type that is fired. Can be null |
| bulletAngle | float | 0 |
Bullet angle parameters |
| bulletSpread | float | 0 |
Bullet angle parameters |
| shootEffect | Effect | sparkShoot |
|
| parentizeEffects | boolean | |
|
| shootSound | Sound | shootArc |
MultiBulletType
继承自 BulletType
A fake bullet type that spawns multiple sub-bullets when "fired".
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| bullets | BulletType[] | [] |
|
| repeat | int | 1 |
Amount of times the bullet array is repeated. |
MultiEffect
继承自 Effect
Renders multiple particle effects at once.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| effects | Effect[] | [] |
NeoplasmUnitType
继承自 UnitType
This is just a preset. Contains no new behavior.
NuclearReactor
继承自 PowerGenerator
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| lightColor | Color | 7f19eaff |
|
| coolColor | Color | ffffff00 |
|
| hotColor | Color | ff9575a3 |
|
| itemDuration | float | 120.0 |
ticks to consume 1 fuel |
| heating | float | 0.01 |
heating per frame * fullness |
| heatOutput | float | 15.0 |
max heat this block can output |
| heatWarmupRate | float | 1.0 |
rate at which heat progress increases |
| ambientCooldownTime | float | 1200.0 |
time taken to cool down if no fuel is inputted even if coolant is not present |
| smokeThreshold | float | 0.3 |
threshold at which block starts smoking |
| flashThreshold | float | 0.46 |
heat threshold at which lights start flashing |
| coolantPower | float | 0.5 |
heat removed per unit of coolant |
| fuelItem | Item | thorium |
OreBlock
继承自 OverlayFloor
An overlay ore for a specific item type.
OverdriveProjector
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| reload | float | 60.0 |
|
| range | float | 80.0 |
|
| speedBoost | float | 1.5 |
|
| speedBoostPhase | float | 0.75 |
|
| useTime | float | 400.0 |
|
| phaseRangeBoost | float | 20.0 |
|
| hasBoost | boolean | true |
|
| baseColor | Color | feb380ff |
|
| phaseColor | Color | ffd59eff |
OverflowDuct
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 5.0 |
|
| invert | boolean | false |
OverflowGate
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 1.0 |
|
| invert | boolean | false |
OverlayFloor
继承自 Floor
A type of floor that is overlaid on top of other floors.
ParticleEffect
继承自 Effect
The most essential effect class. Can create particles in various shapes.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| colorFrom | Color | ffffffff |
|
| colorTo | Color | ffffffff |
|
| particles | int | 6 |
|
| randLength | boolean | true |
|
| casingFlip | boolean | false |
Gives the effect flipping compatability like casing effects. |
| cone | float | 180.0 |
|
| length | float | 20.0 |
|
| baseLength | float | 0.0 |
|
| interp | Interp | Interp.linear |
Particle size/length/radius interpolation. |
| sizeInterp | Interp | null |
Particle size interpolation. Null to use interp. |
| offsetX | float | 0.0 |
|
| offsetY | float | 0.0 |
|
| lightScl | float | 2.0 |
|
| lightOpacity | float | 0.6 |
|
| lightColor | Color | |
|
| spin | float | 0.0 |
Spin in degrees per tick. |
| sizeFrom | float | 2.0 |
Controls the initial and final sprite sizes. |
| sizeTo | float | 0.0 |
Controls the initial and final sprite sizes. |
| sizeChangeStart | float | 0.0 |
Controls the amount of ticks the effect waits before changing size. |
| useRotation | boolean | true |
Whether the rotation adds with the parent |
| offset | float | 0.0 |
Rotation offset. |
| region | String | "circle" |
Sprite to draw. |
| line | boolean | false |
|
| strokeFrom | float | 2.0 |
|
| strokeTo | float | 0.0 |
|
| lenFrom | float | 4.0 |
|
| lenTo | float | 2.0 |
|
| cap | boolean | true |
ParticleWeather
继承自 Weather
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| particleRegion | String | "circle-shadow" |
|
| color | Color | ffffffff |
|
| yspeed | float | -2.0 |
|
| xspeed | float | 0.25 |
|
| padding | float | 16.0 |
|
| sizeMin | float | 2.4 |
|
| sizeMax | float | 12.0 |
|
| density | float | 1200.0 |
|
| minAlpha | float | 1.0 |
|
| maxAlpha | float | 1.0 |
|
| force | float | 0.0 |
|
| noiseScale | float | 2000.0 |
|
| baseSpeed | float | 6.1 |
|
| sinSclMin | float | 30.0 |
|
| sinSclMax | float | 80.0 |
|
| sinMagMin | float | 1.0 |
|
| sinMagMax | float | 7.0 |
|
| noiseColor | Color | ffffffff |
|
| drawNoise | boolean | false |
|
| drawParticles | boolean | true |
|
| useWindVector | boolean | false |
|
| randomParticleRotation | boolean | false |
|
| noiseLayers | int | 1 |
|
| noiseLayerSpeedM | float | 1.1 |
|
| noiseLayerAlphaM | float | 0.8 |
|
| noiseLayerSclM | float | 0.99 |
|
| noiseLayerColorM | float | 1.0 |
|
| noisePath | String | "noiseAlpha" |
PayloadAmmoTurret
继承自 Turret
Do not use this class!
PayloadBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| payloadSpeed | float | 0.7 |
|
| payloadRotateSpeed | float | 5.0 |
|
| regionSuffix | String | "" |
PayloadConveyor
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| moveTime | float | 45.0 |
|
| moveForce | float | 201.0 |
|
| interp | Interp | Interp.pow5 |
|
| payloadLimit | float | 3.0 |
|
| pushUnits | boolean | true |
PayloadDeconstructor
继承自 PayloadBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| maxPayloadSize | float | 4.0 |
|
| deconstructSpeed | float | 2.5 |
|
| dumpRate | int | 4 |
PayloadLoader
继承自 PayloadBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| loadTime | float | 2.0 |
|
| itemsLoaded | int | 8 |
|
| liquidsLoaded | float | 40.0 |
|
| maxBlockSize | int | 3 |
|
| maxPowerConsumption | float | 40.0 |
|
| loadPowerDynamic | boolean | true |
PayloadMassDriver
继承自 PayloadBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | float | 100.0 |
|
| rotateSpeed | float | 5.0 |
|
| length | float | 11.125 |
|
| knockback | float | 5.0 |
|
| reload | float | 30.0 |
|
| chargeTime | float | 100.0 |
|
| maxPayloadSize | float | 3.0 |
|
| grabWidth | float | 8.0 |
|
| grabHeight | float | 2.75 |
|
| shootEffect | Effect | shootBig2 |
|
| smokeEffect | Effect | shootPayloadDriver |
|
| receiveEffect | Effect | payloadReceive |
|
| shootSound | Sound | massdriver |
|
| receiveSound | Sound | massdriverReceive |
|
| shootSoundVolume | float | 0.7 |
|
| shake | float | 3.0 |
PayloadRouter
继承自 PayloadConveyor
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| invert | boolean | false |
PayloadSource
继承自 PayloadBlock
Generic building that produces other buildings.
PayloadUnloader
继承自 PayloadLoader
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| offloadSpeed | int | 4 |
|
| maxPowerUnload | float | 80.0 |
PayloadVoid
继承自 PayloadBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| incinerateEffect | Effect | blastExplosion |
|
| incinerateSound | Sound | unitExplode1 |
Planet
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| position | Vec3 | new Vec3() |
Position in global coordinates. Will be 0,0,0 until the Universe updates it. |
| generator | PlanetGenerator | |
Generator that will make the planet. Can be null for planets that don't need to be landed on. |
| sectors | Seq<Sector> | new Seq<>() |
Array of sectors; directly maps to tiles in the grid. |
| orbitSpacing | float | 12 |
Default spacing between planet orbits in world units. This is defined per-parent! |
| radius | float | |
Radius of this planet's sphere. Does not take into account satellites. |
| camRadius | float | |
Camera radius offset. |
| minZoom | float | 5 |
Minimum camera zoom value. |
| maxZoom | float | 2 |
Maximum camera zoom value. |
| drawOrbit | boolean | true |
Whether to draw the orbital circle. |
| atmosphereRadIn | float | 0 |
Atmosphere radius adjustment parameters. |
| atmosphereRadOut | float | 3 |
Atmosphere radius adjustment parameters. |
| clipRadius | float | -1 |
Frustum sphere clip radius. |
| orbitRadius | float | |
Orbital radius around the sun. Do not change unless you know exactly what you are doing. |
| totalRadius | float | |
Total radius of this planet and all its children. |
| orbitTime | float | |
Time for the planet to orbit around the sun once, in seconds. One year. |
| rotateTime | float | 24f * 60 |
Time for the planet to perform a full revolution, in seconds. One day. |
| orbitOffset | float | |
Random orbit angle offset to prevent planets from starting out in a line. |
| sectorApproxRadius | float | |
Approx. radius of one sector. |
| tidalLock | boolean | false |
Whether this planet is tidally locked relative to its parent - see https://en.wikipedia.org/wiki/Tidal_locking |
| accessible | boolean | true |
Whether this planet is listed in the planet access UI. * |
| defaultEnv | int | oxygen |
Environment flags for sectors on this planet. |
| defaultAttributes | Attributes | new Attributes() |
Environment attributes. |
| updateLighting | boolean | true |
If true, a day/night cycle is simulated. |
| lightSrcFrom | float | 0 |
Day/night cycle parameters. |
| lightSrcTo | float | 8 |
Day/night cycle parameters. |
| lightDstFrom | float | 2 |
Day/night cycle parameters. |
| lightDstTo | float | 1 |
Day/night cycle parameters. |
| startSector | int | 0 |
The default starting sector displayed to the map dialog. |
| sectorSeed | int | -1 |
Seed for sector base generation on this planet. -1 to use a random one based on ID. |
| launchCapacityMultiplier | float | 25 |
multiplier for core item capacity when launching |
| bloom | boolean | false |
Whether the bloom render effect is enabled. |
| visible | boolean | true |
Whether this planet is displayed. |
| landCloudColor | Color | 5f) |
Tint of clouds displayed when landing. |
| lightColor | Color | cpy() |
For suns, this is the color that shines on other planets. Does nothing for children. |
| atmosphereColor | Color | 0f) |
Atmosphere tint for landable planets. |
| iconColor | Color | cpy() |
Icon for appearance in planet list. |
| hasAtmosphere | boolean | true |
Whether this planet has an atmosphere. |
| allowLaunchSchematics | boolean | false |
Whether to allow users to specify a custom launch schematic for this map. |
| allowLaunchLoadout | boolean | false |
Whether to allow users to specify the resources they take to this map. |
| allowSectorInvasion | boolean | false |
Whether to simulate sector invasions from enemy bases. |
| allowLegacyLaunchPads | boolean | false |
If true, legacy launch pads can be enabled. |
| clearSectorOnLose | boolean | false |
If true, sectors saves are cleared when lost. |
| enemyBuildSpeedMultiplier | float | 1 |
Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules) |
| enemyInfiniteItems | boolean | true |
If true, the enemy team always has infinite items. |
| enemyCoreSpawnReplace | boolean | false |
If true, enemy cores are replaced with spawnpoints on this planet (for invasions) |
| prebuildBase | boolean | true |
If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. |
| allowWaves | boolean | false |
If true, waves are created on sector loss. TODO remove. |
| allowLaunchToNumbered | boolean | true |
If false, players are unable to land on this planet's numbered sectors. |
| allowCampaignRules | boolean | false |
If true, the player is allowed to change the difficulty/rules in the planet UI. |
| icon | String | "planet" |
Icon as displayed in the planet selection dialog. This is a string, as drawables are null at load time. |
| launchMusic | Music | launch |
Plays in the planet dialog when this planet is selected. |
| defaultCore | Block | coreShard |
Default core block for launching. |
| parent | Planet | |
Parent body that this planet orbits around. If null, this planet is considered to be in the middle of the solar system. |
| solarSystem | Planet | |
The root parent of the whole solar system this planet is in. |
| children | Seq<Planet> | new Seq<>() |
All planets orbiting this one, in ascending order of radius. |
| launchCandidates | Seq<Planet> | new Seq<>() |
Planets that can be launched to from this one. |
| allowSelfSectorLaunch | boolean | |
Whether interplanetary accelerators can launch to 'any' procedural sector on this planet's surface. |
| autoAssignPlanet | boolean | true |
If true, all content in this planet's tech tree will be assigned this planet in their shownPlanets. |
| updateGroup | ObjectSet<Planet> | new ObjectSet<>() |
Planets that are allowed to update at the same time as this one for background calculations. |
| campaignRules | CampaignRules | new CampaignRules() |
Global difficulty/modifier settings for this planet's campaign. |
| campaignRuleDefaults | CampaignRules | new CampaignRules() |
Defaults applied to the rules. |
| showRtsAIRule | boolean | false |
If true, RTS AI can be customized. |
| loadPlanetData | boolean | false |
If true, planet data is loaded as 'planets/{name}.json'. This is only tested/functional in vanilla! |
| data | PlanetData | |
Data indicating attack sector positions and sector mappings. |
PointBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| trailSpacing | float | 10.0 |
PointDefenseBulletWeapon
继承自 Weapon
Fires a bullet to intercept enemy bullets. The fired bullet MUST be of type InterceptorBulletType.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| damageTargetWeight | float | 10.0 |
PointDefenseTurret
继承自 ReloadTurret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| retargetTime | float | 5.0 |
|
| color | Color | ffffffff |
|
| beamEffect | Effect | pointBeam |
|
| hitEffect | Effect | pointHit |
|
| shootEffect | Effect | sparkShoot |
|
| shootSound | Sound | shootSegment |
|
| shootCone | float | 5.0 |
|
| bulletDamage | float | 10.0 |
|
| shootLength | float | 3.0 |
PointDefenseWeapon
继承自 Weapon
Note that this requires several things:
- A bullet with positive maxRange
- A bullet with positive damage
- Rotation
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | ffffffff |
|
| beamEffect | Effect | pointBeam |
PointLaserBulletType
继承自 BulletType
A continuous bullet type that only damages in a point.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| sprite | String | "point-laser" |
|
| color | Color | ffffffff |
|
| beamEffect | Effect | colorTrail |
|
| beamEffectInterval | float | 3.0 |
|
| beamEffectSize | float | 3.5 |
|
| oscScl | float | 2.0 |
|
| oscMag | float | 0.3 |
|
| damageInterval | float | 5.0 |
|
| shake | float | 0.0 |
PowerBlock
继承自 Block
PowerDiode
继承自 Block
PowerDistributor
继承自 PowerBlock
PowerGenerator
继承自 PowerDistributor
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| powerProduction | float | 0.0 |
The amount of power produced per tick in case of an efficiency of 1.0, which represents 100%. |
| drawer | DrawBlock | new DrawDefault() |
|
| explosionRadius | int | 12 |
|
| explosionDamage | int | 0 |
|
| explodeEffect | Effect | none |
|
| explodeSound | Sound | none |
|
| explosionPuddles | int | 10 |
|
| explosionPuddleRange | float | 16.0 |
|
| explosionPuddleAmount | float | 100.0 |
|
| explosionPuddleLiquid | Liquid | |
|
| explosionMinWarmup | float | 0.0 |
|
| explosionShake | float | 0.0 |
|
| explosionShakeDuration | float | 6.0 |
PowerNode
继承自 PowerBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| laserRange | float | 6.0 |
|
| maxNodes | int | 3 |
|
| autolink | boolean | true |
|
| drawRange | boolean | true |
|
| sameBlockConnection | boolean | false |
|
| laserScale | float | 0.25 |
|
| powerLayer | float | 70.0 |
|
| laserColor1 | Color | ffffffff |
|
| laserColor2 | Color | fbd367ff |
PowerSource
继承自 PowerNode
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| powerProduction | float | 10000.0 |
PowerTurret
继承自 Turret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| shootType | BulletType | |
PowerVoid
继承自 PowerBlock
Prop
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| layer | float | 32.0 |
Pump
继承自 LiquidBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| pumpAmount | float | 0.2 |
Pump amount per tile. |
| consumeTime | float | 300.0 |
Interval in-between item consumptions, if applicable. |
| warmupSpeed | float | 0.019 |
|
| drawer | DrawBlock | new DrawMulti(new DrawDefault(), new DrawPumpLiquid()) |
Radar
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| discoveryTime | float | 600.0 |
|
| rotateSpeed | float | 2.0 |
|
| glowColor | Color | ab3400ff |
|
| glowScl | float | 5.0 |
|
| glowMag | float | 0.6 |
RadialEffect
继承自 Effect
Renders one particle effect repeatedly at specified angle intervals.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| effect | Effect | none |
|
| rotationSpacing | float | 90.0 |
|
| rotationOffset | float | 0.0 |
|
| effectRotationOffset | float | 0.0 |
|
| lengthOffset | float | 0.0 |
|
| amount | int | 4 |
RailBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| pierceEffect | Effect | hitBulletSmall |
|
| pointEffect | Effect | none |
|
| lineEffect | Effect | none |
|
| endEffect | Effect | none |
|
| length | float | 100.0 |
|
| pointEffectSpace | float | 20.0 |
RainWeather
继承自 Weather
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| yspeed | float | 5.0 |
|
| xspeed | float | 1.5 |
|
| padding | float | 16.0 |
|
| density | float | 1200.0 |
|
| stroke | float | 0.75 |
|
| sizeMin | float | 8.0 |
|
| sizeMax | float | 40.0 |
|
| splashTimeScale | float | 22.0 |
|
| liquid | Liquid | water |
|
| color | Color | 7a95eaff |
Reconstructor
继承自 UnitBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| constructTime | float | 120.0 |
|
| upgrades | Seq<UnitType[]> | [] |
|
| capacities | int[] | [] |
|
| createSound | Sound | unitCreate |
|
| createSoundVolume | float | 1.0 |
RegenAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| percentAmount | float | 0.0 |
Amount healed as percent per tick. |
| amount | float | 0.0 |
Amount healed as a flat amount per tick. |
RegenProjector
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | int | 14 |
|
| healPercent | float | 0.2 |
|
| optionalMultiplier | float | 2.0 |
|
| optionalUseTime | float | 480.0 |
|
| drawer | DrawBlock | new DrawDefault() |
|
| effectChance | float | 0.003 |
|
| baseColor | Color | ffd37fff |
|
| effect | Effect | regenParticle |
ReloadTurret
继承自 BaseTurret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| reload | float | 10.0 |
RemoveOre
继承自 OverlayFloor
RemoveWall
继承自 Block
RepairBeamWeapon
继承自 Weapon
Note that this weapon requires a bullet with a positive maxRange.
Rotation must be set to true. Fixed repair points are not supported.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| targetBuildings | boolean | false |
|
| targetUnits | boolean | true |
|
| repairSpeed | float | 0.3 |
|
| fractionRepairSpeed | float | 0.0 |
|
| beamWidth | float | 1.0 |
|
| pulseRadius | float | 6.0 |
|
| pulseStroke | float | 2.0 |
|
| widthSinMag | float | 0.0 |
|
| widthSinScl | float | 4.0 |
|
| recentDamageMultiplier | float | 0.1 |
|
| laserColor | Color | 98ffa9ff |
|
| laserTopColor | Color | ffffffff |
|
| healColor | Color | 98ffa9ff |
|
| healEffect | Effect | healBlockFull |
RepairFieldAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| amount | float | 1 |
|
| reload | float | 100 |
|
| range | float | 60 |
|
| healPercent | float | 0 |
|
| healEffect | Effect | heal |
|
| activeEffect | Effect | healWaveDynamic |
|
| sound | Sound | healWave |
|
| soundVolume | float | 5 |
|
| parentizeEffects | boolean | false |
|
| sameTypeHealMult | float | 1 |
Multiplies healing to units of the same type by this amount. |
RepairTower
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| range | float | 80.0 |
|
| circleColor | Color | 98ffa9ff |
|
| glowColor | Color | 98ffa97f |
|
| circleSpeed | float | 120.0 |
|
| circleStroke | float | 3.0 |
|
| squareRad | float | 3.0 |
|
| squareSpinScl | float | 0.8 |
|
| glowMag | float | 0.5 |
|
| glowScl | float | 8.0 |
|
| healAmount | float | 1.0 |
RepairTurret
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| timerTarget | int | 1 |
|
| timerEffect | int | 2 |
|
| repairRadius | float | 50.0 |
|
| repairSpeed | float | 0.3 |
|
| powerUse | float | 0.0 |
|
| length | float | 5.0 |
|
| beamWidth | float | 1.0 |
|
| pulseRadius | float | 6.0 |
|
| pulseStroke | float | 2.0 |
|
| acceptCoolant | boolean | false |
|
| coolantUse | float | 0.5 |
|
| coolEffect | Effect | fuelburn |
Effect displayed when coolant is used. |
| coolantMultiplier | float | 1.0 |
How much healing is increased by with heat capacity. |
| laserColor | Color | 98ffa9ff |
|
| laserTopColor | Color | ffffffff |
Router
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 8.0 |
RuneOverlay
继承自 OverlayFloor
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| color | Color | ffffffff |
SapBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| length | float | 100.0 |
|
| lengthRand | float | 0.0 |
|
| sapStrength | float | 0.5 |
|
| color | Color | ffffffff |
|
| width | float | 0.4 |
|
| sprite | String | "laser" |
SeaBush
继承自 Prop
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| lobesMin | int | 7 |
|
| lobesMax | int | 7 |
|
| botAngle | float | 60.0 |
|
| origin | float | 0.1 |
|
| sclMin | float | 30.0 |
|
| sclMax | float | 50.0 |
|
| magMin | float | 5.0 |
|
| magMax | float | 15.0 |
|
| timeRange | float | 40.0 |
|
| spread | float | 0.0 |
Seaweed
继承自 Prop
SectorPreset
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| planet | Planet | |
|
| sector | Sector | |
|
| captureWave | int | 0 |
|
| difficulty | float | |
Difficulty, 0-10. |
| startWaveTimeMultiplier | float | 2 |
|
| addStartingItems | boolean | false |
|
| noLighting | boolean | false |
|
| isLastSector | boolean | |
If true, this is the last sector in its planetary campaign. |
| requireUnlock | boolean | true |
If true, this sector must be unlocked before landing is permitted. |
| showHidden | boolean | false |
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 | true |
|
| overrideLaunchDefaults | boolean | false |
If true, uses this sector's launch fields instead |
| allowLaunchSchematics | boolean | false |
Whether to allow users to specify a custom launch schematic for this map. |
| allowLaunchLoadout | boolean | false |
Whether to allow users to specify the resources they take to this map. |
| attackAfterWaves | boolean | false |
If true, switches to attack mode after waves end. |
| originalPosition | int | |
The original position of this sector; used for migration. Internal use for vanilla campaign only! |
| shieldSectors | Seq<Sector> | new Seq<>() |
Sectors that prevent this sector from being landed on until they are completed. |
Separator
继承自 Block
Extracts a random list of items from an input item and an input liquid.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| results | ItemStack[] | |
|
| craftTime | float | 0.0 |
|
| drawer | DrawBlock | new DrawDefault() |
SeqEffect
继承自 Effect
Renders multiple particle effects in sequence.
Will not work correctly for effects that modify life dynamically.
Z layer of child effects is ignored.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| effects | Effect[] | [] |
ShallowLiquid
继承自 Floor
Blends water together with a standard floor. No new mechanics.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| liquidBase | Floor | |
|
| floorBase | Floor | |
|
| liquidOpacity | float | 0.35 |
ShieldArcAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| radius | float | 60.0 |
Shield radius. |
| regen | float | 0.1 |
Shield regen speed in damage/tick. |
| max | float | 200.0 |
Maximum shield. |
| cooldown | float | 300.0 |
Cooldown after the shield is broken, in ticks. |
| angle | float | 80.0 |
Angle of shield arc. |
| angleOffset | float | 0.0 |
Offset parameters for shield. |
| x | float | 0.0 |
Offset parameters for shield. |
| y | float | 0.0 |
Offset parameters for shield. |
| whenShooting | boolean | true |
If true, only activates when shooting. |
| width | float | 6.0 |
Width of shield line. |
| chanceDeflect | float | -1.0 |
Bullet deflection chance. -1 to disable |
| reflectBuildingDamage | float | 1 |
Multiplier for reflected bullet building damage. -1 to disable |
| reflectVel | float | 1 |
Velocity multiplier for reflected bullets on the opposite axis. Negative values = concave, positive values = convex |
| reflectTime | float | 5 |
Time multiplier for reflected bullets. |
| deflectSound | Sound | none |
Deflection sound. |
| breakSound | Sound | shieldBreakSmall |
|
| hitSound | Sound | shieldHit |
|
| hitSoundVolume | float | 0.12 |
|
| missileUnitMultiplier | float | 2.0 |
Multiplier for shield damage taken from missile units. |
| drawArc | boolean | true |
Whether to draw the arc line. |
| region | String | |
If not null, will be drawn on top. |
| color | Color | |
Color override of the shield. Uses unit shield colour by default. |
| offsetRegion | boolean | false |
If true, sprite position will be influenced by x/y. |
| pushUnits | boolean | true |
If true, enemy units are pushed out. |
| pushEffect | Effect | circleColorSpark |
ShieldRegenFieldAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| amount | float | 1 |
|
| max | float | 100 |
|
| reload | float | 100 |
|
| range | float | 60 |
|
| applyEffect | Effect | shieldApply |
|
| activeEffect | Effect | shieldWave |
|
| sound | Sound | shieldWave |
|
| soundVolume | float | 7 |
|
| parentizeEffects | boolean | |
ShieldWall
继承自 Wall
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| shieldHealth | float | 900.0 |
|
| breakCooldown | float | 600.0 |
|
| regenSpeed | float | 2.0 |
|
| glowColor | Color | ff75317f |
|
| glowMag | float | 0.6 |
|
| glowScl | float | 8.0 |
ShockMine
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| cooldown | float | 80.0 |
|
| tileDamage | float | 5.0 |
|
| damage | float | 13.0 |
|
| length | int | 10 |
|
| tendrils | int | 6 |
|
| lightningColor | Color | a9d8ffff |
|
| shots | int | 6 |
|
| inaccuracy | float | 0.0 |
|
| bullet | BulletType | |
|
| teamAlpha | float | 0.3 |
ShockwaveTower
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| timerCheck | int | 1 |
|
| range | float | 110.0 |
|
| reload | float | 90.0 |
|
| bulletDamage | float | 160.0 |
|
| falloffCount | float | 20.0 |
|
| shake | float | 2.0 |
|
| checkInterval | float | 8.0 |
|
| shootSound | Sound | shockwaveTower |
|
| waveColor | Color | ffd37fff |
|
| heatColor | Color | ab3400ff |
|
| shapeColor | Color | f29c83ff |
|
| cooldownMultiplier | float | 1.0 |
|
| hitEffect | Effect | hitSquaresColor |
|
| waveEffect | Effect | pointShockwave |
|
| shapeRotateSpeed | float | 1.0 |
|
| shapeRadius | float | 6.0 |
|
| shapeSides | int | 4 |
ShrapnelBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| length | float | 100.0 |
|
| width | float | 20.0 |
|
| fromColor | Color | ffffffff |
|
| toColor | Color | a9d8ffff |
|
| hitLarge | boolean | false |
|
| serrations | int | 7 |
|
| serrationLenScl | float | 10.0 |
|
| serrationWidth | float | 4.0 |
|
| serrationSpacing | float | 8.0 |
|
| serrationSpaceOffset | float | 80.0 |
|
| serrationFadeOffset | float | 0.5 |
SingleBlockProducer
继承自 BlockProducer
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| result | Block | router |
SolarFlare
继承自 Weather
SolarGenerator
继承自 PowerGenerator
SolidPump
继承自 Pump
Pump that makes liquid from solids and takes in power. Only works on solid floor blocks.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| result | Liquid | water |
|
| updateEffect | Effect | none |
|
| updateEffectChance | float | 0.02 |
|
| rotateSpeed | float | 1.0 |
|
| baseEfficiency | float | 1.0 |
|
| attribute | Attribute | |
Attribute that is checked when calculating output. |
Sorter
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| invert | boolean | false |
SoundEffect
继承自 Effect
Plays a sound effect when created and simultaneously renders an effect.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| sound | Sound | none |
|
| minPitch | float | 0.8 |
|
| maxPitch | float | 1.2 |
|
| minVolume | float | 1.0 |
|
| maxVolume | float | 1.0 |
|
| effect | Effect | |
SpaceLiquidBulletType
继承自 BulletType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| orbSize | float | 5.5 |
SpawnBlock
继承自 OverlayFloor
SpawnDeathAbility
继承自 Ability
Spawns a certain amount of units upon death.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| unit | UnitType | |
|
| amount | int | 1 |
|
| randAmount | int | 0 |
|
| spread | float | 8.0 |
Random spread of units away from the spawned. |
| faceOutwards | boolean | true |
If true, units spawned face outwards from the middle. |
StackConveyor
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| glowAlpha | float | 1.0 |
|
| glowColor | Color | feb380ff |
|
| baseEfficiency | float | 0.0 |
|
| speed | float | 0.0 |
|
| outputRouter | boolean | true |
|
| recharge | float | 2.0 |
(minimum) amount of loading docks needed to fill a line. |
| loadEffect | Effect | conveyorPoof |
|
| unloadEffect | Effect | conveyorPoof |
StackRouter
继承自 DuctRouter
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| baseEfficiency | float | 0.0 |
|
| glowAlpha | float | 1.0 |
|
| glowColor | Color | feb380ff |
StaticTree
继承自 StaticWall
StaticWall
继承自 Prop
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| autotile | boolean | false |
If true, this wall uses autotiling; variants are not supported. See https://github.com/GglLfr/tile-gen |
| autotileMidVariants | int | 1 |
If >1, the middle region of the autotile has random variants. |
StatusEffect
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| damageMultiplier | float | 1.0 |
Damage dealt by the unit with the effect. |
| healthMultiplier | float | 1.0 |
Unit health multiplier. |
| speedMultiplier | float | 1.0 |
Unit speed multiplier. |
| reloadMultiplier | float | 1.0 |
Unit reload multiplier. |
| buildSpeedMultiplier | float | 1.0 |
Unit build speed multiplier. |
| dragMultiplier | float | 1.0 |
Unit drag multiplier. |
| transitionDamage | float | 0.0 |
Damage dealt upon transition to an affinity. |
| disarm | boolean | false |
Unit weapon(s) disabled. |
| damage | float | 0.0 |
Damage per frame. |
| intervalDamageTime | float | 0.0 |
Spacing (in ticks) between interval damage. <=0 to disable. |
| intervalDamage | float | 0.0 |
Damage dealt by interval damage. |
| intervalDamagePierce | boolean | false |
If true, interval damage is armor piercing. |
| effectChance | float | 0.15 |
Chance of effect appearing. |
| parentizeEffect | boolean | false |
Should the effect be given a parent. |
| permanent | boolean | false |
If true, the effect never disappears. |
| reactive | boolean | false |
If true, this effect will only react with other effects and cannot be applied. |
| dynamic | boolean | false |
Special flag for the dynamic effect type with custom stats - do not use. |
| show | boolean | true |
Whether to show this effect in the database. |
| color | Color | ffffffff |
Tint color of effect. |
| effect | Effect | none |
Effect that happens randomly on top of the affected unit. |
| applyEffect | Effect | none |
Effect that is displayed once when applied to a unit. |
| applyExtend | boolean | false |
Whether the apply effect should display even if effect is already on the unit. |
| applyColor | Color | ffffffff |
Tint color of apply effect. |
| parentizeApplyEffect | boolean | false |
Should the apply effect be given a parent. |
| outline | boolean | true |
Set to false to disable outline generation. |
StatusFieldAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| duration | float | 60 |
|
| reload | float | 100 |
|
| range | float | 20 |
|
| onShoot | boolean | false |
|
| applyEffect | Effect | none |
|
| activeEffect | Effect | overdriveWave |
|
| effectX | float | |
|
| effectY | float | |
|
| parentizeEffects | boolean | |
|
| effectSizeParam | boolean | true |
|
| color | Color | accent |
SteamVent
继承自 Floor
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| parent | Block | air |
|
| effect | Effect | ventSteam |
|
| effectColor | Color | 6b4e4eff |
|
| effectSpacing | float | 15.0 |
StorageBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| coreMerge | boolean | true |
SuppressionFieldAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| reload | float | 90.0 |
|
| maxDelay | float | 90.0 |
|
| range | float | 200.0 |
|
| orbRadius | float | 4.1 |
|
| orbMidScl | float | 0.33 |
|
| orbSinScl | float | 8.0 |
|
| orbSinMag | float | 1.0 |
|
| color | Color | a393feff |
|
| layer | float | 110.0 |
|
| x | float | 0.0 |
|
| y | float | 0.0 |
|
| particles | int | 15 |
|
| particleSize | float | 4.0 |
|
| particleLen | float | 7.0 |
|
| rotateScl | float | 3.0 |
|
| particleLife | float | 110.0 |
|
| active | boolean | true |
|
| particleColor | Color | 665c9fff |
|
| effectColor | Color | bf92f9ff |
|
| applyParticleChance | float | 13.0 |
SwitchBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| clickSound | Sound | click |
TallBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| shadowOffset | float | -3.0 |
|
| layer | float | 71.0 |
|
| shadowLayer | float | 69.0 |
|
| rotationRand | float | 20.0 |
|
| shadowAlpha | float | 0.6 |
TankUnitType
继承自 ErekirUnitType
TeamEntry
ThermalGenerator
继承自 PowerGenerator
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| generateEffect | Effect | none |
|
| effectChance | float | 0.05 |
|
| minEfficiency | float | 0.0 |
|
| displayEfficiencyScale | float | 1.0 |
|
| displayEfficiency | boolean | true |
|
| outputLiquid | LiquidStack | |
|
| attribute | Attribute | heat |
Thruster
继承自 Wall
TileableLogicDisplay
继承自 LogicDisplay
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| maxDisplayDimensions | int | 16 |
|
| frameSize | int | 6 |
TractorBeamTurret
继承自 BaseTurret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| retargetTime | float | 5.0 |
|
| shootCone | float | 6.0 |
|
| shootLength | float | 5.0 |
|
| laserWidth | float | 0.6 |
|
| force | float | 0.3 |
|
| scaledForce | float | 0.0 |
|
| damage | float | 0.0 |
|
| targetAir | boolean | true |
|
| targetGround | boolean | false |
|
| laserColor | Color | ffffffff |
|
| statusDuration | float | 300.0 |
|
| shootSound | Sound | beamParallax |
|
| shootSoundVolume | float | 0.9 |
TreeBlock
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| shadowOffset | float | -4.0 |
Turret
继承自 ReloadTurret
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| targetInterval | float | 20.0 |
Ticks between attempt at finding a target. |
| newTargetInterval | float | -1.0 |
Target interval for when this turret already has a valid target. -1 = targetInterval |
| maxAmmo | int | 30 |
Maximum ammo units stored. |
| ammoPerShot | int | 1 |
Ammo units used per shot. |
| consumeAmmoOnce | boolean | true |
If true, ammo is only consumed once per shot regardless of bullet count. |
| heatRequirement | float | -1.0 |
Minimum input heat required to fire. |
| maxHeatEfficiency | float | 3.0 |
Maximum efficiency possible, if this turret uses heat. |
| inaccuracy | float | 0.0 |
Bullet angle randomness in degrees. |
| velocityRnd | float | 0.0 |
Fraction of bullet velocity that is random. |
| scaleLifetimeOffset | float | 0.0 |
Fraction of lifetime that is added to bullets with lifeScale. |
| shootCone | float | 8.0 |
Maximum angle difference in degrees at which turret will still try to shoot. |
| shootX | float | 0.0 |
Turret shoot point. |
| shootY | float | -Infinity |
Turret shoot point. |
| xRand | float | 0.0 |
Random spread on the X axis. |
| drawMinRange | boolean | false |
If true, a range ring is also drawn for minRange. |
| trackingRange | float | 0.0 |
Range at which it finds and locks on to the target, but does not shoot. |
| minRange | float | 0.0 |
Minimum bullet range. Used for artillery only. |
| minWarmup | float | 0.0 |
Minimum warmup needed to fire. |
| accurateDelay | boolean | true |
If true, this turret will accurately target moving targets with respect to shoot.firstShotDelay. |
| moveWhileCharging | boolean | true |
If false, this turret can't move while charging. |
| reloadWhileCharging | boolean | true |
If false, this turret can't reload while charging |
| warmupMaintainTime | float | 0.0 |
How long warmup is maintained even if this turret isn't shooting. |
| shoot | ShootPattern | new ShootPattern() |
pattern used for bullets |
| targetAir | boolean | true |
If true, this block targets air units. |
| targetGround | boolean | true |
If true, this block targets ground units and structures. |
| targetBlocks | boolean | true |
If true, this block targets blocks. |
| targetHealing | boolean | false |
If true, this block targets friend blocks, to heal them. |
| playerControllable | boolean | true |
If true, this turret can be controlled by players. |
| displayAmmoMultiplier | boolean | true |
If true, this block will display ammo multipliers in its stats (irrelevant for certain types of turrets). |
| targetUnderBlocks | boolean | true |
If false, 'under' blocks like conveyors are not targeted. |
| alwaysShooting | boolean | false |
If true, the turret will always shoot when it has ammo, regardless of targets in range or any control. |
| predictTarget | boolean | true |
Whether this turret predicts unit movement. |
| unitSort | Sortf | closest |
Function for choosing which unit to target. |
| heatColor | Color | ab3400ff |
Color of heat region drawn on top (if found) |
| shootEffect | Effect | |
Optional override for all shoot effects. |
| smokeEffect | Effect | |
Optional override for all smoke effects. |
| ammoUseEffect | Effect | none |
Effect created when ammo is used. Not optional. |
| shootSound | Sound | shootDuo |
Sound emitted when a single bullet is shot. |
| shootSoundVolume | float | 1.0 |
Volume of shooting sound. |
| chargeSound | Sound | none |
Sound emitted when shoot.firstShotDelay is >0 and shooting begins. |
| loopSound | Sound | none |
The sound that this block makes while active. One sound loop. Do not overuse. |
| loopSoundVolume | float | 0.5 |
Active sound base volume. |
| soundPitchMin | float | 0.9 |
Range for pitch of shoot sound. |
| soundPitchMax | float | 1.1 |
Range for pitch of shoot sound. |
| ammoEjectBack | float | 1.0 |
Backwards Y offset of ammo eject effect. |
| shootWarmupSpeed | float | 0.1 |
Lerp speed of turret warmup. |
| linearWarmup | boolean | false |
If true, turret warmup is linear instead of a curve. |
| recoil | float | 1.0 |
Visual amount by which the turret recoils back per shot. |
| recoils | int | -1 |
Number of additional counters for recoil. |
| recoilTime | float | -1.0 |
ticks taken for turret to return to starting position in ticks. uses reload time by default |
| recoilPow | float | 1.8 |
power curve applied to visual recoil |
| cooldownTime | float | 20.0 |
ticks to cool down the heat region |
| elevation | float | -1.0 |
Visual elevation of turret shadow, -1 to use defaults. |
| shake | float | 0.0 |
How much the screen shakes per shot. |
| drawer | DrawBlock | new DrawTurret() |
Defines drawing behavior for this turret. |
UnitAssembler
继承自 PayloadBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| areaSize | int | 11 |
|
| droneType | UnitType | assemblyDrone |
|
| dronesCreated | int | 4 |
|
| droneConstructTime | float | 240.0 |
|
| capacities | int[] | [] |
|
| plans | Seq<AssemblerUnitPlan> | [] |
|
| createSound | Sound | unitCreateBig |
|
| createSoundVolume | float | 1.0 |
UnitAssemblerModule
继承自 PayloadBlock
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| tier | int | 1 |
UnitBlock
继承自 PayloadBlock
UnitCargoLoader
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| unitType | UnitType | manifold |
|
| unitBuildTime | float | 480.0 |
|
| polyStroke | float | 1.8 |
|
| polyRadius | float | 8.0 |
|
| polySides | int | 6 |
|
| polyRotateSpeed | float | 1.0 |
|
| polyColor | Color | ffd37fff |
UnitCargoUnloadPoint
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| staleTimeDuration | float | 360.0 |
If a block is full for this amount of time, it will not be flown to anymore. |
UnitCommand
继承自 MappableContent
Defines a pattern of behavior that an RTS-controlled unit should follow. Shows up in the command UI.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| switchToMove | boolean | true |
If true, this unit will automatically switch away to the move command when given a position. |
| drawTarget | boolean | false |
Whether to draw the movement/attack target. |
| resetTarget | boolean | true |
Whether to reset targets when switching to or from this command. |
| snapToBuilding | boolean | false |
Whether to snap the command destination to ally buildings. |
| exactArrival | boolean | false |
|
| refreshOnSelect | boolean | false |
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
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| capacities | int[] | [] |
|
| plans | Seq<UnitPlan> | [] |
|
| createSound | Sound | unitCreate |
|
| createSoundVolume | float | 1.0 |
UnitSpawnAbility
继承自 Ability
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| unit | UnitType | |
|
| spawnTime | float | 60.0 |
|
| spawnX | float | 0.0 |
|
| spawnY | float | 0.0 |
|
| spawnEffect | Effect | spawn |
|
| parentizeEffects | boolean | false |
UnitStance
继承自 MappableContent
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| icon | String | |
Name of UI icon (from Icon class). |
| incompatibleStances | Seq<UnitStance> | new Seq<>() |
Stances that are mutually exclusive to this stance. This is used for convenience, for writing only! |
| toggle | boolean | true |
If true, this stance can be toggled on or off. |
UnitType
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| envRequired | int | 0 |
Environmental flags that are *all* required for this unit to function. 0 = any environment |
| envEnabled | int | 1 |
The environment flags that this unit can function in. If the env matches any of these, it will be enabled. |
| envDisabled | int | 16 |
The environment flags that this unit *cannot* function in. If the env matches any of these, it will explode or be disabled. |
| speed | float | 1.1 |
movement speed (world units/t) |
| boostMultiplier | float | 1.0 |
multiplier for speed when boosting |
| floorMultiplier | float | 1.0 |
how affected this unit is by terrain |
| rotateSpeed | float | 5.0 |
body rotation speed in degrees/t |
| baseRotateSpeed | float | 5.0 |
mech base rotation speed in degrees/t |
| drag | float | 0.3 |
movement drag as fraction |
| accel | float | 0.5 |
acceleration as fraction of speed |
| hitSize | float | 6.0 |
size of one side of the hitbox square |
| deathShake | float | -1.0 |
shake on unit death |
| stepShake | float | -1.0 |
shake on each step for leg/mech units |
| rippleScale | float | 1.0 |
ripple / dust size for legged units |
| riseSpeed | float | 0.08 |
boosting rise speed as fraction |
| descentSpeed | float | 08 |
boosting descent speed as fraction |
| fallSpeed | float | 0.018 |
how fast this unit falls upon death |
| missileAccelTime | float | 0.0 |
how many ticks it takes this missile to accelerate to full speed |
| health | float | 200.0 |
raw health amount |
| armor | float | 0.0 |
incoming damage is reduced by this amount |
| range | float | -1.0 |
minimum range of any weapon; used for approaching targets. can be overridden by setting a value > 0. |
| maxRange | float | -1.0 |
maximum range of any weapon |
| mineRange | float | 70.0 |
range at which this unit can mine ores |
| buildRange | float | 220.0 |
range at which this unit can build |
| circleTargetRadius | float | 80.0 |
radius for circleTarget, if true |
| crashDamageMultiplier | float | 1.0 |
multiplier for damage this (flying) unit deals when crashing on enemy things |
| wreckHealthMultiplier | float | 0.25 |
multiplier for health that this flying unit has for its wreck, based on its max health. |
| dpsEstimate | float | -1.0 |
a VERY ROUGH estimate of unit DPS; initialized in init() |
| clipSize | float | -1.0 |
graphics clipping size; <0 to calculate automatically |
| drownTimeMultiplier | float | 1.0 |
multiplier for how slowly this unit drowns - higher numbers, slower drowning. |
| strafePenalty | float | 0.5 |
fractional movement speed penalty for this unit when it is moving in the opposite direction that it is facing |
| researchCostMultiplier | float | 50.0 |
multiplier for cost of research in tech tree |
| groundLayer | float | 60.0 |
for ground units, the layer upon which this unit is drawn |
| flyingLayer | float | -1.0 |
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 | 8.0 |
Payload capacity of this unit in world units^2 |
| buildSpeed | float | -1.0 |
building speed multiplier; <0 to disable. |
| aimDst | float | -1.0 |
Minimum distance from this unit that weapons can target. Prevents units from firing "inside" the unit. |
| buildBeamOffset | float | 3.8 |
Visual offset of the build beam from the front. |
| mineBeamOffset | float | -Infinity |
Visual offset of the mining beam from the front. Defaults to half the hitsize. |
| targetPriority | float | 0.0 |
WIP: Units of low priority will always be ignored in favor of those with higher priority, regardless of distance. |
| shadowElevation | float | -1.0 |
Elevation of shadow drawn under this (ground) unit. Visual only. |
| shadowElevationScl | float | 1.0 |
Scale for length of shadow drawn under this unit. Does nothing if this unit has no shadow. |
| engineOffset | float | 5.0 |
backwards engine offset from center of unit |
| engineSize | float | 2.5 |
main engine radius |
| engineLayer | float | -1.0 |
layer of all engines (<0 for default) |
| itemOffsetY | float | 3.0 |
visual backwards offset of items on unit |
| lightRadius | float | -1.0 |
radius of light emitted, <0 for default |
| lightOpacity | float | 0.6 |
light color opacity |
| softShadowScl | float | 1.0 |
scale of soft shadow - its size is calculated based off of region size |
| fogRadius | float | -1.0 |
fog view radius in tiles. <0 for automatic radius. |
| waveTrailX | float | 4.0 |
horizontal offset of wave trail in naval units |
| waveTrailY | float | -3.0 |
vertical offset of wave trail in naval units |
| trailScl | float | 1.0 |
width of all trails (including naval ones) |
| isEnemy | boolean | true |
if true, this unit counts as an enemy in the wave counter (usually false for support-only units) |
| flying | boolean | false |
if true, the unit is always at elevation 1 |
| wobble | boolean | true |
whether this flying unit should wobble around |
| targetAir | boolean | true |
whether this unit tries to attack air units |
| targetGround | boolean | true |
whether this unit tries to attack ground units |
| faceTarget | boolean | true |
if true, this unit will attempt to face its target when shooting/aiming at it |
| circleTarget | boolean | false |
AI flag: if true, this flying unit circles around its target like a bomber |
| autoDropBombs | boolean | false |
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 | true |
For the mobile version only: If false, this unit will not auto-target buildings to attach when a player controls it. |
| canBoost | boolean | false |
if true, this unit can boost into the air if a player/processors controls it |
| boostWhenBuilding | boolean | true |
if true, this unit will always boost when using builder AI |
| boostWhenMining | boolean | true |
if true, this unit will always boost when using miner AI |
| logicControllable | boolean | true |
if false, logic processors cannot control this unit |
| playerControllable | boolean | true |
if false, players cannot control this unit |
| controlSelectGlobal | boolean | true |
If true, the unit can be selected with the global selection hotkey (shift+g). |
| allowedInPayloads | boolean | true |
if false, this unit cannot be moved into payloads |
| hittable | boolean | true |
if false, this unit cannot be hit by bullets or explosions |
| killable | boolean | true |
if false, this unit does not take damage and cannot be kill() / destroy()-ed. |
| targetable | boolean | true |
if false, this unit is not targeted by anything. |
| vulnerableWithPayloads | boolean | false |
if true, this unit can be hit/targeted when it has payloads (assuming hittable/targetable is false) |
| pickupUnits | boolean | true |
if true, this payload unit can pick up units |
| physics | boolean | true |
if false, this unit does not physically collide with others. |
| canDrown | boolean | true |
if true, this ground unit will drown in deep liquids. |
| useUnitCap | boolean | true |
if false, this unit ignores the unit cap and can be spawned infinitely |
| coreUnitDock | boolean | false |
if true, this core unit will "dock" to other units, making it re-appear when "undocking". |
| createWreck | boolean | true |
if false, no falling "corpse" is created when this unit dies. |
| createScorch | boolean | true |
if false, no scorch marks are created when this unit dies |
| lowAltitude | boolean | false |
if true, this unit will be drawn under effects/bullets; this is a visual change only. |
| rotateToBuilding | boolean | true |
if true, this unit will look at whatever it is building |
| allowLegStep | boolean | false |
if true and this is a legged unit, this unit can walk over blocks. |
| legPhysicsLayer | boolean | true |
for legged units, setting this to false forces it to be on the ground physics layer. |
| hovering | boolean | false |
if true, this unit will not be affected by the floor under it. |
| omniMovement | boolean | true |
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 | false |
if true, the unit faces its moving direction before actually moving. |
| healFlash | boolean | true |
if true, this unit flashes when being healed |
| canHeal | boolean | false |
whether the unit can heal blocks. Initialized in init() |
| singleTarget | boolean | false |
if true, all weapons will attack the same target. |
| forceMultiTarget | boolean | false |
if true, this unit will be able to have multiple targets, even if it only has one mirrored weapon. |
| canAttack | boolean | true |
if false, this unit has no weapons that can attack. |
| hidden | boolean | false |
if true, this unit won't show up in the database or various other UIs. |
| internal | boolean | false |
if true, this unit is for internal use only and does not have a sprite generated. |
| internalGenerateSprites | boolean | false |
For certain units, generating sprites is still necessary, despite being internal. |
| bounded | boolean | true |
If false, this unit is not pushed away from map edges. |
| naval | boolean | false |
if true, this unit is detected as naval - do NOT assign this manually! Initialized in init() |
| autoFindTarget | boolean | true |
if false, RTS AI controlled units do not automatically attack things while moving. This is automatically assigned. |
| targetUnderBlocks | boolean | true |
If false, 'under' blocks like conveyors are not targeted. |
| alwaysShootWhenMoving | boolean | false |
if true, this unit will always shoot while moving regardless of slowdown |
| hoverable | boolean | true |
whether this unit has a hover tooltip |
| alwaysCreateOutline | boolean | false |
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 | true |
for vanilla content only - if false, skips the full icon generation step. |
| squareShape | boolean | false |
if true, this unit has a square shadow. |
| drawBuildBeam | boolean | true |
if true, this unit will draw its building beam towards blocks. |
| drawMineBeam | boolean | true |
if true, this unit will draw its mining beam towards blocks |
| drawCell | boolean | true |
if false, the team indicator/cell is not drawn. |
| drawItems | boolean | true |
if false, carried items are not drawn. |
| drawShields | boolean | true |
if false, the unit shield (usually seen in waves) is not drawn. |
| drawBody | boolean | true |
if false, the unit body is not drawn. |
| drawSoftShadow | boolean | true |
if false, the soft shadow is not drawn. |
| drawMinimap | boolean | true |
if false, the unit is not drawn on the minimap. |
| abilities | Seq<Ability> | [] |
list of "abilities", which are various behaviors that update each frame |
| weapons | Seq<Weapon> | [] |
All weapons that this unit will shoot with. |
| healColor | Color | 98ffa9ff |
color that this unit flashes when getting healed (if healFlash is true) |
| lightColor | Color | fbd367ff |
Color of light that this unit produces when lighting is enabled in the map. |
| shieldColor | Color | |
override for unit shield colour. |
| deathSound | Sound | unset |
sound played when this unit explodes (*not* when it is shot down) |
| deathSoundVolume | float | 1.0 |
volume of death sound |
| wreckSound | Sound | unset |
sound played when the unit wreck is shot down |
| wreckSoundVolume | float | 1.0 |
volume of wreck falling sound |
| loopSound | Sound | none |
sound played on loop when this unit is around. |
| loopSoundVolume | float | 0.5 |
volume of loop sound |
| stepSound | Sound | mechStepSmall |
sound played when this mech/insect unit does a step |
| stepSoundVolume | float | 0.5 |
volume of step sound |
| stepSoundPitch | float | 1.0 |
base pitch of step sound |
| stepSoundPitchRange | float | 0.1 |
base pitch of step sound |
| tankMoveSound | Sound | tankMove |
sound looped when tank moves |
| moveSound | Sound | none |
sound looped when the unit moves; volume depends on velocity |
| moveSoundVolume | float | 1.0 |
volume of movement sound |
| moveSoundPitchMin | float | 1.0 |
pitch of movement sound based on velocity |
| moveSoundPitchMax | float | 1.0 |
pitch of movement sound based on velocity |
| tankMoveVolume | float | 0.5 |
volume of tank move sfx |
| fallEffect | Effect | fallSmoke |
effect that this unit emits when falling |
| fallEngineEffect | Effect | fallSmoke |
effect created at engine when unit falls. |
| deathExplosionEffect | Effect | dynamicExplosion |
effect created when this unit dies |
| treadEffect | Effect | |
optional effect created when this tank moves |
| parts | Seq<DrawPart> | [] |
extra (usually animated) visual parts |
| useEngineElevation | boolean | true |
if false, the thruster is always displayed at its normal size regardless of elevation |
| engineColor | Color | null |
override for all engine colors |
| engineColorInner | Color | ffffffff |
color for inner portions of engines |
| trailLength | int | 0 |
length of engine trail (if flying) or wave trail (if naval) |
| trailColor | Color | |
override for engine trail color |
| flowfieldPathType | int | -1 |
Cost type ID for flow field/enemy AI pathfinding. |
| pathCostId | int | 0 |
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 | |
A sample of the unit that this type creates. Do not modify! |
| targetFlags | BlockFlag[] | [core] |
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 | true |
A value of false is used to hide command changing UI in unit factories. |
| commands | Seq<UnitCommand> | [] |
Commands available to this unit through RTS controls. An empty array means commands will be assigned based on unit capabilities in init(). |
| defaultCommand | UnitCommand | |
Command to assign to this unit upon creation. Null indicates the first command in the array. |
| stances | Seq<UnitStance> | [] |
Stances this unit can have. An empty array means stances will be assigned based on unit capabilities in init(). |
| outlineColor | Color | 565666ff |
color for outline generated around sprites |
| outlineRadius | int | 3 |
thickness for sprite outline |
| outlines | boolean | true |
if false, no sprite outlines are generated |
| itemCapacity | int | -1 |
amount of items this unit can carry; <0 to determine based on hitSize. |
| ammoCapacity | int | -1 |
amount of ammo this unit can hold (if the rule is enabled); <0 to determine based on weapon fire rate. |
| ammoType | AmmoType | copper) |
ammo this unit uses, if that system is enabled. |
| mineTier | int | -1 |
max hardness of ore that this unit can mine (<0 to disable) |
| mineSpeed | float | 1.0 |
mining speed in weird arbitrary units |
| mineWalls | boolean | false |
whether this unit can mine ores from floors/walls, respectively |
| mineFloor | boolean | true |
whether this unit can mine ores from floors/walls, respectively |
| mineHardnessScaling | boolean | true |
if true, harder materials will take longer to mine |
| mineSound | Sound | loopMineBeam |
continuous sound emitted when mining. |
| mineSoundVolume | float | 0.6 |
volume of mining sound. |
| mineItems | Seq<Item> | [铜铅钛钍] |
Target items to mine. Used in MinerAI |
| legCount | int | 4 |
number of legs this unit has (must have the correct type to function!) |
| legGroupSize | int | 2 |
size of groups in which legs move. for example, insects (6 legs) usually move legs in groups of 3. |
| legLength | float | 10.0 |
total length of a leg (both segments) |
| legSpeed | float | 0.1 |
how fast individual legs move towards their destination (non-linear) |
| legForwardScl | float | 1.0 |
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 | 0.0 |
leg offset from the center of the unit |
| legMoveSpace | float | 1.0 |
scaling for space between leg movements |
| legExtension | float | 0.0 |
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 | 0.0 |
Higher values of this field make groups of legs move less in-sync with each other. |
| legLengthScl | float | 1.0 |
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 | 1.0 |
if legStraightness > 0, this is the scale for how far away legs are from the body horizontally |
| legMaxLength | float | 1.75 |
maximum length of an individual leg as fraction of real length |
| legMinLength | float | 0.0 |
minimum length of an individual leg as fraction of real length |
| legSplashDamage | float | 0.0 |
splash damage dealt when a leg touches the ground |
| legSplashRange | float | 5.0 |
splash damage radius of legs |
| baseLegStraightness | float | 0.0 |
how straight the leg base/origin is (0 = circular, 1 = line) |
| legStraightness | float | 0.0 |
how straight the leg outward angles are (0 = circular, 1 = horizontal line) |
| legBaseUnder | boolean | false |
If true, the base (further away) leg region is drawn under instead of over. |
| lockLegBase | boolean | false |
If true, legs are locked to the base of the unit instead of being on an implicit rotating "mount". |
| legContinuousMove | boolean | false |
If true, legs always try to move around even when the unit is not moving (leads to more natural behavior) |
| flipBackLegs | boolean | true |
TODO neither of these appear to do much |
| flipLegSide | boolean | false |
TODO neither of these appear to do much |
| emitWalkSound | boolean | true |
Whether to emit a splashing noise in water. |
| emitWalkEffect | boolean | true |
Whether to emit a splashing effect in water (fasle implies emitWalkSound false). |
| mechLandShake | float | 0.0 |
screen shake amount for when this mech lands after boosting |
| mechSideSway | float | 0.54 |
parameters for mech swaying animation |
| mechFrontSway | float | 0.1 |
parameters for mech swaying animation |
| mechStride | float | -1.0 |
parameters for mech swaying animation |
| mechStepParticles | boolean | false |
whether particles are created when this mech takes a step |
| mechLegColor | Color | 6e7080ff |
color that legs change to when moving, to simulate depth |
| treadFrames | int | 18 |
number of frames of movement in a tread |
| treadPullOffset | int | 0 |
how much of a top part of a tread sprite is "cut off" relative to the pattern; this is corrected for |
| crushFragile | boolean | false |
if true, 'fragile' blocks will instantly be crushed in a 1x1 area around the tank |
| segments | int | 0 |
number of independent segments |
| segmentUnits | int | 1 |
TODO wave support - for multi-unit segmented units, this is the number of independent units that are spawned |
| segmentUnit | UnitType | |
unit spawned in segments; if null, the same unit is used |
| segmentEndUnit | UnitType | |
unit spawned at the end; if null, the segment unit is used |
| segmentLayerOrder | boolean | true |
true - parent segments are on higher layers; false - parent segments are on lower layers than head |
| segmentMag | float | 2.0 |
magnitude of sine offset between segments |
| segmentScl | float | 4.0 |
scale of sine offset between segments |
| segmentPhase | float | 5.0 |
index multiplier of sine offset between segments |
| segmentRotSpeed | float | 1.0 |
how fast each segment moves towards the next one |
| segmentMaxRot | float | 30.0 |
maximum difference between segment angles |
| segmentSpacing | float | -1.0 |
spacing between separate unit segments (only used for multi-unit worms) |
| segmentRotationRange | float | 80.0 |
rotation between segments is clamped to this range |
| crawlSlowdown | float | 0.5 |
speed multiplier this unit will have when crawlSlowdownFrac is met. |
| crushDamage | float | 0.0 |
damage dealt to blocks under this tank/crawler every frame. |
| crawlSlowdownFrac | float | 0.55 |
the fraction of solids under this block necessary for it to reach crawlSlowdown. |
| lifetime | float | 300.0 |
lifetime of this missile. |
| homingDelay | float | 10.0 |
ticks that must pass before this missile starts homing. |
Unloader
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| speed | float | 1.0 |
|
| allowCoreUnload | boolean | true |
UnlockableContent
继承自 MappableContent
Base interface for an unlockable content type.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| localizedName | String | |
Localized, formal name. Never null. Set to internal name if not found in bundle. |
| description | String | |
Localized description & details. May be null. |
| details | String | |
Localized description & details. May be null. |
| credit | String | |
Localized description & details. May be null. |
| alwaysUnlocked | boolean | false |
Whether this content is always unlocked in the tech tree. |
| inlineDescription | boolean | true |
Whether to show the description in the research dialog preview. |
| hideDetails | boolean | true |
Whether details are hidden in custom games if this hasn't been unlocked in campaign mode. |
| hideDatabase | boolean | false |
Whether this is hidden from the Core Database. |
| generateIcons | boolean | true |
If false, all icon generation is disabled for this content; createIcons is not called. |
| selectionSize | float | 24 |
How big the content appears in certain selection menus |
| fullOverride | String | "" |
Override for the full icon. Useful for mod content with duplicate icons. Overrides any other full icon. |
| allDatabaseTabs | boolean | false |
If true, this content will appear in all database tabs. |
| shownPlanets | ObjectSet<Planet> | new ObjectSet<>() |
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 | |
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 | |
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
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| maxHeat | float | 100.0 |
|
| unstableSpeed | float | 0.0055555557 |
How quickly instability moves towards 1, per frame. |
| warmupSpeed | float | 0.1 |
|
| effect | Effect | fluxVapor |
|
| effectChance | float | 0.05 |
|
| effectColor | Color | ffdf9dff |
|
| flashThreshold | float | 0.01 |
|
| flashAlpha | float | 0.4 |
|
| flashSpeed | float | 7.0 |
|
| flashColor1 | Color | ff0000ff |
|
| flashColor2 | Color | 89e8b6ff |
Wall
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| lightningChance | float | -1.0 |
Lighting chance. -1 to disable |
| lightningDamage | float | 20.0 |
|
| lightningLength | int | 17 |
|
| lightningColor | Color | f3e979ff |
|
| lightningSound | Sound | shootArc |
|
| chanceDeflect | float | -1.0 |
Bullet deflection chance. -1 to disable |
| flashHit | boolean | false |
|
| flashColor | Color | ffffffff |
|
| deflectSound | Sound | none |
WallCrafter
继承自 Block
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| drillTime | float | 150.0 |
Time to produce one item at 100% efficiency. |
| liquidBoostIntensity | float | 1.6 |
How many times faster the drill will progress when boosted by liquid. |
| updateEffect | Effect | mineWallSmall |
Effect randomly played while drilling. |
| updateEffectChance | float | 0.02 |
|
| rotateSpeed | float | 2.0 |
|
| attribute | Attribute | sand |
Attribute to check for wall output. |
| output | Item | sand |
|
| boostItemUseTime | float | 120.0 |
|
| itemBoostIntensity | float | 1.6 |
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 | false |
WaveEffect
继承自 Effect
Effect that renders a basic shockwave.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| colorFrom | Color | ffffffff |
|
| colorTo | Color | ffffffff |
|
| lightColor | Color | |
|
| sizeFrom | float | 0.0 |
|
| sizeTo | float | 100.0 |
|
| lightScl | float | 3.0 |
|
| lightOpacity | float | 0.8 |
|
| sides | int | -1 |
|
| rotation | float | 0.0 |
|
| strokeFrom | float | 2.0 |
|
| strokeTo | float | 0.0 |
|
| interp | Interp | Interp.linear |
|
| lightInterp | Interp | Interp.reverse |
|
| offsetX | float | 0.0 |
|
| offsetY | float | 0.0 |
Weapon
继承自 Object
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| name | String | |
displayed weapon region |
| bullet | BulletType | placeholder |
bullet shot |
| ejectEffect | Effect | none |
shell ejection effect |
| display | boolean | true |
whether weapon should appear in the stats of a unit with this weapon |
| useAmmo | boolean | true |
whether to consume ammo when ammo is enabled in rules |
| mirror | boolean | true |
whether to create a flipped copy of this weapon upon initialization. default: true |
| flipSprite | boolean | false |
whether to flip the weapon's sprite when rendering. internal use only - do not set! |
| alternate | boolean | true |
whether to shoot the weapons in different arms one after another, rather than all at once; only valid when mirror = true |
| rotate | boolean | false |
whether to rotate toward the target independently of unit |
| showStatSprite | boolean | true |
Whether to show the sprite of the weapon in the database. |
| baseRotation | float | 0.0 |
rotation at which this weapon starts at. |
| top | boolean | true |
whether to draw the outline on top. |
| continuous | boolean | false |
whether to hold the bullet in place while firing; it will still require reload. |
| alwaysContinuous | boolean | false |
whether this weapon uses continuous fire without reloading; implies continuous = true |
| aimChangeSpeed | float | Infinity |
Speed at which the turret can change its bullet "aim" distance. This is only used for point laser bullets. |
| controllable | boolean | true |
whether this weapon can be aimed manually by players |
| aiControllable | boolean | true |
whether this weapon can be automatically aimed by the unit |
| alwaysShooting | boolean | false |
whether this weapon is always shooting, regardless of targets ore cone |
| autoTarget | boolean | false |
whether to automatically target relevant units in update(); only works when controllable = false. |
| predictTarget | boolean | true |
whether to perform target trajectory prediction |
| useAttackRange | boolean | true |
if true, this weapon is used for attack range calculations |
| targetInterval | float | 40.0 |
ticks to wait in-between targets |
| targetSwitchInterval | float | 70.0 |
ticks to wait in-between targets |
| rotateSpeed | float | 20.0 |
rotation speed of weapon when rotation is enabled, in degrees/t |
| reload | float | 1.0 |
weapon reload in frames |
| inaccuracy | float | 0.0 |
inaccuracy of degrees of each shot |
| shake | float | 0.0 |
intensity and duration of each shot's screen shake |
| recoil | float | 1.5 |
visual weapon knockback. |
| recoils | int | -1 |
Number of additional counters for recoil. |
| recoilTime | float | -1.0 |
time taken for weapon to return to starting position in ticks. uses reload time by default |
| recoilPow | float | 1.8 |
power curve applied to visual recoil |
| cooldownTime | float | 20.0 |
ticks to cool down the heat region |
| shootX | float | 0.0 |
projectile/effect offsets from center of weapon |
| shootY | float | 3.0 |
projectile/effect offsets from center of weapon |
| x | float | 5.0 |
offsets of weapon position on unit |
| y | float | 0.0 |
offsets of weapon position on unit |
| xRand | float | 0.0 |
Random spread on the X/Y axis. |
| yRand | float | 0.0 |
Random spread on the X/Y axis. |
| shoot | ShootPattern | new ShootPattern() |
pattern used for bullets |
| shadow | float | -1.0 |
radius of shadow drawn under the weapon; <0 to disable |
| velocityRnd | float | 0.0 |
fraction of velocity that is random |
| extraVelocity | float | 0.0 |
extra velocity that is added as a fraction |
| shootCone | float | 5.0 |
The half-radius of the cone in which shooting will start. |
| rotationLimit | float | 361.0 |
Cone in which the weapon can rotate relative to its mount. |
| minWarmup | float | 0.0 |
minimum weapon warmup before firing (this is not linear, do NOT use 1!) |
| shootWarmupSpeed | float | 0.1 |
lerp speed for shoot warmup, only used for parts |
| smoothReloadSpeed | float | 0.15 |
lerp speed for shoot warmup, only used for parts |
| linearWarmup | boolean | false |
If true, shoot warmup is linear instead of a curve. |
| soundPitchMin | float | 0.8 |
random sound pitch range |
| soundPitchMax | float | 1.0 |
random sound pitch range |
| ignoreRotation | boolean | false |
whether shooter rotation is ignored when shooting. |
| noAttack | boolean | false |
If true, this weapon cannot be used to attack targets. |
| minShootVelocity | float | -1.0 |
min velocity required for this weapon to shoot |
| parentizeEffects | boolean | false |
should the shoot effects follow the unit (effects need followParent set to true for this to work) |
| otherSide | int | -1 |
internal value used for alternation - do not change! |
| layerOffset | float | 0.0 |
draw Z offset relative to the default value |
| activeSound | Sound | none |
sound looped when shooting |
| activeSoundVolume | float | 1.0 |
volume of active sound |
| shootSound | Sound | shoot |
sound used for shooting |
| shootSoundVolume | float | 1.0 |
volume of the shoot sound |
| initialShootSound | Sound | none |
sound used when this weapon first fires; for continuous weapons only |
| chargeSound | Sound | none |
sound used for weapons that have a delay |
| heatColor | Color | ab3400ff |
heat region tint |
| shootStatusDuration | float | 300.0 |
status effect duration when shot |
| shootOnDeath | boolean | false |
whether this weapon should fire when its owner dies |
| shootOnDeathEffect | Effect | null |
If not null and shootOnDeath == true, overrides the weapon's shoot effect only when its owner dies. |
| parts | Seq<DrawPart> | [] |
extra animated parts |
Weather
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| duration | float | 36000.0 |
Default duration of this weather event in ticks. |
| opacityMultiplier | float | 1.0 |
|
| attrs | Attributes | new Attributes() |
|
| sound | Sound | none |
|
| soundVol | float | 0.1 |
|
| soundVolMin | float | 0.0 |
|
| soundVolOscMag | float | 0.0 |
|
| soundVolOscScl | float | 20.0 |
|
| hidden | boolean | false |
|
| statusDuration | float | 120.0 |
|
| statusAir | boolean | true |
|
| statusGround | boolean | true |
WobbleProp
继承自 Prop
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| wscl | float | 25.0 |
|
| wmag | float | 0.4 |
|
| wtscl | float | 1.0 |
|
| wmag2 | float | 1.0 |
WrapEffect
继承自 Effect
Wraps an effect with some parameters.
| 名称 | 类型 | 默认值 | 注释 |
|---|---|---|---|
| effect | Effect | none |
|
| color | Color | ffffffff |
|
| rotation | float | 0.0 |
