官方维基教程-类型:修订间差异

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<!-- gen -->
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== 类型 ==
== 类型 ==
<!-- gen -->
=== Ability ===
== 类型 ==
继承自 [[#Object|Object]]<br>
=== ItemUnitStance ===
继承自 [[#UnitStance|UnitStance]]<br>
<br>
=== UnitCommand ===
继承自 [[#MappableContent|MappableContent]]<br>
<br>
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|-
|-
| switchToMove || boolean || <code> true </code> ||  
| display || boolean || <code> true </code> || If false, this ability does not show in unit stats.
 
|-
|-
| drawTarget || boolean || <code> false </code> ||
| data || float || <code> </code> ||  
|-
| resetTarget || boolean || <code> true </code> ||
|-
| snapToBuilding || boolean || <code> false </code> ||
|-
| exactArrival || boolean || <code> false </code> ||
|-
| refreshOnSelect || boolean || <code> false </code> ||  
|}
|}
=== UnitStance ===
=== Accelerator ===
继承自 [[#MappableContent|MappableContent]]<br>
继承自 [[#Block|Block]]<br>
<br>
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|-
|-
| icon || String || <code> </code> ||  
| launchBlock || Block || <code> coreNucleus </code> || Core block that is launched. Should match the starting core of the planet being launched to.
 
|-
|-
| incompatibleStances || Seq<UnitStance> || <code> new Seq<>() </code> ||  
| powerBufferRequirement || float || <code> 0.0 </code> ||  
|-
|-
| toggle || boolean || <code> true </code> ||  
| launchCandidates || Seq<Planet> || <code> </code> || Override for planets that this block can launch to. If null, the planet's launch candidates are used.
|}
 
=== Content ===
|-
继承自 [[#Object|Object]]<br>
| lightningSound || Sound || <code> shootArc) </code> ||  
<br>
=== MappableContent ===
继承自 [[#Content|Content]]<br>
<br>
=== UnlockableContent ===
继承自 [[#MappableContent|MappableContent]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| lightningSoundVolume || float || <code> 0.85 </code> ||
|-
|-
| localizedName || String || <code> </code> ||  
| chargeSound || Sound || <code> acceleratorCharge </code> ||  
|-
|-
| description || String || <code> </code> ||  
| launchSound || Sound || <code> acceleratorLaunch </code> ||  
|-
|-
| details || String || <code> </code> ||  
| constructSound || Sound || <code> acceleratorConstruct </code> ||  
|-
|-
| credit || String || <code> </code> ||  
| launchDuration || float || <code> 120.0 </code> ||  
|-
|-
| alwaysUnlocked || boolean || <code> false </code> ||  
| chargeDuration || float || <code> 220.0 </code> ||  
|-
|-
| inlineDescription || boolean || <code> true </code> ||  
| buildDuration || float || <code> 120.0 </code> ||  
|-
|-
| hideDetails || boolean || <code> true </code> ||  
| landZoomInterp || Interp || <code> Interp.pow4In </code> ||  
|-
|-
| hideDatabase || boolean || <code> false </code> ||  
| chargeZoomInterp || Interp || <code> Interp.pow4In </code> ||  
|-
|-
| generateIcons || boolean || <code> true </code> ||  
| landZoomFrom || float || <code> 0.02 </code> ||  
|-
|-
| selectionSize || float || <code> 24 </code> ||  
| landZoomTo || float || <code> 4.0 </code> ||  
|-
|-
| fullOverride || String || <code> "" </code> ||  
| chargeZoomTo || float || <code> 5.0 </code> ||  
|-
|-
| allDatabaseTabs || boolean || <code> false </code> ||  
| chargeRings || int || <code> 4 </code> ||  
|-
|-
| shownPlanets || ObjectSet<Planet> || <code> new ObjectSet<>() </code> ||  
| ringRadBase || float || <code> 60.0 </code> ||  
|-
|-
| databaseCategory || String || <code> </code> ||  
| ringRadSpacing || float || <code> 25.0 </code> ||  
|-
|-
| databaseTag || String || <code> </code> ||  
| ringRadPow || float || <code> 1.6 </code> ||  
|}
=== Effect ===
继承自 [[#Object|Object]]<br>
<br>
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| ringStroke || float || <code> 3.0 </code> ||
|-
|-
| lifetime || float || <code> 50.0 </code> ||  
| ringSpeedup || float || <code> 1.4 </code> ||  
|-
|-
| clip || float || <code> 0.0 </code> ||  
| chargeRingMerge || float || <code> 2.0 </code> ||  
|-
|-
| startDelay || float || <code> 0.0 </code> ||  
| ringArrowRad || float || <code> 3.0 </code> ||  
|-
|-
| baseRotation || float || <code> 0.0 </code> ||  
| ringHandleTilt || float || <code> 0.8 </code> ||  
|-
|-
| followParent || boolean || <code> true </code> ||  
| ringHandleLen || float || <code> 30.0 </code> ||  
|-
|-
| rotWithParent || boolean || <code> false </code> ||  
| ringColor || Color || <code> ffd37fff </code> ||
|-
| launchLightning || int || <code> 20 </code> ||
|-
| lightningColor || Color || <code> ffd37fff </code> ||  
|-
|-
| layer || float || <code> 110.0 </code> ||  
| lightningDamage || float || <code> 40.0 </code> ||  
|-
|-
| layerDuration || float || <code> 0.0 </code> ||  
| lightningOffset || float || <code> 24.0 </code> ||  
|}
=== Ability ===
继承自 [[#Object|Object]]<br>
<br>
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| lightningLengthMin || int || <code> 5 </code> ||
|-
|-
| display || boolean || <code> true </code> ||  
| lightningLengthMax || int || <code> 25 </code> ||  
|-
|-
| data || float || <code> </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>
<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> ||  
|}
|}
=== EnergyFieldAbility ===
=== ArmoredConduit ===
继承自 [[#Ability|Ability]]<br>
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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|-
|-
| damage || float || <code> 1 </code> ||  
| trailMult || float || <code> 1.0 </code> ||  
|-
|-
| reload || float || <code> 100 </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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|-
|-
| range || float || <code> 60 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| healEffect || Effect || <code> heal </code> ||  
| attribute || Attribute || <code> heat </code> ||  
|-
|-
| hitEffect || Effect || <code> hitLaserBlast </code> ||  
| baseEfficiency || float || <code> 1.0 </code> ||  
|-
|-
| damageEffect || Effect || <code> chainLightning </code> ||  
| boostScale || float || <code> 1.0 </code> ||  
|-
|-
| shootSound || Sound || <code> shootEnergyField </code> ||  
| maxBoost || float || <code> 1.0 </code> ||  
|-
|-
| statusDuration || float || <code> 60f * 6 </code> ||  
| minEfficiency || float || <code> -1.0 </code> ||  
|-
|-
| x || float || <code> </code> ||  
| displayEfficiencyScale || float || <code> 1.0 </code> ||  
|-
|-
| y || float || <code> </code> ||  
| displayEfficiency || boolean || <code> true </code> ||  
|-
|-
| targetGround || boolean || <code> true </code> ||  
| scaleLiquidConsumption || boolean || <code> false </code> ||  
|}
=== AutoDoor ===
继承自 [[#Wall|Wall]]<br>
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|-
|-
| targetAir || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| hitBuildings || boolean || <code> true </code> ||  
| checkInterval || float || <code> 20.0 </code> ||  
|-
|-
| hitUnits || boolean || <code> true </code> ||  
| openfx || Effect || <code> dooropen </code> ||  
|-
|-
| maxTargets || int || <code> 25 </code> ||  
| closefx || Effect || <code> doorclose </code> ||  
|-
|-
| healPercent || float || <code> 3 </code> ||  
| doorSound || Sound || <code> door </code> ||  
|-
|-
| sameTypeHealMult || float || <code> 1 </code> ||  
| triggerMargin || float || <code> 12.0 </code> ||  
|}
=== BaseShield ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
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|-
|-
| displayHeal || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| layer || float || <code> 001 </code> ||  
| radius || float || <code> 200.0 </code> ||  
|-
|-
| blinkScl || float || <code> 20 </code> ||  
| sides || int || <code> 24 </code> ||  
|-
|-
| blinkSize || float || <code> 1 </code> ||
| shieldColor || Color || <code> </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> ||  
|}
|}
=== ForceFieldAbility ===
=== BaseTurret ===
继承自 [[#Ability|Ability]]<br>
继承自 [[#Block|Block]]<br>
<br>
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|-
|-
| radius || float || <code> 60 </code> ||  
| range || float || <code> 80.0 </code> ||  
|-
|-
| regen || float || <code> 1 </code> ||  
| placeOverlapMargin || float || <code> 56.0 </code> ||  
|-
|-
| max || float || <code> 200 </code> ||  
| rotateSpeed || float || <code> 5.0 </code> ||  
|-
|-
| cooldown || float || <code> 60f * 5 </code> ||  
| fogRadiusMultiplier || float || <code> 1.0 </code> ||  
|-
|-
| sides || int || <code> 6 </code> ||  
| disableOverlapCheck || boolean || <code> false </code> ||  
|-
|-
| rotation || float || <code> 0 </code> ||  
| activationTime || float || <code> 0 </code> || How much time to start shooting after placement.
|-
 
| breakSound || Sound || <code> shieldBreakSmall </code> ||
|-
|-
| hitSound || Sound || <code> shieldHit </code> ||  
| coolEffect || Effect || <code> fuelburn </code> || Effect displayed when coolant is used.
 
|-
|-
| hitSoundVolume || float || <code> 12 </code> ||  
| coolantMultiplier || float || <code> 5.0 </code> || How much reload is lowered by for each unit of liquid of heat capacity.
 
|}
|}
=== LiquidExplodeAbility ===
=== BasicBulletType ===
继承自 [[#Ability|Ability]]<br>
继承自 [[#BulletType|BulletType]]<br>
<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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|-
|-
| liquid || Liquid || <code> water </code> ||  
| backColor || Color || <code> f9c27aff </code> ||  
|-
|-
| amount || float || <code> 120.0 </code> ||  
| frontColor || Color || <code> fff8e8ff </code> ||  
|-
|-
| radAmountScale || float || <code> 5.0 </code> ||  
| mixColorFrom || Color || <code> ffffff00 </code> ||  
|-
|-
| radScale || float || <code> 1.0 </code> ||  
| mixColorTo || Color || <code> ffffff00 </code> ||  
|-
|-
| noiseMag || float || <code> 6.5 </code> ||  
| width || float || <code> 5.0 </code> ||  
|-
|-
| noiseScl || 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> ||  
|}
|}
=== LiquidRegenAbility ===
=== Battery ===
继承自 [[#Ability|Ability]]<br>
继承自 [[#PowerDistributor|PowerDistributor]]<br>
<br>
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|-
|-
| liquid || Liquid || <code>  </code> ||  
| drawer || DrawBlock || <code>  </code> ||  
|-
|-
| slurpSpeed || float || <code> 5.0 </code> ||  
| emptyLightColor || Color || <code> f8c266ff </code> ||  
|-
|-
| regenPerSlurp || float || <code> 6.0 </code> ||
| fullLightColor || Color || <code> fb9567ff </code> ||  
|-
| slurpEffectChance || float || <code> 0.4 </code> ||
|-
| slurpEffect || Effect || <code> heal </code> ||  
|}
|}
=== MoveEffectAbility ===
=== BeamDrill ===
继承自 [[#Ability|Ability]]<br>
继承自 [[#Block|Block]]<br>
<br>
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|-
|-
| minVelocity || float || <code> 0.08 </code> ||  
| drillTime || float || <code> 200.0 </code> ||  
|-
|-
| interval || float || <code> 3.0 </code> ||  
| range || int || <code> 5 </code> ||  
|-
|-
| chance || float || <code> 0.0 </code> ||  
| tier || int || <code> 1 </code> ||  
|-
|-
| amount || int || <code> 1 </code> ||  
| laserWidth || float || <code> 0.65 </code> ||  
|-
|-
| x || float || <code> 0.0 </code> ||  
| optionalBoostIntensity || float || <code> 2.5 </code> || How many times faster the drill will progress when boosted by an optional consumer.
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| blockedItem || Item || <code> </code> || Special exemption item that this drill can't mine.
 
|-
|-
| rotation || float || <code> 0.0 </code> ||  
| blockedItems || Seq<Item> || <code> </code> || Special exemption items that this drill can't mine.
 
|-
|-
| rangeX || float || <code> 0.0 </code> ||  
| sparkColor || Color || <code> fd9e81ff </code> ||  
|-
|-
| rangeY || float || <code> 0.0 </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> ||  
|-
|-
| rangeLengthMin || float || <code> 0.0 </code> ||  
| sparkLife || float || <code> 27.0 </code> ||  
|-
|-
| rangeLengthMax || float || <code> 0.0 </code> ||  
| sparkRecurrence || float || <code> 4.0 </code> ||  
|-
|-
| rotateEffect || boolean || <code> false </code> ||  
| sparkSpread || float || <code> 45.0 </code> ||  
|-
|-
| effectParam || float || <code> 3.0 </code> ||  
| sparkSize || float || <code> 3.5 </code> ||  
|-
|-
| teamColor || boolean || <code> false </code> ||  
| boostHeatColor || Color || <code> 75b3ccff </code> ||  
|-
|-
| parentizeEffects || boolean || <code> false </code> ||  
| heatColor || Color || <code> ff5959e5 </code> ||  
|-
|-
| color || Color || <code> ffffffff </code> ||  
| heatPulse || float || <code> 0.3 </code> ||  
|-
|-
| effect || Effect || <code> missileTrail </code> ||  
| heatPulseScl || float || <code> 7.0 </code> ||  
|}
|}
=== MoveLightningAbility ===
=== BeamNode ===
继承自 [[#Ability|Ability]]<br>
继承自 [[#PowerBlock|PowerBlock]]<br>
<br>
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|-
|-
| damage || float || <code> 35 </code> ||  
| range || int || <code> 5 </code> ||  
|-
|-
| chance || float || <code> 15 </code> ||  
| laserColor1 || Color || <code> ffffffff </code> ||  
|-
|-
| length || int || <code> 12 </code> ||  
| laserColor2 || Color || <code> ffd9c2ff </code> ||  
|-
|-
| minSpeed || float || <code> 8 </code> ||  
| pulseScl || float || <code> 7.0 </code> ||  
|-
|-
| maxSpeed || float || <code> 2 </code> ||  
| pulseMag || float || <code> 0.05 </code> ||  
|-
|-
| color || Color || <code> valueOf("a9d8ff") </code> ||  
| laserWidth || float || <code> 0.4 </code> ||  
|}
=== Block ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
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|-
|-
| y || float || <code> 0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| x || float || <code> 0 </code> ||  
| hasItems || boolean || <code> false </code> || If true, buildings have an ItemModule.
 
|-
|-
| alternate || boolean || <code> true </code> ||  
| hasLiquids || boolean || <code> false </code> || If true, buildings have a LiquidModule.
 
|-
|-
| heatRegion || String || <code> "error" </code> ||  
| hasPower || boolean || <code> false </code> || If true, buildings have a PowerModule.
 
|-
|-
| bullet || BulletType || <code> </code> ||  
| outputsLiquid || boolean || <code> false </code> || Flag for determining whether this block outputs liquid somewhere; used for connections.
 
|-
|-
| bulletAngle || float || <code> 0 </code> ||  
| 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.
 
|-
|-
| bulletSpread || float || <code> 0 </code> ||  
| outputsPower || boolean || <code> false </code> || If true, this block is a generator that can produce power.
 
|-
|-
| shootEffect || Effect || <code> sparkShoot </code> ||  
| connectedPower || boolean || <code> true </code> || If false, power nodes cannot connect to this block.
 
|-
|-
| parentizeEffects || boolean || <code> </code> ||  
| conductivePower || boolean || <code> false </code> || If true, this block can conduct power like a cable.
 
|-
|-
| shootSound || Sound || <code> shootArc </code> ||  
| outputsPayload || boolean || <code> false </code> || If true, this block can output payloads; affects blending.
|}
 
=== RegenAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| acceptsUnitPayloads || boolean || <code> false </code> || If true, this block can input payloads; affects unit payload enter behavior.
 
|-
|-
| percentAmount || float || <code> 0.0 </code> ||  
| acceptsPayload || boolean || <code> false </code> || If true, payloads will attempt to move into this block.
 
|-
|-
| amount || float || <code> 0.0 </code> ||  
| acceptsItems || boolean || <code> false </code> || Visual flag use for blending of certain transportation blocks.
|}
 
=== RepairFieldAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| alwaysAllowDeposit || boolean || <code> false </code> || If true, this block won't be affected by the onlyDepositCore rule.
 
|-
|-
| amount || float || <code> 1 </code> ||  
| 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.
 
|-
|-
| reload || float || <code> 100 </code> ||  
| separateItemCapacity || boolean || <code> false </code> || If true, all item capacities of this block are separate instead of pooled as one number.
 
|-
|-
| range || float || <code> 60 </code> ||  
| itemCapacity || int || <code> 10 </code> || maximum items this block can carry (usually, this is per-type of item)
 
|-
|-
| healPercent || float || <code> 0 </code> ||  
| 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
 
|-
|-
| healEffect || Effect || <code> heal </code> ||  
| liquidPressure || float || <code> 1.0 </code> || higher numbers increase liquid output speed; TODO remove and replace with better liquids system
 
|-
|-
| activeEffect || Effect || <code> healWaveDynamic </code> ||  
| outputFacing || boolean || <code> true </code> || If true, this block outputs to its facing direction, when applicable.
Used for blending calculations.
 
|-
|-
| sound || Sound || <code> healWave </code> ||  
| noSideBlend || boolean || <code> false </code> || if true, this block does not accept input from the sides (used for armored conveyors)
 
|-
|-
| soundVolume || float || <code> 5 </code> ||  
| displayFlow || boolean || <code> true </code> || whether to display flow rate
 
|-
|-
| parentizeEffects || boolean || <code> false </code> ||  
| inEditor || boolean || <code> true </code> || whether this block is visible in the editor
 
|-
|-
| sameTypeHealMult || float || <code> 1 </code> ||  
| editorConfigurable || boolean || <code> false </code> || if true, {@link #buildEditorConfig(Table)} will be called for configuring this block in the editor.
|}
 
=== ShieldArcAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| saveConfig || boolean || <code> false </code> || whether to save the last config and apply it to newly placed blocks
 
|-
|-
| radius || float || <code> 60.0 </code> ||  
| copyConfig || boolean || <code> true </code> || whether to allow copying the config through middle click
 
|-
|-
| regen || float || <code> 0.1 </code> ||  
| clearOnDoubleTap || boolean || <code> false </code> || if true, double-tapping this configurable block clears configuration.
 
|-
|-
| max || float || <code> 200.0 </code> ||  
| update || boolean || <code> false </code> || whether this block has a tile entity that updates
 
|-
|-
| cooldown || float || <code> 300.0 </code> ||  
| 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!
 
|-
|-
| angle || float || <code> 80.0 </code> ||  
| unloadable || boolean || <code> true </code> || whether unloaders work on this block
 
|-
|-
| angleOffset || float || <code> 0.0 </code> ||  
| isDuct || boolean || <code> false </code> || if true, this block acts a duct and will connect to armored ducts from the side.
 
|-
|-
| x || float || <code> 0.0 </code> ||  
| allowResupply || boolean || <code> false </code> || whether units can resupply by taking items from this block
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| solid || boolean || <code> false </code> || whether this is solid
 
|-
|-
| whenShooting || boolean || <code> true </code> ||  
| solidifes || boolean || <code> false </code> || whether this block CAN be solid.
 
|-
|-
| width || float || <code> 6.0 </code> ||  
| teamPassable || boolean || <code> false </code> || if true, this counts as a non-solid block to this team.
 
|-
|-
| chanceDeflect || float || <code> -1.0 </code> ||  
| underBullets || boolean || <code> false </code> || if true, this block cannot be hit by bullets unless explicitly targeted.
 
|-
|-
| reflectBuildingDamage || float || <code> 1 </code> ||  
| rotate || boolean || <code> false </code> || whether this is rotatable
 
|-
|-
| reflectVel || float || <code> 1 </code> ||  
| rotateDraw || boolean || <code> true </code> || if rotate is true and this is false, the region won't rotate when drawing
 
|-
|-
| reflectTime || float || <code> 5 </code> ||  
| rotateDrawEditor || boolean || <code> true </code> || if rotate is true and this is false, the region won't rotate when drawing in the editor
 
|-
|-
| deflectSound || Sound || <code> none </code> ||  
| visualRotationOffset || float || <code> 0.0 </code> || visual rotation offset used in broken plan rendering
 
|-
|-
| breakSound || Sound || <code> shieldBreakSmall </code> ||  
| lockRotation || boolean || <code> true </code> || if rotate = false and this is true, rotation will be locked at 0 when placing (default); advanced use only
 
|-
|-
| hitSound || Sound || <code> shieldHit </code> ||  
| ignoreLineRotation || boolean || <code> false </code> || if true, this block won't face the line drag direction
 
|-
|-
| hitSoundVolume || float || <code> 0.12 </code> ||  
| invertFlip || boolean || <code> false </code> || if true, schematic flips with this block are inverted.
 
|-
|-
| missileUnitMultiplier || float || <code> 2.0 </code> ||  
| variants || int || <code> 0 </code> || number of different variant regions to use
 
|-
|-
| drawArc || boolean || <code> true </code> ||  
| drawArrow || boolean || <code> true </code> || whether to draw a rotation arrow - this does not apply to lines of blocks
 
|-
|-
| region || String || <code> </code> ||  
| drawTeamOverlay || boolean || <code> true </code> || whether to draw the team corner by default
 
|-
|-
| color || Color || <code> </code> ||  
| saveData || boolean || <code> false </code> || for static blocks only: if true, tile data() is saved in world data.
 
|-
|-
| offsetRegion || boolean || <code> false </code> ||  
| breakable || boolean || <code> false </code> || whether you can break this with rightclick
 
|-
|-
| pushUnits || boolean || <code> true </code> ||  
| unitMoveBreakable || boolean || <code> false </code> || if true, this block will be broken by certain units stepping/moving over it
 
|-
|-
| pushEffect || Effect || <code> circleColorSpark </code> ||  
| rebuildable || boolean || <code> true </code> || whether to add this block to brokenblocks
|}
 
=== ShieldRegenFieldAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| privileged || boolean || <code> false </code> || if true, this logic-related block can only be used with privileged processors (or is one itself)
 
|-
|-
| amount || float || <code> 1 </code> ||  
| requiresWater || boolean || <code> false </code> || whether this block can only be placed on water
 
|-
|-
| max || float || <code> 100 </code> ||  
| placeableLiquid || boolean || <code> false </code> || whether this block can be placed on any liquids, anywhere
 
|-
|-
| reload || float || <code> 100 </code> ||  
| placeablePlayer || boolean || <code> true </code> || whether this block can be placed directly by the player via PlacementFragment
 
|-
|-
| range || float || <code> 60 </code> ||  
| placeableOn || boolean || <code> true </code> || whether this floor can be placed on.
 
|-
|-
| applyEffect || Effect || <code> shieldApply </code> ||  
| insulated || boolean || <code> false </code> || whether this block has insulating properties.
 
|-
|-
| activeEffect || Effect || <code> shieldWave </code> ||  
| squareSprite || boolean || <code> true </code> || whether the sprite is a full square.
 
|-
|-
| sound || Sound || <code> shieldWave </code> ||  
| absorbLasers || boolean || <code> false </code> || whether this block absorbs laser attacks.
 
|-
|-
| soundVolume || float || <code> 7 </code> ||  
| enableDrawStatus || boolean || <code> true </code> || if false, the status is never drawn
 
|-
|-
| parentizeEffects || boolean || <code> </code> ||  
| drawDisabled || boolean || <code> true </code> || whether to draw disabled status
|}
 
=== SpawnDeathAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| autoResetEnabled || boolean || <code> true </code> || whether to automatically reset enabled status after a logic block has not interacted for a while.
 
|-
|-
| unit || UnitType || <code> </code> ||  
| noUpdateDisabled || boolean || <code> false </code> || if true, the block stops updating when disabled
 
|-
|-
| amount || int || <code> 1 </code> ||  
| updateInUnits || boolean || <code> true </code> || if true, this block updates when it's a payload in a unit.
 
|-
|-
| randAmount || int || <code> 0 </code> ||  
| alwaysUpdateInUnits || boolean || <code> false </code> || if true, this block updates in payloads in units regardless of the experimental game rule
 
|-
|-
| spread || float || <code> 8.0 </code> ||  
| canPickup || boolean || <code> true </code> || if true, this block can be picked up in payloads
 
|-
|-
| faceOutwards || boolean || <code> true </code> ||  
| deconstructDropAllLiquid || boolean || <code> false </code> || if false, only incinerable liquids are dropped when deconstructing; otherwise, all liquids are dropped.
|}
 
=== StatusFieldAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| useColor || boolean || <code> true </code> || Whether to use this block's color in the minimap. Only used for overlays.
 
|-
|-
| duration || float || <code> 60 </code> ||  
| itemDrop || Item || <code> null </code> || item that drops from this block, used for drills
 
|-
|-
| reload || float || <code> 100 </code> ||  
| playerUnmineable || boolean || <code> false </code> || if true, this block cannot be mined by players. useful for annoying things like sand.
 
|-
|-
| range || float || <code> 20 </code> ||  
| attributes || Attributes || <code> new Attributes() </code> || Array of affinities to certain things.
 
|-
|-
| onShoot || boolean || <code> false </code> ||  
| 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.
 
|-
|-
| applyEffect || Effect || <code> none </code> ||  
| health || int || <code> -1 </code> || building health; -1 to use scaledHealth
 
|-
|-
| activeEffect || Effect || <code> overdriveWave </code> ||  
| armor || float || <code> 0.0 </code> || damage absorption, similar to unit armor
 
|-
|-
| effectX || float || <code> </code> ||  
| baseExplosiveness || float || <code> 0.0 </code> || base block explosiveness
 
|-
|-
| effectY || float || <code> </code> ||  
| explosivenessScale || float || <code> 1.0 </code> || scaling of explosiveness based on items/liquids
 
|-
|-
| parentizeEffects || boolean || <code> </code> ||  
| flammabilityScale || float || <code> 1.0 </code> || scaling of explosion flammability based on items/liquids
 
|-
|-
| effectSizeParam || boolean || <code> true </code> ||  
| baseShake || float || <code> 3.0 </code> || base value for screen shake upon destruction
 
|-
|-
| color || Color || <code> accent </code> ||  
| destroyBullet || BulletType || <code> null </code> || bullet that this block spawns when destroyed
|}
 
=== SuppressionFieldAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| destroyBulletSameTeam || boolean || <code> false </code> || if true, destroyBullet is spawned on the block's team instead of Derelict team
 
|-
|-
| reload || float || <code> 90.0 </code> ||  
| lightLiquid || Liquid || <code> </code> || liquid used for lighting
 
|-
|-
| maxDelay || float || <code> 90.0 </code> ||  
| drawCracks || boolean || <code> true </code> || whether cracks are drawn when this block is damaged
 
|-
|-
| range || float || <code> 200.0 </code> ||  
| createRubble || boolean || <code> true </code> || whether rubble is created when this block is destroyed
 
|-
|-
| orbRadius || float || <code> 4.1 </code> ||  
| floating || boolean || <code> false </code> || whether this block can be placed on edges of liquids.
 
|-
|-
| orbMidScl || float || <code> 0.33 </code> ||  
| size || int || <code> 1 </code> || multiblock size
 
|-
|-
| orbSinScl || float || <code> 8.0 </code> ||  
| offset || float || <code> 0.0 </code> || multiblock offset
 
|-
|-
| orbSinMag || float || <code> 1.0 </code> ||  
| sizeOffset || int || <code> 0 </code> || offset for iteration (internal use only)
 
|-
|-
| color || Color || <code> a393feff </code> ||  
| clipSize || float || <code> -1.0 </code> || Clipping size of this block. Should be as large as the block will draw.
 
|-
|-
| layer || float || <code> 110.0 </code> ||  
| lightClipSize || float || <code> 0.0 </code> || Clipping size for lights only.
 
|-
|-
| x || float || <code> 0.0 </code> ||  
| placeOverlapRange || float || <code> 50.0 </code> || When placeRangeCheck is enabled, this is the range checked for enemy blocks.
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| crushDamageMultiplier || float || <code> 1.0 </code> || Multiplier of damage dealt to this block by tanks. Does not apply to crawlers.
 
|-
|-
| particles || int || <code> 15 </code> ||  
| crushFragile || boolean || <code> false </code> || If true, this block is instantly destroyed by tanks with crushFragile set to true.
 
|-
|-
| particleSize || float || <code> 4.0 </code> ||  
| timers || int || <code> 1 </code> || Max of timers used.
 
|-
|-
| particleLen || float || <code> 7.0 </code> ||  
| cacheLayer || CacheLayer || <code> normal </code> || Cache layer. Only used for 'cached' rendering.
 
|-
|-
| rotateScl || float || <code> 3.0 </code> ||  
| fillsTile || boolean || <code> true </code> || Special flag; if false, floor will be drawn under this block even if it is cached.
 
|-
|-
| particleLife || float || <code> 110.0 </code> ||  
| forceDark || boolean || <code> false </code> || If true, this block can be covered by darkness / fog even if synthetic.
 
|-
|-
| active || boolean || <code> true </code> ||  
| alwaysReplace || boolean || <code> false </code> || whether this block can be replaced in all cases
 
|-
|-
| particleColor || Color || <code> 665c9fff </code> ||  
| replaceable || boolean || <code> true </code> || if false, this block can never be replaced.
 
|-
|-
| effectColor || Color || <code> bf92f9ff </code> ||  
| group || BlockGroup || <code> none </code> || The block group. Unless {@link #canReplace} is overridden, blocks in the same group can replace each other.
 
|-
|-
| applyParticleChance || float || <code> 13.0 </code> ||  
| flags || EnumSet<BlockFlag> || <code> [] </code> || List of block flags. Used for AI indexing.
|}
 
=== UnitSpawnAbility ===
继承自 [[#Ability|Ability]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| priority || float || <code> 0.0 </code> || Targeting priority of this block, as seen by enemies.
 
|-
|-
| unit || UnitType || <code> </code> ||  
| 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.
 
|-
|-
| spawnTime || float || <code> 60.0 </code> ||  
| configurable || boolean || <code> false </code> || Whether the block can be tapped and selected to configure.
 
|-
|-
| spawnX || float || <code> 0.0 </code> ||  
| configureSound || Sound || <code> click </code> || Sound played when this block is configured.
 
|-
|-
| spawnY || float || <code> 0.0 </code> ||  
| ignoreResizeConfig || boolean || <code> false </code> || If true, this block does not have pointConfig with a transform called on map resize.
 
|-
|-
| spawnEffect || Effect || <code> spawn </code> ||  
| commandable || boolean || <code> false </code> || If true, this building can be selected like a unit when commanding.
 
|-
|-
| parentizeEffects || boolean || <code> false </code> ||  
| allowConfigInventory || boolean || <code> true </code> || If true, the building inventory can be shown with the config.
|}
 
=== ArtilleryBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| selectionRows || int || <code> 5 </code> || Defines how large selection menus, such as that of sorters, should be.
 
|-
|-
| trailMult || float || <code> 1.0 </code> ||  
| selectionColumns || int || <code> 4 </code> || Defines how large selection menus, such as that of sorters, should be.
 
|-
|-
| trailSize || float || <code> 4.0 </code> ||  
| logicConfigurable || boolean || <code> false </code> || If true, this block can be configured by logic.
|}
 
=== BasicBulletType ===
继承自 [[#BulletType|BulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| delayLandingConfig || boolean || <code>  </code> || If true, configuration is delayed when playing the landing block buildup animation. This may be removed in the future!
 
|-
|-
| backColor || Color || <code> f9c27aff </code> ||  
| consumesTap || boolean || <code> false </code> || Whether this block consumes touchDown events when tapped.
 
|-
|-
| frontColor || Color || <code> fff8e8ff </code> ||  
| drawLiquidLight || boolean || <code> true </code> || Whether to draw the glow of the liquid for this block, if it has one.
 
|-
|-
| mixColorFrom || Color || <code> ffffff00 </code> ||  
| envRequired || int || <code> 0 </code> || Environmental flags that are *all* required for this block to function. 0 = any environment
 
|-
|-
| mixColorTo || Color || <code> ffffff00 </code> ||  
| 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.
 
|-
|-
| width || float || <code> 5.0 </code> ||  
| 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*.
 
|-
|-
| height || float || <code> 7.0 </code> ||  
| sync || boolean || <code> false </code> || Whether to periodically sync this block across the network.
 
|-
|-
| shrinkX || float || <code> 0.0 </code> ||  
| conveyorPlacement || boolean || <code> false </code> || Whether this block uses conveyor-type placement mode.
 
|-
|-
| shrinkY || float || <code> 0.5 </code> ||  
| allowDiagonal || boolean || <code> true </code> || If false, diagonal placement (ctrl) for this block is not allowed.
 
|-
|-
| shrinkInterp || Interp || <code> Interp.linear </code> ||  
| swapDiagonalPlacement || boolean || <code> false </code> || Whether to swap the diagonal placement modes.
 
|-
|-
| spin || float || <code> 0.0 </code> ||  
| allowRectanglePlacement || boolean || <code> false </code> || Whether to allow rectangular placement, as opposed to a line.
 
|-
|-
| rotationOffset || float || <code> 0.0 </code> ||  
| schematicPriority || int || <code> 0 </code> || Build queue priority in schematics.
 
|-
|-
| sprite || String || <code> </code> ||  
| 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.
 
|-
|-
| backSprite || String || <code> </code> ||  
| hasColor || boolean || <code> false </code> || Whether this block has a minimap color.
|}
 
=== BombBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
<br>
=== BulletType ===
继承自 [[#Content|Content]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| targetable || boolean || <code> true </code> || Whether units target this block.
 
|-
|-
| lifetime || float || <code> 40.0 </code> ||  
| attacks || boolean || <code> false </code> || If true, this block attacks and is considered a turret in the indexer. Building must implement Ranged.
 
|-
|-
| lifeScaleRandMin || float || <code> 1.0 </code> ||  
| suppressable || boolean || <code> false </code> || If true, this block is mending-related and can be suppressed with special units/missiles.
 
|-
|-
| lifeScaleRandMax || float || <code> 1.0 </code> ||  
| canOverdrive || boolean || <code> true </code> || Whether the overdrive core has any effect on this block.
 
|-
|-
| speed || float || <code> 1.0 </code> ||  
| outlineColor || Color || <code> 404049ff </code> || Outlined icon color.
 
|-
|-
| velocityScaleRandMin || float || <code> 1.0 </code> ||  
| outlineIcon || boolean || <code> false </code> || Whether any icon region has an outline added.
 
|-
|-
| velocityScaleRandMax || float || <code> 1.0 </code> ||  
| outlineRadius || int || <code> 4 </code> || Outline icon radius.
 
|-
|-
| damage || float || <code> 1.0 </code> ||  
| outlinedIcon || int || <code> -1 </code> || Which of the icon regions gets the outline added. Uses last icon if <= 0.
 
|-
|-
| hitSize || float || <code> 4.0 </code> ||  
| hasShadow || boolean || <code> true </code> || Whether this block has a shadow under it.
 
|-
|-
| drawSize || float || <code> 40.0 </code> ||  
| customShadow || boolean || <code> false </code> || If true, a custom shadow (name-shadow) is drawn under this block.
 
|-
|-
| angleOffset || float || <code> 0.0 </code> ||  
| placePitchChange || boolean || <code> true </code> || Should the sound made when this block is built change in pitch.
 
|-
|-
| randomAngleOffset || float || <code> 0.0 </code> ||  
| breakPitchChange || boolean || <code> true </code> || Should the sound made when this block is deconstructed change in pitch.
 
|-
|-
| drag || float || <code> 0.0 </code> ||  
| placeSound || Sound || <code> unset </code> || Sound made when this block is built.
 
|-
|-
| accel || float || <code> 0.0 </code> ||  
| breakSound || Sound || <code> unset </code> || Sound made when this block is deconstructed.
 
|-
|-
| pierce || boolean || <code> false </code> ||  
| destroySound || Sound || <code> unset </code> || Sounds made when this block is destroyed.
 
|-
|-
| pierceBuilding || boolean || <code> false </code> ||  
| destroySoundVolume || float || <code> 1.0 </code> || Volume of destruction sound.
 
|-
|-
| pierceCap || int || <code> -1 </code> ||  
| destroyPitchMin || float || <code> 1.0 </code> || Range of destroy sound.
 
|-
|-
| pierceDamageFactor || float || <code> 0.0 </code> ||  
| destroyPitchMax || float || <code> 1.0 </code> || Range of destroy sound.
 
|-
|-
| maxDamageFraction || float || <code> -1.0 </code> ||  
| albedo || float || <code> 0.0 </code> || How reflective this block is.
 
|-
|-
| removeAfterPierce || boolean || <code> true </code> ||  
| lightColor || Color || <code> ffffffff </code> || Environmental passive light color.
 
|-
|-
| laserAbsorb || boolean || <code> true </code> ||  
| emitLight || boolean || <code> false </code> || If true, drawLight() will be called for this block.
 
|-
|-
| optimalLifeFract || float || <code> 0.0 </code> ||  
| obstructsLight || boolean || <code> true </code> || If true, this block obstructs light emitted by other blocks.
 
|-
|-
| layer || float || <code> 100.0 </code> ||  
| lightRadius || float || <code> 60.0 </code> || Radius of the light emitted by this block.
 
|-
|-
| hitEffect || Effect || <code> hitBulletSmall </code> ||  
| fogRadius || int || <code> -1 </code> || How much fog this block uncovers, in tiles. Cannot be dynamic. <= 0 to disable.
 
|-
|-
| despawnEffect || Effect || <code> hitBulletSmall </code> ||  
| ambientSound || Sound || <code> none </code> || The sound that this block makes while idle. Uses one sound loop for all blocks.
 
|-
|-
| shootEffect || Effect || <code> shootSmall </code> ||  
| ambientSoundVolume || float || <code> 0.05 </code> || Idle sound base volume.
 
|-
|-
| shootPattern || ShootPattern || <code> null </code> ||  
| requirements || ItemStack[] || <code> [] </code> || Cost of constructing this block.
 
|-
|-
| chargeEffect || Effect || <code> none </code> ||  
| category || Category || <code> distribution </code> || Category in place menu.
 
|-
|-
| smokeEffect || Effect || <code> shootSmallSmoke </code> ||  
| buildTime || float || <code> -1.0 </code> || Time to build this block in ticks. If this value is <0, it is calculated dynamically.
 
|-
|-
| shootSound || Sound || <code> none </code> ||  
| buildCostMultiplier || float || <code> 1.0 </code> || Multiplier for speed of building this block.
 
|-
|-
| hitSound || Sound || <code> none </code> ||  
| deconstructThreshold || float || <code> 0.0 </code> || Build completion at which deconstruction finishes.
 
|-
|-
| despawnSound || Sound || <code> none </code> ||  
| instantDeconstruct || boolean || <code> false </code> || If true, this block deconstructs immediately. Instant deconstruction implies no resource refund.
 
|-
|-
| hitSoundPitch || float || <code> 1.0 </code> ||  
| 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!
 
|-
|-
| hitSoundPitchRange || float || <code> 0.1 </code> ||  
| ignoreBuildDarkness || boolean || <code> false </code> || If true, this block can be placed even in "dark" areas. Only used for editor static walls.
 
|-
|-
| hitSoundVolume || float || <code> 1.0 </code> ||  
| placeEffect || Effect || <code> placeBlock </code> || Effect for placing the block. Passes size as rotation.
 
|-
|-
| inaccuracy || float || <code> 0.0 </code> ||  
| breakEffect || Effect || <code> breakBlock </code> || Effect for breaking the block. Passes size as rotation.
 
|-
|-
| ammoMultiplier || float || <code> 2.0 </code> ||  
| destroyEffect || Effect || <code> dynamicExplosion </code> || Effect for destroying the block.
 
|-
|-
| reloadMultiplier || float || <code> 1.0 </code> ||  
| researchCostMultiplier || float || <code> 1.0 </code> || Multiplier for cost of research in tech tree.
 
|-
|-
| buildingDamageMultiplier || float || <code> 1.0 </code> ||  
| researchCost || ItemStack[] || <code> </code> || Override for research cost. Uses multipliers above and building requirements if not set.
 
|-
|-
| shieldDamageMultiplier || float || <code> 1.0 </code> ||  
| forceTeam || Team || <code> </code> || If set, all blocks will be forced to be this team.
 
|-
|-
| recoil || float || <code> 0.0 </code> ||  
| instantTransfer || boolean || <code> false </code> || Whether this block has instant transfer.
 
|-
|-
| killShooter || boolean || <code> false </code> ||  
| quickRotate || boolean || <code> true </code> || Whether you can rotate this block after it is placed.
 
|-
|-
| instantDisappear || boolean || <code> false </code> ||  
| allowDerelictRepair || boolean || <code> true </code> || If true, this derelict block can be repair by clicking it.
 
|-
|-
| splashDamage || float || <code> 0.0 </code> ||  
| selectScroll || float || <code> 0.0 </code> || Scroll position for certain blocks.
 
|-
|-
| scaledSplashDamage || boolean || <code> false </code> ||  
| itemFilter || boolean[] || <code> [] </code> || Consumption filters.
 
|-
|-
| knockback || float || <code> 0.0 </code> ||  
| liquidFilter || boolean[] || <code> [] </code> || Consumption filters.
 
|-
|-
| impact || boolean || <code> false </code> ||  
| hasConsumers || boolean || <code> false </code> || Set to true if this block has any consumers in its array.
 
|-
|-
| statusDuration || float || <code> 480.0 </code> ||  
| 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.
 
|-
|-
| targetBlocks || boolean || <code> true </code> ||  
| 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.
 
|-
|-
| targetMissiles || boolean || <code> true </code> ||  
| 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
|-
|-
| collidesTiles || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| collidesTeam || boolean || <code> false </code> ||  
| 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
|-
|-
| collidesAir || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| collidesGround || boolean || <code> true </code> ||  
| speed || float || <code> 40.0 </code> ||  
|-
|-
| collides || boolean || <code> true </code> ||  
| bufferCapacity || int || <code> 50 </code> ||  
|-
|-
| collideFloor || boolean || <code> false </code> ||  
| displayedSpeed || float || <code> 11.0 </code> ||  
|}
=== BuildTurret ===
继承自 [[#BaseTurret|BaseTurret]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| collideTerrain || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| keepVelocity || boolean || <code> true </code> ||  
| targetInterval || int || <code> 15 </code> ||  
|-
|-
| scaleLife || boolean || <code> false </code> ||  
| buildSpeed || float || <code> 1.0 </code> ||  
|-
|-
| hittable || boolean || <code> true </code> ||  
| buildBeamOffset || float || <code> 5.0 </code> ||  
|-
|-
| reflectable || boolean || <code> true </code> ||  
| unitType || UnitType || <code> </code> ||  
|-
|-
| absorbable || boolean || <code> true </code> ||  
| elevation || float || <code> -1.0 </code> ||  
|-
|-
| ignoreSpawnAngle || boolean || <code> false </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
|-
|-
| createChance || float || <code> 1.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| maxRange || float || <code> -1.0 </code> ||  
| lifetime || float || <code> 40.0 </code> || Lifetime in ticks.
 
|-
|-
| rangeOverride || float || <code> -1.0 </code> ||  
| lifeScaleRandMin || float || <code> 1.0 </code> || Min/max multipliers for lifetime applied to this bullet when spawned.
 
|-
|-
| rangeChange || float || <code> 0.0 </code> ||  
| lifeScaleRandMax || float || <code> 1.0 </code> || Min/max multipliers for lifetime applied to this bullet when spawned.
 
|-
|-
| extraRangeMargin || float || <code> 0.0 </code> ||  
| speed || float || <code> 1.0 </code> || Speed in units/tick.
 
|-
|-
| range || float || <code> 0.0 </code> ||  
| velocityScaleRandMin || float || <code> 1.0 </code> || Min/max multipliers for velocity applied to this bullet when spawned.
 
|-
|-
| minRangeChange || float || <code> 0.0 </code> ||  
| velocityScaleRandMax || float || <code> 1.0 </code> || Min/max multipliers for velocity applied to this bullet when spawned.
 
|-
|-
| healPercent || float || <code> 0.0 </code> ||  
| damage || float || <code> 1.0 </code> || Direct damage dealt on hit.
 
|-
|-
| healAmount || float || <code> 0.0 </code> ||  
| hitSize || float || <code> 4.0 </code> || Hitbox size.
 
|-
|-
| healSound || Sound || <code> blockHeal </code> ||  
| drawSize || float || <code> 40.0 </code> || Clipping hitbox.
 
|-
|-
| healSoundVolume || float || <code> 0.9 </code> ||  
| angleOffset || float || <code> 0.0 </code> || Angle offset applied to bullet when spawned each time.
 
|-
|-
| lifesteal || float || <code> 0.0 </code> ||  
| randomAngleOffset || float || <code> 0.0 </code> || Angle offset applied to bullet when spawned each time.
 
|-
|-
| makeFire || boolean || <code> false </code> ||  
| drag || float || <code> 0.0 </code> || Drag as fraction of velocity.
 
|-
|-
| hitUnder || boolean || <code> false </code> ||  
| accel || float || <code> 0.0 </code> || Acceleration per frame.
 
|-
|-
| despawnHit || boolean || <code> false </code> ||  
| pierce || boolean || <code> false </code> || Whether to pierce units.
 
|-
|-
| fragOnHit || boolean || <code> true </code> ||  
| pierceBuilding || boolean || <code> false </code> || Whether to pierce buildings.
 
|-
|-
| fragOnDespawn || boolean || <code> true </code> ||  
| pierceCap || int || <code> -1 </code> || Maximum # of pierced objects.
 
|-
|-
| fragOnAbsorb || boolean || <code> true </code> ||  
| pierceDamageFactor || float || <code> 0.0 </code> || Multiplier of damage decreased per health pierced.
 
|-
|-
| pierceArmor || boolean || <code> false </code> ||  
| maxDamageFraction || float || <code> -1.0 </code> || If positive, limits non-splash damage dealt to a fraction of the target's maximum health.
 
|-
|-
| armorMultiplier || float || <code> 1 </code> ||  
| removeAfterPierce || boolean || <code> true </code> || If false, this bullet isn't removed after pierceCap is exceeded. Expert usage only.
 
|-
|-
| sticky || boolean || <code> false </code> ||  
| laserAbsorb || boolean || <code> true </code> || For piercing lasers, setting this to true makes it get absorbed by plastanium walls.
 
|-
|-
| stickyExtraLifetime || float || <code> 0.0 </code> ||  
| optimalLifeFract || float || <code> 0.0 </code> || Life fraction at which this bullet has the best range/damage/etc. Used for lasers and continuous turrets.
 
|-
|-
| setDefaults || boolean || <code> true </code> ||  
| layer || float || <code> 100.0 </code> || Z layer to drawn on.
 
|-
|-
| hitShake || float || <code> 0.0 </code> ||  
| hitEffect || Effect || <code> hitBulletSmall </code> || Effect shown on direct hit.
 
|-
|-
| despawnShake || float || <code> 0.0 </code> ||  
| despawnEffect || Effect || <code> hitBulletSmall </code> || Effect shown when bullet despawns.
 
|-
|-
| fragBullet || BulletType || <code> null </code> ||  
| shootEffect || Effect || <code> shootSmall </code> || Effect created when shooting.
 
|-
|-
| delayFrags || boolean || <code> false </code> ||  
| shootPattern || ShootPattern || <code> null </code> || Pattern used to shoot this bullet. If null, uses turret's default pattern.
 
|-
|-
| fragRandomSpread || float || <code> 360.0 </code> ||  
| chargeEffect || Effect || <code> none </code> || Effect created when charging starts; only usable in single-shot weapons with a firstShotDelay / shotDelay.
 
|-
|-
| fragSpread || float || <code> 0.0 </code> ||  
| smokeEffect || Effect || <code> shootSmallSmoke </code> || Extra smoke effect created when shooting.
 
|-
|-
| fragAngle || float || <code> 0.0 </code> ||  
| 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.
 
|-
|-
| fragBullets || int || <code> 9 </code> ||  
| hitSound || Sound || <code> none </code> || Sound made when hitting something or getting removed.
 
|-
|-
| fragVelocityMin || float || <code> 0.2 </code> ||  
| despawnSound || Sound || <code> none </code> || Sound made when hitting something or getting removed.
 
|-
|-
| fragVelocityMax || float || <code> 1.0 </code> ||  
| hitSoundPitch || float || <code> 1.0 </code> || Pitch of the sound made when hitting something
 
|-
|-
| fragLifeMin || float || <code> 1.0 </code> ||  
| hitSoundPitchRange || float || <code> 0.1 </code> || Pitch of the sound made when hitting something
 
|-
|-
| fragLifeMax || float || <code> 1.0 </code> ||  
| hitSoundVolume || float || <code> 1.0 </code> || Volume of the sound made when hitting something
 
|-
|-
| fragOffsetMin || float || <code> 1.0 </code> ||  
| inaccuracy || float || <code> 0.0 </code> || Extra inaccuracy when firing.
 
|-
|-
| fragOffsetMax || float || <code> 7.0 </code> ||  
| ammoMultiplier || float || <code> 2.0 </code> || How many bullets get created per ammo item/liquid.
 
|-
|-
| pierceFragCap || int || <code> -1 </code> ||  
| reloadMultiplier || float || <code> 1.0 </code> || Multiplied by turret reload speed to get final shoot speed.
 
|-
|-
| intervalBullet || BulletType || <code> </code> ||  
| buildingDamageMultiplier || float || <code> 1.0 </code> || Multiplier of how much base damage is done to tiles.
 
|-
|-
| bulletInterval || float || <code> 20.0 </code> ||  
| shieldDamageMultiplier || float || <code> 1.0 </code> || Multiplier of how much base damage is done to force shields.
 
|-
|-
| intervalBullets || int || <code> 1 </code> ||  
| recoil || float || <code> 0.0 </code> || Recoil from shooter entities.
 
|-
|-
| intervalRandomSpread || float || <code> 360.0 </code> ||  
| killShooter || boolean || <code> false </code> || Whether to kill the shooter when this is shot. For suicide bombers.
 
|-
|-
| intervalSpread || float || <code> 0.0 </code> ||  
| instantDisappear || boolean || <code> false </code> || Whether to instantly make the bullet disappear.
 
|-
|-
| intervalAngle || float || <code> 0.0 </code> ||  
| splashDamage || float || <code> 0.0 </code> || Damage dealt in splash. 0 to disable.
 
|-
|-
| intervalDelay || float || <code> -1.0 </code> ||  
| 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.
 
|-
|-
| underwater || boolean || <code> false </code> ||  
| knockback || float || <code> 0.0 </code> || Knockback in velocity.
 
|-
|-
| hitColor || Color || <code> ffffffff </code> ||  
| impact || boolean || <code> false </code> || Should knockback follow the bullet's direction
 
|-
|-
| healColor || Color || <code> 98ffa9ff </code> ||  
| statusDuration || float || <code> 480.0 </code> || Intensity of applied status effect in terms of duration.
 
|-
|-
| healEffect || Effect || <code> healBlockFull </code> ||  
| targetBlocks || boolean || <code> true </code> || Turret only. If false, blocks will not be targeted.
 
|-
|-
| spawnBullets || Seq<BulletType> || <code> [] </code> ||  
| targetMissiles || boolean || <code> true </code> || Turret only. If false, missiles will not be targeted.
 
|-
|-
| showStats || boolean || <code> false </code> ||  
| collidesTiles || boolean || <code> true </code> || Whether this bullet type collides with tiles.
 
|-
|-
| spawnBulletRandomSpread || float || <code> 0.0 </code> ||  
| collidesTeam || boolean || <code> false </code> || Whether this bullet type collides with tiles that are of the same team.
 
|-
|-
| spawnUnit || UnitType || <code> </code> ||  
| collidesAir || boolean || <code> true </code> || Whether this bullet type collides with air/ground units.
 
|-
|-
| despawnUnit || UnitType || <code> </code> ||  
| collidesGround || boolean || <code> true </code> || Whether this bullet type collides with air/ground units.
 
|-
|-
| despawnUnitChance || float || <code> 1.0 </code> ||  
| collides || boolean || <code> true </code> || Whether this bullet types collides with anything at all.
 
|-
|-
| despawnUnitCount || int || <code> 1 </code> ||  
| collideFloor || boolean || <code> false </code> || If true, this projectile collides with non-surface floors.
 
|-
|-
| despawnUnitRadius || float || <code> 0.1 </code> ||  
| collideTerrain || boolean || <code> false </code> || If true, this projectile collides with static walls
 
|-
|-
| faceOutwards || boolean || <code> false </code> ||  
| keepVelocity || boolean || <code> true </code> || Whether velocity is inherited from the shooter.
 
|-
|-
| parts || Seq<DrawPart> || <code> [] </code> ||  
| scaleLife || boolean || <code> false </code> || Whether to scale lifetime (not actually velocity!) to disappear at the target position. Used for artillery.
 
|-
|-
| trailColor || Color || <code> e58956ff </code> ||  
| hittable || boolean || <code> true </code> || Whether this bullet can be hit by point defense.
 
|-
|-
| trailChance || float || <code> -1.0E-4 </code> ||  
| reflectable || boolean || <code> true </code> || Whether this bullet can be reflected.
 
|-
|-
| trailInterval || float || <code> 0.0 </code> ||  
| absorbable || boolean || <code> true </code> || Whether this projectile can be absorbed by shields.
 
|-
|-
| trailMinVelocity || float || <code> 0.0 </code> ||  
| ignoreSpawnAngle || boolean || <code> false </code> || If true, the angle param in create is ignored.
 
|-
|-
| trailEffect || Effect || <code> missileTrail </code> ||  
| createChance || float || <code> 1.0 </code> || Chance for this bullet to be created.
 
|-
|-
| trailSpread || float || <code> 0.0 </code> ||  
| maxRange || float || <code> -1.0 </code> || Bullet range positive override.
 
|-
|-
| trailParam || float || <code> 2.0 </code> ||  
| rangeOverride || float || <code> -1.0 </code> || When > 0, overrides range even if smaller than base range.
 
|-
|-
| trailRotation || boolean || <code> false </code> ||  
| 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.
 
|-
|-
| trailInterp || Interp || <code> Interp.one </code> ||  
| 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.
 
|-
|-
| trailLength || int || <code> -1 </code> ||  
| range || float || <code> 0.0 </code> || Range initialized in init().
 
|-
|-
| trailWidth || float || <code> 2.0 </code> ||  
| 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
 
|-
|-
| trailSinMag || float || <code> 0.0 </code> ||  
| healPercent || float || <code> 0.0 </code> || % of block health healed *
 
|-
|-
| trailSinScl || float || <code> 3.0 </code> ||  
| healAmount || float || <code> 0.0 </code> || flat amount of block health healed
 
|-
|-
| circleShooter || boolean || <code> false </code> ||  
| healSound || Sound || <code> blockHeal </code> || sound played when a block is healed
 
|-
|-
| circleShooterRadius || float || <code> 13.0 </code> ||  
| healSoundVolume || float || <code> 0.9 </code> || volume of heal sound
 
|-
|-
| circleShooterRadiusSmooth || float || <code> 10.0 </code> ||  
| lifesteal || float || <code> 0.0 </code> || Fraction of bullet damage that heals that shooter.
 
|-
|-
| circleShooterRotateSpeed || float || <code> 0.3 </code> ||  
| makeFire || boolean || <code> false </code> || Whether to make fire on impact
 
|-
|-
| splashDamageRadius || float || <code> -1.0 </code> ||  
| hitUnder || boolean || <code> false </code> || Whether this bullet will always hit blocks under it.
 
|-
|-
| splashDamagePierce || boolean || <code> false </code> ||  
| 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
 
|-
|-
| incendAmount || int || <code> 0 </code> ||  
| fragOnHit || boolean || <code> true </code> || If true, this bullet will create bullets when it hits anything
 
|-
|-
| incendSpread || float || <code> 8.0 </code> ||  
| fragOnDespawn || boolean || <code> true </code> || If true, this bullet will create bullets when it despawns
 
|-
|-
| incendChance || float || <code> 1.0 </code> ||  
| fragOnAbsorb || boolean || <code> true </code> || If false, this bullet will not create frags when absorbed by a shield.
 
|-
|-
| homingPower || float || <code> 0.0 </code> ||  
| pierceArmor || boolean || <code> false </code> || If true, unit armor is ignored in damage calculations.
 
|-
|-
| homingRange || float || <code> 50.0 </code> ||  
| armorMultiplier || float || <code> 1 </code> || Multiplies the unit armor used in damage calculations. Used for armor weakness, armor piercing, and anti-armor.
 
|-
|-
| homingDelay || float || <code> -1.0 </code> ||  
| sticky || boolean || <code> false </code> || If true, the bullet will "stick" to enemies and get deactivated on collision.
 
|-
|-
| followAimSpeed || float || <code> 0.0 </code> ||  
| stickyExtraLifetime || float || <code> 0.0 </code> || Extra time added to bullet when it sticks to something.
 
|-
|-
| suppressionRange || float || <code> -1.0 </code> ||  
| setDefaults || boolean || <code> true </code> || Whether status and despawnHit should automatically be set.
 
|-
|-
| suppressionDuration || float || <code> 480.0 </code> ||  
| hitShake || float || <code> 0.0 </code> || Amount of shaking produced when this bullet hits something or despawns.
 
|-
|-
| suppressionEffectChance || float || <code> 50.0 </code> ||  
| despawnShake || float || <code> 0.0 </code> || Amount of shaking produced when this bullet hits something or despawns.
 
|-
|-
| suppressColor || Color || <code> bf92f9ff </code> ||  
| fragBullet || BulletType || <code> null </code> || Bullet type that is created when this bullet expires.
 
|-
|-
| lightningColor || Color || <code> f3e979ff </code> ||  
| 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.
 
|-
|-
| lightning || int || <code> 0 </code> ||  
| fragRandomSpread || float || <code> 360.0 </code> || Degree spread range of fragmentation bullets.
 
|-
|-
| lightningLength || int || <code> 5 </code> ||  
| fragSpread || float || <code> 0.0 </code> || Uniform spread between each frag bullet in degrees.
 
|-
|-
| lightningLengthRand || int || <code> 0 </code> ||  
| fragAngle || float || <code> 0.0 </code> || Angle offset of fragmentation bullets.
 
|-
|-
| lightningDamage || float || <code> -1.0 </code> ||  
| fragBullets || int || <code> 9 </code> || Number of fragmentation bullets created.
 
|-
|-
| lightningCone || float || <code> 360.0 </code> ||  
| fragVelocityMin || float || <code> 0.2 </code> || Random range of frag velocity as a multiplier.
 
|-
|-
| lightningAngle || float || <code> 0.0 </code> ||  
| fragVelocityMax || float || <code> 1.0 </code> || Random range of frag velocity as a multiplier.
 
|-
|-
| lightningType || BulletType || <code> null </code> ||  
| fragLifeMin || float || <code> 1.0 </code> || Random range of frag lifetime as a multiplier.
 
|-
|-
| weaveScale || float || <code> 1.0 </code> ||  
| fragLifeMax || float || <code> 1.0 </code> || Random range of frag lifetime as a multiplier.
 
|-
|-
| weaveMag || float || <code> 0.0 </code> ||  
| fragOffsetMin || float || <code> 1.0 </code> || Random offset of frag bullets from the parent bullet.
 
|-
|-
| weaveRandom || boolean || <code> true </code> ||  
| fragOffsetMax || float || <code> 7.0 </code> || Random offset of frag bullets from the parent bullet.
 
|-
|-
| rotateSpeed || float || <code> 0.0 </code> ||  
| pierceFragCap || int || <code> -1 </code> || How many times this bullet can release frag bullets, if pierce = true.
 
|-
|-
| puddles || int || <code> 0 </code> ||  
| intervalBullet || BulletType || <code> </code> || Bullet that is created at a fixed interval.
 
|-
|-
| puddleRange || float || <code> 0.0 </code> ||  
| bulletInterval || float || <code> 20.0 </code> || Interval, in ticks, between which bullet spawn.
 
|-
|-
| puddleAmount || float || <code> 5.0 </code> ||  
| intervalBullets || int || <code> 1 </code> || Number of bullet spawned per interval.
 
|-
|-
| puddleLiquid || Liquid || <code> water </code> ||  
| intervalRandomSpread || float || <code> 360.0 </code> || Random angle added to interval bullets.
 
|-
|-
| displayAmmoMultiplier || boolean || <code> true </code> ||  
| intervalSpread || float || <code> 0.0 </code> || Angle spread between individual interval bullets.
 
|-
|-
| statLiquidConsumed || float || <code> 0.0 </code> ||  
| intervalAngle || float || <code> 0.0 </code> || Angle offset for interval bullets.
 
|-
|-
| lightRadius || float || <code> -1.0 </code> ||  
| intervalDelay || float || <code> -1.0 </code> || Use a negative value to disable interval bullet delay.
 
|-
|-
| lightOpacity || float || <code> 0.3 </code> ||  
| underwater || boolean || <code> false </code> || If true, this bullet is rendered underwater. Highly experimental!
 
|-
|-
| lightColor || Color || <code> fbd367ff </code> ||  
| hitColor || Color || <code> ffffffff </code> || Color used for hit/despawn effects.
|}
 
=== ContinuousBulletType ===
继承自 [[#BulletType|BulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| healColor || Color || <code> 98ffa9ff </code> || Color used for block heal effects.
 
|-
|-
| length || float || <code> 220.0 </code> ||  
| healEffect || Effect || <code> healBlockFull </code> || Effect emitted upon blocks that are healed.
 
|-
|-
| shake || float || <code> 0.0 </code> ||  
| spawnBullets || Seq<BulletType> || <code> [] </code> || Bullets spawned when this bullet is created. Rarely necessary, used for visuals.
 
|-
|-
| damageInterval || float || <code> 5.0 </code> ||  
| showStats || boolean || <code> false </code> || Whether to display the stats of the spawned bullet.
 
|-
|-
| largeHit || boolean || <code> false </code> ||  
| spawnBulletRandomSpread || float || <code> 0.0 </code> || Random angle spread of spawn bullets.
 
|-
|-
| continuous || boolean || <code> true </code> ||  
| spawnUnit || UnitType || <code> </code> || Unit spawned _instead of_ this bullet. Useful for missiles.
 
|-
|-
| timescaleDamage || boolean || <code> false </code> ||  
| despawnUnit || UnitType || <code> </code> || Unit spawned when this bullet hits something or despawns due to it hitting the end of its lifetime.
|}
 
=== ContinuousFlameBulletType ===
继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| despawnUnitChance || float || <code> 1.0 </code> || The chance for despawn units to spawn.
 
|-
|-
| lightStroke || float || <code> 40.0 </code> ||  
| despawnUnitCount || int || <code> 1 </code> || Amount of units spawned when this bullet despawns.
 
|-
|-
| width || float || <code> 3.7 </code> ||  
| despawnUnitRadius || float || <code> 0.1 </code> || Random offset distance from the original bullet despawn/hit coordinate.
 
|-
|-
| oscScl || float || <code> 1.2 </code> ||  
| 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.
 
|-
|-
| oscMag || float || <code> 0.02 </code> ||  
| parts || Seq<DrawPart> || <code> [] </code> || Extra visual parts for this bullet.
 
|-
|-
| divisions || int || <code> 25 </code> ||  
| trailColor || Color || <code> e58956ff </code> || Color of trail behind bullet.
 
|-
|-
| drawFlare || boolean || <code> true </code> ||  
| trailChance || float || <code> -1.0E-4 </code> || Chance of trail effect spawning on bullet per tick.
 
|-
|-
| flareColor || Color || <code> e189f5ff </code> ||  
| trailInterval || float || <code> 0.0 </code> || Uniform interval in which trail effect is spawned.
 
|-
|-
| flareWidth || float || <code> 3.0 </code> ||  
| trailMinVelocity || float || <code> 0.0 </code> || Min velocity required for trail effect to spawn.
 
|-
|-
| flareInnerScl || float || <code> 0.5 </code> ||  
| trailEffect || Effect || <code> missileTrail </code> || Trail effect that is spawned.
 
|-
|-
| flareLength || float || <code> 40.0 </code> ||  
| trailSpread || float || <code> 0.0 </code> || Random offset of trail effect.
 
|-
|-
| flareInnerLenScl || float || <code> 0.5 </code> ||  
| trailParam || float || <code> 2.0 </code> || Rotation/size parameter that is passed to trail. Usually, this controls size.
 
|-
|-
| flareLayer || float || <code> 99.9999 </code> ||  
| trailRotation || boolean || <code> false </code> || Whether the parameter passed to the trail is the bullet rotation, instead of a flat value.
 
|-
|-
| flareRotSpeed || float || <code> 1.2 </code> ||  
| trailInterp || Interp || <code> Interp.one </code> || Interpolation for trail width as function of bullet lifetime
 
|-
|-
| rotateFlare || boolean || <code> false </code> ||  
| trailLength || int || <code> -1 </code> || Length of trail quads. Any value <= 0 disables the trail.
 
|-
|-
| lengthInterp || Interp || <code> Interp.slope </code> ||  
| trailWidth || float || <code> 2.0 </code> || Width of trail, if trailLength > 0
 
|-
|-
| lengthWidthPans || float[] || <code> [1.121.30.321.01.00.30.80.90.20.50.80.150.250.70.1] </code> ||  
| trailSinMag || float || <code> 0.0 </code> || If trailSinMag > 0, these values are applied as a sine curve to trail width.
 
|-
|-
| colors || Color[] || <code> [eb7abe8ce189f5b2907ef7cc91a4ffffffffffff] </code> ||  
| trailSinScl || float || <code> 3.0 </code> || If trailSinMag > 0, these values are applied as a sine curve to trail width.
|}
 
=== ContinuousLaserBulletType ===
继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| circleShooter || boolean || <code> false </code> || If true, the bullet will attempt to circle around its shooting entity.
 
|-
|-
| fadeTime || float || <code> 16.0 </code> ||  
| circleShooterRadius || float || <code> 13.0 </code> || Radius that the bullet attempts to circle at.
 
|-
|-
| lightStroke || float || <code> 40.0 </code> ||  
| circleShooterRadiusSmooth || float || <code> 10.0 </code> || Smooth extra radius value for circling.
 
|-
|-
| divisions || int || <code> 13 </code> ||  
| circleShooterRotateSpeed || float || <code> 0.3 </code> || Multiplier of speed that is used to adjust velocity when circling.
 
|-
|-
| colors || Color[] || <code> [ec745855ec7458aaff9c5affffffffff] </code> ||  
| splashDamageRadius || float || <code> -1.0 </code> || Use a negative value to disable splash damage.
 
|-
|-
| strokeFrom || float || <code> 2.0 </code> ||  
| splashDamagePierce || boolean || <code> false </code> || If true, splash damage pierces through tiles.
 
|-
|-
| strokeTo || float || <code> 0.5 </code> ||  
| incendAmount || int || <code> 0 </code> || Amount of fires attempted around bullet.
 
|-
|-
| pointyScaling || float || <code> 0.75 </code> ||  
| incendSpread || float || <code> 8.0 </code> || Spread of fires around bullet.
 
|-
|-
| backLength || float || <code> 7.0 </code> ||  
| incendChance || float || <code> 1.0 </code> || Chance of fire being created.
 
|-
|-
| frontLength || float || <code> 35.0 </code> ||  
| homingPower || float || <code> 0.0 </code> || Power of bullet ability. Usually a number between 0 and 1; try 0.1 as a starting point.
 
|-
|-
| width || float || <code> 9.0 </code> ||  
| homingRange || float || <code> 50.0 </code> || Range of homing effect around bullet.
 
|-
|-
| oscScl || float || <code> 0.8 </code> ||  
| homingDelay || float || <code> -1.0 </code> || Use a negative value to disable homing delay.
 
|-
|-
| oscMag || float || <code> 1.5 </code> ||  
| followAimSpeed || float || <code> 0.0 </code> || Speed at which bullet rotates to follow cursor. <= 0 to disable.
|}
 
=== EmpBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| suppressionRange || float || <code> -1.0 </code> || Range of healing block suppression effect.
 
|-
|-
| radius || float || <code> 100.0 </code> ||  
| suppressionDuration || float || <code> 480.0 </code> || Duration of healing block suppression effect.
 
|-
|-
| timeIncrease || float || <code> 2.5 </code> ||  
| suppressionEffectChance || float || <code> 50.0 </code> || Chance of suppression effect occurring on block, scaled down by number of blocks.
 
|-
|-
| timeDuration || float || <code> 600.0 </code> ||  
| suppressColor || Color || <code> bf92f9ff </code> || Color used for the regenSuppressSeek effect.
 
|-
|-
| powerDamageScl || float || <code> 2.0 </code> ||  
| lightningColor || Color || <code> f3e979ff </code> || Color of lightning created by bullet.
 
|-
|-
| powerSclDecrease || float || <code> 0.2 </code> ||  
| lightning || int || <code> 0 </code> || Number of separate lightning "roots".
 
|-
|-
| hitPowerEffect || Effect || <code> hitEmpSpark </code> ||  
| lightningLength || int || <code> 5 </code> || Length of each lightning strand.
 
|-
|-
| chainEffect || Effect || <code> chainEmp </code> ||  
| lightningLengthRand || int || <code> 0 </code> || Extra random length added onto base length of lightning.
 
|-
|-
| applyEffect || Effect || <code> heal </code> ||  
| lightningDamage || float || <code> -1.0 </code> || Use a negative value to use default bullet damage.
 
|-
|-
| hitUnits || boolean || <code> true </code> ||  
| lightningCone || float || <code> 360.0 </code> || Spread of lightning, relative to bullet rotation.
 
|-
|-
| unitDamageScl || float || <code> 0.7 </code> ||  
| lightningAngle || float || <code> 0.0 </code> || Offset of lightning relative to bullet rotation.
|}
 
=== EmptyBulletType ===
继承自 [[#BulletType|BulletType]]<br>
<br>
=== ExplosionBulletType ===
继承自 [[#BulletType|BulletType]]<br>
<br>
=== FireBulletType ===
继承自 [[#BulletType|BulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| lightningType || BulletType || <code> null </code> || The bullet created at lightning points.
 
|-
|-
| colorFrom || Color || <code> ffdd55ff </code> ||  
| weaveScale || float || <code> 1.0 </code> || Scale of bullet weave pattern. Higher -> less vibration.
 
|-
|-
| colorMid || Color || <code> db401cff </code> ||  
| weaveMag || float || <code> 0.0 </code> || Intensity of bullet weaving. Note that this may make bullets inaccurate.
 
|-
|-
| colorTo || Color || <code> 7f7f7fff </code> ||  
| weaveRandom || boolean || <code> true </code> || If true, the bullet weave will randomly switch directions on spawn.
 
|-
|-
| radius || float || <code> 3.0 </code> ||  
| rotateSpeed || float || <code> 0.0 </code> || Rotation speed of the bullet velocity as it travels.
 
|-
|-
| velMin || float || <code> 0.6 </code> ||  
| puddles || int || <code> 0 </code> || Number of individual puddles created.
 
|-
|-
| velMax || float || <code> 2.6 </code> ||  
| puddleRange || float || <code> 0.0 </code> || Range of puddles around bullet position.
 
|-
|-
| fireTrailChance || float || <code> 0.04 </code> ||  
| puddleAmount || float || <code> 5.0 </code> || Liquid count of each puddle created.
 
|-
|-
| trailEffect2 || Effect || <code> ballfire </code> ||  
| puddleLiquid || Liquid || <code> water </code> || Liquid that puddles created are made of.
 
|-
|-
| fireEffectChance || float || <code> 0.1 </code> ||  
| displayAmmoMultiplier || boolean || <code> true </code> || Whether to display the ammo multiplayer for this bullet type in its stats.
 
|-
|-
| fireEffectChance2 || float || <code> 0.1 </code> ||  
| statLiquidConsumed || float || <code> 0.0 </code> || If >0, this is displayed divided by the ammo multiplier.
|}
 
=== FlakBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| lightRadius || float || <code> -1.0 </code> || Radius of light emitted by this bullet; <0 to use defaults.
 
|-
|-
| explodeRange || float || <code> 30.0 </code> ||  
| lightOpacity || float || <code> 0.3 </code> || Opacity of light color.
 
|-
|-
| explodeDelay || float || <code> 5.0 </code> ||  
| lightColor || Color || <code> fbd367ff </code> || Color of light emitted by this bullet.
|-
 
| flakDelay || float || <code> 0.0 </code> ||
|-
| flakInterval || float || <code> 6.0 </code> ||
|}
|}
=== InterceptorBulletType ===
=== BurstDrill ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
继承自 [[#Drill|Drill]]<br>
<br>
=== LaserBoltBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<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
|-
|-
| width || float || <code> 2.0 </code> ||  
| shake || float || <code> 2.0 </code> ||  
|-
|-
| height || float || <code> 7.0 </code> ||  
| speedCurve || Interp || <code> Interp.pow2In </code> ||  
|}
=== LaserBulletType ===
继承自 [[#BulletType|BulletType]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| invertedTime || float || <code> 200.0 </code> ||
|-
|-
| colors || Color[] || <code> [a9d8ff66a9d8ffffffffffff] </code> ||  
| arrowSpacing || float || <code> 4.0 </code> ||  
|-
|-
| laserEffect || Effect || <code> lancerLaserShootSmoke </code> ||  
| arrowOffset || float || <code> 0.0 </code> ||  
|-
|-
| length || float || <code> 160.0 </code> ||  
| arrows || int || <code> 3 </code> ||  
|-
|-
| width || float || <code> 15.0 </code> ||  
| arrowColor || Color || <code> feb380ff </code> ||  
|-
|-
| lengthFalloff || float || <code> 0.5 </code> ||  
| baseArrowColor || Color || <code> 6e7080ff </code> ||  
|-
|-
| sideLength || float || <code> 29.0 </code> ||  
| glowColor || Color || <code> feb380ff </code> ||  
|-
|-
| sideWidth || float || <code> 0.7 </code> ||  
| drillSound || Sound || <code> drillImpact </code> ||  
|-
|-
| sideAngle || float || <code> 90.0 </code> ||  
| drillSoundVolume || float || <code> 0.6 </code> ||  
|-
|-
| lightningSpacing || float || <code> -1.0 </code> ||
| drillSoundPitchRand || float || <code> 0.1 </code> ||  
|-
| lightningDelay || float || <code> 0.1 </code> ||
|-
| lightningAngleRand || float || <code> 0.0 </code> ||
|-
| largeHit || boolean || <code> false </code> ||  
|}
|}
=== LightningBulletType ===
=== CanvasBlock ===
继承自 [[#BulletType|BulletType]]<br>
继承自 [[#Block|Block]]<br>
<br>
=== LiquidBulletType ===
继承自 [[#BulletType|BulletType]]<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
|-
|-
| liquid || Liquid || <code> </code> ||  
| padding || float || <code> 0.0 </code> ||  
|-
|-
| puddleSize || float || <code> 6.0 </code> ||  
| canvasSize || int || <code> 8 </code> ||  
|-
|-
| orbSize || float || <code> 3.0 </code> ||  
| palette || int[] || <code> { 0x362944_ff, 0xc45d9f_ff, 0xe39aac_ff, 0xf0dab1_ff, 0x6461c2_ff, 0x2ba9b4_ff, 0x93d4b5_ff, 0xf0f6e8_ff } </code> ||  
|-
|-
| boilTime || float || <code> 5.0 </code> ||  
| bitsPerPixel || int || <code> 0 </code> ||  
|}
|}
=== MassDriverBolt ===
=== CellLiquid ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
继承自 [[#Liquid|Liquid]]<br>
<br>
Liquid that draws cells in its puddle.
=== MissileBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
<br>
=== MultiBulletType ===
继承自 [[#BulletType|BulletType]]<br>
<br>
{| 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
|-
|-
| bullets || BulletType[] || <code> [] </code> ||  
| colorFrom || Color || <code> ffffffff </code> ||
|-
| colorTo || Color || <code> ffffffff </code> ||  
|-
|-
| repeat || int || <code> 1 </code> ||  
| cells || int || <code> 6 </code> ||
|}
|-
=== PointBulletType ===
| spreadTarget || Liquid || <code>  </code> ||
继承自 [[#BulletType|BulletType]]<br>
|-
<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
|-
|-
| trailSpacing || float || <code> 10.0 </code> ||  
| color || Color || <code> ffffffff </code> ||  
|}
|}
=== PointLaserBulletType ===
=== Cliff ===
继承自 [[#BulletType|BulletType]]<br>
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
|-
|-
| sprite || String || <code> "point-laser" </code> ||
| size || float || <code> 11.0 </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> ||  
|}
|}
=== RailBulletType ===
=== ColoredFloor ===
继承自 [[#BulletType|BulletType]]<br>
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
|-
|-
| pierceEffect || Effect || <code> hitBulletSmall </code> ||  
| defaultColor || Color || <code> ffffffff </code> ||  
|}
=== ColoredWall ===
继承自 [[#StaticWall|StaticWall]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| pointEffect || Effect || <code> none </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| lineEffect || Effect || <code> none </code> ||
| defaultColor || Color || <code> ffffffff </code> ||  
|-
| endEffect || Effect || <code> none </code> ||
|-
| length || float || <code> 100.0 </code> ||
|-
| pointEffectSpace || float || <code> 20.0 </code> ||  
|}
|}
=== SapBulletType ===
=== Conduit ===
继承自 [[#BulletType|BulletType]]<br>
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
|-
|-
| length || float || <code> 100.0 </code> ||  
| botColor || Color || <code> 565656ff </code> ||  
|-
|-
| lengthRand || float || <code> 0.0 </code> ||  
| padCorners || boolean || <code> true </code> || If true, the liquid region is padded at corners, so it doesn't stick out.
 
|-
|-
| sapStrength || float || <code> 0.5 </code> ||  
| leaks || boolean || <code> true </code> ||  
|-
|-
| color || Color || <code> ffffffff </code> ||  
| junctionReplacement || Block || <code> </code> ||  
|-
|-
| width || float || <code> 0.4 </code> ||  
| bridgeReplacement || Block || <code> </code> ||  
|-
|-
| sprite || String || <code> "laser" </code> ||  
| rotBridgeReplacement || Block || <code> </code> ||  
|}
|}
=== ShrapnelBulletType ===
=== ConstructBlock ===
继承自 [[#BulletType|BulletType]]<br>
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
|-
|-
| length || float || <code> 100.0 </code> ||  
| filter || Seq<Block> || <code> [] </code> || Empty seq for no filter.
 
|-
|-
| width || float || <code> 20.0 </code> ||  
| minBlockSize || int || <code> 1 </code> ||  
|-
|-
| fromColor || Color || <code> ffffffff </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
|-
|-
| toColor || Color || <code> a9d8ffff </code> ||  
! 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> ||  
|-
|-
| hitLarge || boolean || <code> false </code> ||  
| effectChance || float || <code> 0.01 </code> ||  
|-
|-
| serrations || int || <code> 7 </code> ||  
| generateEffect || Effect || <code> none </code> ||  
|-
|-
| serrationLenScl || float || <code> 10.0 </code> ||  
| consumeEffect || Effect || <code> none </code> ||  
|-
|-
| serrationWidth || float || <code> 4.0 </code> ||  
| generateEffectRange || float || <code> 3.0 </code> ||  
|-
|-
| serrationSpacing || float || <code> 8.0 </code> ||  
| baseLightRadius || float || <code> 65.0 </code> ||  
|-
|-
| serrationSpaceOffset || float || <code> 80.0 </code> ||  
| outputLiquid || LiquidStack || <code> </code> ||  
|-
|-
| serrationFadeOffset || float || <code> 0.5 </code> ||  
| explodeOnFull || boolean || <code> false </code> || If true, this block explodes when outputLiquid exceeds capacity.
 
|}
|}
=== SpaceLiquidBulletType ===
=== 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>
<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
|-
|-
| orbSize || float || <code> 5.5 </code> ||  
| 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.
 
|}
|}
=== ExplosionEffect ===
=== ContinuousFlameBulletType ===
继承自 [[#Effect|Effect]]<br>
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
|-
|-
| waveColor || Color || <code> ffd2aeff </code> ||  
| lightStroke || float || <code> 40.0 </code> ||  
|-
|-
| smokeColor || Color || <code> 7f7f7fff </code> ||  
| width || float || <code> 3.7 </code> ||  
|-
|-
| sparkColor || Color || <code> e58956ff </code> ||  
| oscScl || float || <code> 1.2 </code> ||  
|-
|-
| waveLife || float || <code> 6.0 </code> ||  
| oscMag || float || <code> 0.02 </code> ||  
|-
|-
| waveStroke || float || <code> 3.0 </code> ||  
| divisions || int || <code> 25 </code> ||  
|-
|-
| waveRad || float || <code> 15.0 </code> ||  
| drawFlare || boolean || <code> true </code> ||  
|-
|-
| waveRadBase || float || <code> 2.0 </code> ||  
| flareColor || Color || <code> e189f5ff </code> ||  
|-
|-
| sparkStroke || float || <code> 1.0 </code> ||  
| flareWidth || float || <code> 3.0 </code> ||  
|-
|-
| sparkRad || float || <code> 23.0 </code> ||  
| flareInnerScl || float || <code> 0.5 </code> ||  
|-
|-
| sparkLen || float || <code> 3.0 </code> ||  
| flareLength || float || <code> 40.0 </code> ||  
|-
|-
| smokeSize || float || <code> 4.0 </code> ||  
| flareInnerLenScl || float || <code> 0.5 </code> ||  
|-
|-
| smokeSizeBase || float || <code> 0.5 </code> ||  
| flareLayer || float || <code> 99.9999 </code> ||  
|-
|-
| smokeRad || float || <code> 23.0 </code> ||  
| flareRotSpeed || float || <code> 1.2 </code> ||  
|-
|-
| smokes || int || <code> 5 </code> ||  
| rotateFlare || boolean || <code> false </code> ||  
|-
|-
| sparks || int || <code> 4 </code> ||  
| lengthInterp || Interp || <code> Interp.slope </code> ||  
|}
=== MultiEffect ===
继承自 [[#Effect|Effect]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| 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...
 
|-
|-
| effects || Effect[] || <code> [] </code> ||  
| colors || Color[] || <code> [eb7abe8ce189f5b2907ef7cc91a4ffffffffffff] </code> ||  
|}
|}
=== ParticleEffect ===
=== ContinuousLaserBulletType ===
继承自 [[#Effect|Effect]]<br>
继承自 [[#ContinuousBulletType|ContinuousBulletType]]<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
|-
|-
| colorFrom || Color || <code> ffffffff </code> ||  
| fadeTime || float || <code> 16.0 </code> ||  
|-
|-
| colorTo || Color || <code> ffffffff </code> ||  
| lightStroke || float || <code> 40.0 </code> ||  
|-
|-
| particles || int || <code> 6 </code> ||  
| divisions || int || <code> 13 </code> ||  
|-
|-
| randLength || boolean || <code> true </code> ||  
| colors || Color[] || <code> [ec745855ec7458aaff9c5affffffffff] </code> ||  
|-
|-
| casingFlip || boolean || <code> false </code> ||  
| strokeFrom || float || <code> 2.0 </code> ||  
|-
|-
| cone || float || <code> 180.0 </code> ||  
| strokeTo || float || <code> 0.5 </code> ||  
|-
|-
| length || float || <code> 20.0 </code> ||  
| pointyScaling || float || <code> 0.75 </code> ||  
|-
|-
| baseLength || float || <code> 0.0 </code> ||  
| backLength || float || <code> 7.0 </code> ||  
|-
|-
| interp || Interp || <code> Interp.linear </code> ||  
| frontLength || float || <code> 35.0 </code> ||  
|-
|-
| sizeInterp || Interp || <code> null </code> ||  
| width || float || <code> 9.0 </code> ||  
|-
|-
| offsetX || float || <code> 0.0 </code> ||  
| oscScl || float || <code> 0.8 </code> ||  
|-
|-
| offsetY || float || <code> 0.0 </code> ||  
| oscMag || float || <code> 1.5 </code> ||  
|}
=== ContinuousLiquidTurret ===
继承自 [[#ContinuousTurret|ContinuousTurret]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| lightScl || float || <code> 2.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| lightOpacity || float || <code> 0.6 </code> ||  
| 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
|-
|-
| lightColor || Color || <code>  </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| spin || float || <code> 0.0 </code> ||  
| shootType || BulletType || <code> placeholder </code> ||  
|-
|-
| sizeFrom || float || <code> 2.0 </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.
 
|-
|-
| sizeTo || float || <code> 0.0 </code> ||  
| scaleDamageEfficiency || boolean || <code> false </code> ||  
|}
=== Conveyor ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| sizeChangeStart || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| useRotation || boolean || <code> true </code> ||  
| speed || float || <code> 0.0 </code> ||  
|-
|-
| offset || float || <code> 0.0 </code> ||  
| displayedSpeed || float || <code> 0.0 </code> ||  
|-
|-
| region || String || <code> "circle" </code> ||  
| pushUnits || boolean || <code> true </code> ||  
|-
|-
| line || boolean || <code> false </code> ||  
| junctionReplacement || Block || <code> </code> ||  
|-
|-
| strokeFrom || float || <code> 2.0 </code> ||  
| bridgeReplacement || Block || <code> </code> ||  
|}
=== CoreBlock ===
继承自 [[#StorageBlock|StorageBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| strokeTo || float || <code> 0.0 </code> ||  
! 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> ||  
|-
|-
| lenFrom || float || <code> 4.0 </code> ||  
| landMusic || Music || <code> land </code> ||  
|-
|-
| lenTo || float || <code> 2.0 </code> ||  
| launchSoundVolume || float || <code> 1.0 </code> ||  
|-
|-
| cap || boolean || <code> true </code> ||  
| landSoundVolume || float || <code> 1.0 </code> ||  
|}
=== RadialEffect ===
继承自 [[#Effect|Effect]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| launchSound || Sound || <code> coreLaunch </code> ||
|-
|-
| effect || Effect || <code> none </code> ||  
| landSound || Sound || <code> coreLand </code> ||  
|-
|-
| rotationSpacing || float || <code> 90.0 </code> ||  
| launchEffect || Effect || <code> launch </code> ||  
|-
|-
| rotationOffset || float || <code> 0.0 </code> ||  
| landZoomInterp || Interp || <code> Interp.pow3 </code> ||  
|-
|-
| effectRotationOffset || float || <code> 0.0 </code> ||  
| landZoomFrom || float || <code> 0.02 </code> ||  
|-
|-
| lengthOffset || float || <code> 0.0 </code> ||  
| landZoomTo || float || <code> 4.0 </code> ||  
|-
|-
| amount || int || <code> 4 </code> ||  
| captureInvicibility || float || <code> 900.0 </code> ||  
|}
|}
=== SeqEffect ===
=== DirectionBridge ===
继承自 [[#Effect|Effect]]<br>
继承自 [[#Block|Block]]<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
|-
|-
| effects || Effect[] || <code> [] </code> ||  
| range || int || <code> 4 </code> ||  
|}
|}
=== SoundEffect ===
=== DirectionLiquidBridge ===
继承自 [[#Effect|Effect]]<br>
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:
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| sound || Sound || <code> none </code> ||  
| speed || float || <code> 5.0 </code> ||  
|-
|-
| minPitch || float || <code> 0.8 </code> ||
| liquidPadding || float || <code> 1.0 </code> ||  
|-
| maxPitch || float || <code> 1.2 </code> ||
|-
| minVolume || float || <code> 1.0 </code> ||
|-
| maxVolume || float || <code> 1.0 </code> ||
|-
| effect || Effect || <code>  </code> ||  
|}
|}
=== WaveEffect ===
=== DirectionalForceProjector ===
继承自 [[#Effect|Effect]]<br>
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
|-
|-
| colorFrom || Color || <code> ffffffff </code> ||  
| width || float || <code> 30.0 </code> ||  
|-
|-
| colorTo || Color || <code> ffffffff </code> ||  
| shieldHealth || float || <code> 3000.0 </code> ||  
|-
|-
| lightColor || Color || <code> </code> ||  
| cooldownNormal || float || <code> 1.75 </code> ||  
|-
|-
| sizeFrom || float || <code> 0.0 </code> ||  
| cooldownLiquid || float || <code> 1.5 </code> ||  
|-
|-
| sizeTo || float || <code> 100.0 </code> ||  
| cooldownBrokenBase || float || <code> 0.35 </code> ||  
|-
|-
| lightScl || float || <code> 3.0 </code> ||  
| absorbEffect || Effect || <code> absorb </code> ||  
|-
|-
| lightOpacity || float || <code> 0.8 </code> ||  
| shieldBreakEffect || Effect || <code> shieldBreak </code> ||  
|-
|-
| sides || int || <code> -1 </code> ||  
| length || float || <code> 40.0 </code> ||  
|-
|-
| rotation || float || <code> 0.0 </code> ||  
| padSize || float || <code> 40.0 </code> ||  
|}
=== DirectionalUnloader ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| strokeFrom || float || <code> 2.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| strokeTo || float || <code> 0.0 </code> ||  
| speed || float || <code> 1.0 </code> ||  
|-
|-
| interp || Interp || <code> Interp.linear </code> ||
| allowCoreUnload || boolean || <code> false </code> ||  
|-
| lightInterp || Interp || <code> Interp.reverse </code> ||
|-
| offsetX || float || <code> 0.0 </code> ||
|-
| offsetY || float || <code> 0.0 </code> ||  
|}
|}
=== WrapEffect ===
=== Door ===
继承自 [[#Effect|Effect]]<br>
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
|-
|-
| effect || Effect || <code> none </code> ||  
| openfx || Effect || <code> dooropen </code> ||
|-
| closefx || Effect || <code> doorclose </code> ||  
|-
|-
| color || Color || <code> ffffffff </code> ||  
| doorSound || Sound || <code> door </code> ||  
|-
|-
| rotation || float || <code> 0.0 </code> ||  
| chainEffect || boolean || <code> false </code> ||  
|}
|}
=== CellLiquid ===
=== DrawArcSmelt ===
继承自 [[#Liquid|Liquid]]<br>
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
|-
|-
| colorFrom || Color || <code> ffffffff </code> ||  
| flameColor || Color || <code> f58349ff </code> ||
|-
| midColor || Color || <code> f2d585ff </code> ||
|-
| flameRad || float || <code> 1.0 </code> ||  
|-
|-
| colorTo || Color || <code> ffffffff </code> ||  
| circleSpace || float || <code> 2.0 </code> ||  
|-
|-
| cells || int || <code> 6 </code> ||  
| flameRadiusScl || float || <code> 3.0 </code> ||  
|-
|-
| spreadTarget || Liquid || <code> </code> ||  
| flameRadiusMag || float || <code> 0.3 </code> ||  
|-
|-
| maxSpread || float || <code> 0.75 </code> ||  
| circleStroke || float || <code> 1.5 </code> ||  
|-
|-
| spreadConversion || float || <code> 1.2 </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| spreadDamage || float || <code> 0.11 </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| removeScaling || float || <code> 0.25 </code> ||  
| alpha || float || <code> 0.68 </code> ||  
|}
=== ErrorContent ===
继承自 [[#Content|Content]]<br>
<br>
=== Item ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| particles || int || <code> 25 </code> ||
|-
|-
| color || Color || <code> </code> ||  
| particleLife || float || <code> 40.0 </code> ||  
|-
|-
| explosiveness || float || <code> 0.0 </code> ||  
| particleRad || float || <code> 7.0 </code> ||  
|-
|-
| flammability || float || <code> 0.0 </code> ||  
| particleStroke || float || <code> 1.1 </code> ||  
|-
|-
| radioactivity || float || <code> 0.0 </code> ||  
| particleLen || float || <code> 3.0 </code> ||  
|-
|-
| charge || float || <code> 0.0 </code> ||  
| drawCenter || boolean || <code> true </code> ||  
|-
|-
| hardness || int || <code> 0 </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
|-
|-
| cost || float || <code> 1.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| healthScaling || float || <code> 0.0 </code> ||  
| 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
|-
|-
| lowPriority || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| frames || int || <code> 0 </code> ||  
| suffix || String || <code> "" </code> ||  
|-
|-
| transitionFrames || int || <code> 0 </code> ||  
| rotateSpeed || float || <code> 1.0 </code> ||  
|-
|-
| frameTime || float || <code> 5.0 </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| buildable || boolean || <code> true </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| hidden || boolean || <code> false </code> ||  
| blurThresh || float || <code> 0.7 </code> ||  
|}
|}
=== Liquid ===
=== DrawBubbles ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
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
|-
|-
| gas || boolean || <code> false </code> ||  
| color || Color || <code> 7457ceff </code> ||  
|-
|-
| color || Color || <code> </code> ||  
| amount || int || <code> 12 </code> ||  
|-
|-
| gasColor || Color || <code> bfbfbfff </code> ||  
| sides || int || <code> 8 </code> ||  
|-
|-
| barColor || Color || <code> </code> ||  
| strokeMin || float || <code> 0.2 </code> ||  
|-
|-
| lightColor || Color || <code> 00000000 </code> ||  
| spread || float || <code> 3.0 </code> ||  
|-
|-
| flammability || float || <code> 0.0 </code> ||  
| timeScl || float || <code> 30.0 </code> ||  
|-
|-
| temperature || float || <code> 0.5 </code> ||  
| recurrence || float || <code> 6.0 </code> ||  
|-
|-
| heatCapacity || float || <code> 0.5 </code> ||  
| radius || float || <code> 3.0 </code> ||  
|-
|-
| viscosity || float || <code> 0.5 </code> ||  
| fill || boolean || <code> false </code> ||  
|}
=== DrawCells ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| explosiveness || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| blockReactive || boolean || <code> true </code> ||  
| color || Color || <code> ffffffff </code> ||  
|-
|-
| coolant || boolean || <code> true </code> ||  
| particleColorFrom || Color || <code> 000000ff </code> ||  
|-
|-
| moveThroughBlocks || boolean || <code> false </code> ||  
| particleColorTo || Color || <code> 000000ff </code> ||  
|-
|-
| incinerable || boolean || <code> true </code> ||  
| particles || int || <code> 12 </code> ||  
|-
|-
| particleEffect || Effect || <code> none </code> ||  
| range || float || <code> 4.0 </code> ||  
|-
|-
| particleSpacing || float || <code> 60.0 </code> ||  
| recurrence || float || <code> 2.0 </code> ||  
|-
|-
| boilPoint || float || <code> 2.0 </code> ||  
| radius || float || <code> 1.8 </code> ||  
|-
|-
| capPuddles || boolean || <code> true </code> ||
| lifetime || float || <code> 180.0 </code> ||  
|-
| vaporEffect || Effect || <code> vapor </code> ||
|-
| hidden || boolean || <code> false </code> ||
|-
| canStayOn || ObjectSet<Liquid> || <code> new ObjectSet<>() </code> ||  
|}
|}
=== Planet ===
=== DrawCircles ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
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
|-
|-
| position || Vec3 || <code> new Vec3() </code> ||  
| color || Color || <code> 7457ceff </code> ||  
|-
|-
| generator || PlanetGenerator || <code> </code> ||  
| amount || int || <code> 5 </code> ||  
|-
|-
| sectors || Seq<Sector> || <code> new Seq<>() </code> ||  
| sides || int || <code> 15 </code> ||  
|-
|-
| orbitSpacing || float || <code> 12 </code> ||  
| strokeMin || float || <code> 0.2 </code> ||  
|-
|-
| radius || float || <code> </code> ||  
| strokeMax || float || <code> 2.0 </code> ||  
|-
|-
| camRadius || float || <code> </code> ||  
| timeScl || float || <code> 160.0 </code> ||  
|-
|-
| minZoom || float || <code> 5 </code> ||  
| radius || float || <code> 12.0 </code> ||  
|-
|-
| maxZoom || float || <code> 2 </code> ||  
| radiusOffset || float || <code> 0.0 </code> ||  
|-
|-
| drawOrbit || boolean || <code> true </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| atmosphereRadIn || float || <code> 0 </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| atmosphereRadOut || float || <code> 3 </code> ||  
| strokeInterp || Interp || <code> Interp.pow3In </code> ||  
|}
=== DrawCrucibleFlame ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| clipRadius || float || <code> -1 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| orbitRadius || float || <code> </code> ||  
| flameColor || Color || <code> f58349ff </code> ||  
|-
|-
| totalRadius || float || <code> </code> ||  
| midColor || Color || <code> f2d585ff </code> ||  
|-
|-
| orbitTime || float || <code> </code> ||  
| flameRad || float || <code> 1.0 </code> ||  
|-
|-
| rotateTime || float || <code> 24f * 60 </code> ||  
| circleSpace || float || <code> 2.0 </code> ||  
|-
|-
| orbitOffset || float || <code> </code> ||  
| flameRadiusScl || float || <code> 10.0 </code> ||  
|-
|-
| sectorApproxRadius || float || <code> </code> ||  
| flameRadiusMag || float || <code> 0.6 </code> ||  
|-
|-
| tidalLock || boolean || <code> false </code> ||  
| circleStroke || float || <code> 1.5 </code> ||  
|-
|-
| accessible || boolean || <code> true </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| defaultEnv || int || <code> oxygen </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| defaultAttributes || Attributes || <code> new Attributes() </code> ||  
| alpha || float || <code> 0.5 </code> ||  
|-
|-
| updateLighting || boolean || <code> true </code> ||  
| particles || int || <code> 30 </code> ||  
|-
|-
| lightSrcFrom || float || <code> 0 </code> ||  
| particleLife || float || <code> 70.0 </code> ||  
|-
|-
| lightSrcTo || float || <code> 8 </code> ||  
| particleRad || float || <code> 7.0 </code> ||  
|-
|-
| lightDstFrom || float || <code> 2 </code> ||  
| particleSize || float || <code> 3.0 </code> ||  
|-
|-
| lightDstTo || float || <code> 1 </code> ||  
| fadeMargin || float || <code> 0.4 </code> ||  
|-
|-
| startSector || int || <code> 0 </code> ||  
| rotateScl || float || <code> 1.5 </code> ||  
|-
|-
| sectorSeed || int || <code> -1 </code> ||  
| particleInterp || Interp || <code> new PowIn(1.5f) </code> ||  
|}
=== DrawCultivator ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| launchCapacityMultiplier || float || <code> 25 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| bloom || boolean || <code> false </code> ||  
| plantColor || Color || <code> 5541b1ff </code> ||  
|-
|-
| visible || boolean || <code> true </code> ||  
| plantColorLight || Color || <code> 7457ceff </code> ||  
|-
|-
| landCloudColor || Color || <code> 5f) </code> ||  
| bottomColor || Color || <code> 474747ff </code> ||  
|-
|-
| lightColor || Color || <code> cpy() </code> ||  
| bubbles || int || <code> 12 </code> ||  
|-
|-
| atmosphereColor || Color || <code> 0f) </code> ||  
| sides || int || <code> 8 </code> ||  
|-
|-
| iconColor || Color || <code> cpy() </code> ||  
| strokeMin || float || <code> 0.2 </code> ||  
|-
|-
| hasAtmosphere || boolean || <code> true </code> ||  
| spread || float || <code> 3.0 </code> ||  
|-
|-
| allowLaunchSchematics || boolean || <code> false </code> ||  
| timeScl || float || <code> 70.0 </code> ||  
|-
|-
| allowLaunchLoadout || boolean || <code> false </code> ||  
| recurrence || float || <code> 6.0 </code> ||  
|-
|-
| allowSectorInvasion || boolean || <code> false </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
|-
|-
| allowLegacyLaunchPads || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| clearSectorOnLose || boolean || <code> false </code> ||  
| suffix || String || <code> "-top" </code> ||  
|-
|-
| enemyBuildSpeedMultiplier || float || <code> 1 </code> ||  
| alpha || float || <code> 0.6 </code> ||  
|-
|-
| enemyInfiniteItems || boolean || <code> true </code> ||  
| scale || float || <code> 3.0 </code> ||  
|}
=== DrawFlame ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| enemyCoreSpawnReplace || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| prebuildBase || boolean || <code> true </code> ||  
| flameColor || Color || <code> ffc999ff </code> ||  
|-
|-
| allowWaves || boolean || <code> false </code> ||  
| lightRadius || float || <code> 60.0 </code> ||  
|-
|-
| allowLaunchToNumbered || boolean || <code> true </code> ||  
| lightAlpha || float || <code> 0.65 </code> ||  
|-
|-
| allowCampaignRules || boolean || <code> false </code> ||  
| lightSinScl || float || <code> 10.0 </code> ||  
|-
|-
| icon || String || <code> "planet" </code> ||  
| lightSinMag || float || <code> 5.0 </code> ||  
|-
|-
| launchMusic || Music || <code> launch </code> ||  
| flameRadius || float || <code> 3.0 </code> ||  
|-
|-
| defaultCore || Block || <code> coreShard </code> ||  
| flameRadiusIn || float || <code> 1.9 </code> ||  
|-
|-
| parent || Planet || <code> </code> ||  
| flameRadiusScl || float || <code> 5.0 </code> ||  
|-
|-
| solarSystem || Planet || <code> </code> ||  
| flameRadiusMag || float || <code> 2.0 </code> ||  
|-
|-
| children || Seq<Planet> || <code> new Seq<>() </code> ||  
| flameRadiusInMag || float || <code> 1.0 </code> ||  
|-
|-
| launchCandidates || Seq<Planet> || <code> new Seq<>() </code> ||  
| flameX || float || <code> 0.0 </code> ||  
|-
|-
| allowSelfSectorLaunch || boolean || <code> </code> ||  
| flameY || float || <code> 0.0 </code> ||  
|}
=== DrawFrames ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| autoAssignPlanet || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| updateGroup || ObjectSet<Planet> || <code> new ObjectSet<>() </code> ||  
| frames || int || <code> 3 </code> || Number of frames to draw.
 
|-
|-
| campaignRules || CampaignRules || <code> new CampaignRules() </code> ||  
| interval || float || <code> 5.0 </code> || Ticks between frames.
 
|-
|-
| campaignRuleDefaults || CampaignRules || <code> new CampaignRules() </code> ||
| sine || boolean || <code> true </code> || If true, frames wil alternate back and forth in a sine wave.
|-
 
| showRtsAIRule || boolean || <code> false </code> ||  
|-
| loadPlanetData || boolean || <code> false </code> ||
|-
| data || PlanetData || <code>  </code> ||
|}
|}
=== SectorPreset ===
=== DrawGlowRegion ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
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
|-
|-
| planet || Planet || <code> </code> ||  
| blending || Blending || <code> additive </code> ||  
|-
|-
| sector || Sector || <code> </code> ||  
| suffix || String || <code> "-glow" </code> ||  
|-
|-
| captureWave || int || <code> 0 </code> ||  
| alpha || float || <code> 0.9 </code> ||  
|-
|-
| difficulty || float || <code> </code> ||  
| glowScale || float || <code> 10.0 </code> ||  
|-
|-
| startWaveTimeMultiplier || float || <code> 2 </code> ||  
| glowIntensity || float || <code> 0.5 </code> ||  
|-
|-
| addStartingItems || boolean || <code> false </code> ||  
| rotateSpeed || float || <code> 0.0 </code> ||  
|-
|-
| noLighting || boolean || <code> false </code> ||  
| layer || float || <code> 31.0 </code> ||  
|-
|-
| isLastSector || boolean || <code> </code> ||  
| rotate || boolean || <code> false </code> ||  
|-
|-
| requireUnlock || boolean || <code> true </code> ||  
| color || Color || <code> ff0000ff </code> ||  
|}
=== DrawHeatInput ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| showHidden || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| showSectorLandInfo || boolean || <code> true </code> ||  
| suffix || String || <code> "-heat" </code> ||  
|-
|-
| overrideLaunchDefaults || boolean || <code> false </code> ||  
| heatColor || Color || <code> ff3838cc </code> ||  
|-
|-
| allowLaunchSchematics || boolean || <code> false </code> ||  
| heatPulse || float || <code> 0.3 </code> ||  
|-
|-
| allowLaunchLoadout || boolean || <code> false </code> ||
| heatPulseScl || float || <code> 10.0 </code> ||  
|-
| attackAfterWaves || boolean || <code> false </code> ||
|-
| originalPosition || int || <code>  </code> ||
|-
| shieldSectors || Seq<Sector> || <code> new Seq<>() </code> ||  
|}
|}
=== StatusEffect ===
=== DrawHeatOutput ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
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
|-
|-
| damageMultiplier || float || <code> 1.0 </code> ||  
| heatColor || Color || <code> ff3838cc </code> ||  
|-
|-
| healthMultiplier || float || <code> 1.0 </code> ||  
| heatPulse || float || <code> 0.3 </code> ||  
|-
|-
| speedMultiplier || float || <code> 1.0 </code> ||  
| heatPulseScl || float || <code> 10.0 </code> ||  
|-
|-
| reloadMultiplier || float || <code> 1.0 </code> ||  
| glowMult || float || <code> 1.2 </code> ||  
|-
|-
| buildSpeedMultiplier || float || <code> 1.0 </code> ||  
| rotOffset || int || <code> 0 </code> ||  
|-
|-
| dragMultiplier || float || <code> 1.0 </code> ||  
| drawGlow || boolean || <code> true </code> ||  
|}
=== DrawHeatRegion ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| transitionDamage || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| disarm || boolean || <code> false </code> ||  
| color || Color || <code> ff3838cc </code> ||  
|-
|-
| damage || float || <code> 0.0 </code> ||  
| pulse || float || <code> 0.3 </code> ||  
|-
|-
| intervalDamageTime || float || <code> 0.0 </code> ||  
| pulseScl || float || <code> 10.0 </code> ||  
|-
|-
| intervalDamage || float || <code> 0.0 </code> ||  
| layer || float || <code> 31.0 </code> ||  
|-
|-
| intervalDamagePierce || boolean || <code> false </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
|-
|-
| effectChance || float || <code> 0.15 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| parentizeEffect || boolean || <code> false </code> ||  
| drawLiquid || Liquid || <code> </code> ||  
|-
|-
| permanent || boolean || <code> false </code> ||  
| suffix || String || <code> "-liquid" </code> ||  
|-
|-
| reactive || boolean || <code> false </code> ||  
| alpha || float || <code> 1.0 </code> ||  
|}
=== DrawLiquidTile ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| dynamic || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| show || boolean || <code> true </code> ||  
| drawLiquid || Liquid || <code> </code> ||  
|-
|-
| color || Color || <code> ffffffff </code> ||  
| padding || float || <code> 0.0 </code> ||  
|-
|-
| effect || Effect || <code> none </code> ||  
| padLeft || float || <code> -1.0 </code> ||  
|-
|-
| applyEffect || Effect || <code> none </code> ||  
| padRight || float || <code> -1.0 </code> ||  
|-
|-
| applyExtend || boolean || <code> false </code> ||  
| padTop || float || <code> -1.0 </code> ||  
|-
|-
| applyColor || Color || <code> ffffffff </code> ||  
| padBottom || float || <code> -1.0 </code> ||  
|-
|-
| parentizeApplyEffect || boolean || <code> false </code> ||
| alpha || float || <code> 1.0 </code> ||  
|-
| outline || boolean || <code> true </code> ||  
|}
|}
=== TeamEntry ===
=== DrawMulti ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
combined several DrawBlocks into one
=== UnitType ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
<br>
{| 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
|-
|-
| envRequired || int || <code> 0 </code> ||  
| drawers || DrawBlock[] || <code> [] </code> ||  
|}
=== DrawMultiWeave ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| envEnabled || int || <code> 1 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| envDisabled || int || <code> 16 </code> ||  
| rotateSpeed || float || <code> 1.0 </code> ||  
|-
|-
| speed || float || <code> 1.1 </code> ||  
| rotateSpeed2 || float || <code> -0.9 </code> ||  
|-
|-
| boostMultiplier || float || <code> 1.0 </code> ||  
| fadeWeave || boolean || <code> false </code> ||  
|-
|-
| floorMultiplier || float || <code> 1.0 </code> ||  
| glowColor || Color || <code> ff6666cc </code> ||  
|-
|-
| rotateSpeed || float || <code> 5.0 </code> ||  
| weaveColor || Color || <code> ffffffff </code> ||  
|-
|-
| baseRotateSpeed || float || <code> 5.0 </code> ||  
| pulse || float || <code> 0.3 </code> ||  
|-
|-
| drag || float || <code> 0.3 </code> ||  
| pulseScl || float || <code> 10.0 </code> ||  
|}
=== DrawParticles ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| accel || float || <code> 0.5 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| hitSize || float || <code> 6.0 </code> ||  
| color || Color || <code> f2d585ff </code> ||  
|-
|-
| deathShake || float || <code> -1.0 </code> ||  
| sides || int || <code> 12 </code> ||  
|-
|-
| stepShake || float || <code> -1.0 </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| rippleScale || float || <code> 1.0 </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| riseSpeed || float || <code> 0.08 </code> ||  
| alpha || float || <code> 0.5 </code> ||  
|-
|-
| descentSpeed || float || <code> 08 </code> ||  
| particles || int || <code> 30 </code> ||  
|-
|-
| fallSpeed || float || <code> 0.018 </code> ||  
| particleRotation || float || <code> 0.0 </code> ||  
|-
|-
| missileAccelTime || float || <code> 0.0 </code> ||  
| particleLife || float || <code> 70.0 </code> ||  
|-
|-
| health || float || <code> 200.0 </code> ||  
| particleRad || float || <code> 7.0 </code> ||  
|-
|-
| armor || float || <code> 0.0 </code> ||  
| particleSize || float || <code> 3.0 </code> ||  
|-
|-
| range || float || <code> -1.0 </code> ||  
| fadeMargin || float || <code> 0.4 </code> ||  
|-
|-
| maxRange || float || <code> -1.0 </code> ||  
| rotateScl || float || <code> 3.0 </code> ||  
|-
|-
| mineRange || float || <code> 70.0 </code> ||  
| reverse || boolean || <code> false </code> ||  
|-
|-
| buildRange || float || <code> 220.0 </code> ||  
| poly || boolean || <code> false </code> ||  
|-
|-
| circleTargetRadius || float || <code> 80.0 </code> ||  
| particleInterp || Interp || <code> new PowIn(1.5f) </code> ||  
|-
|-
| crashDamageMultiplier || float || <code> 1.0 </code> ||  
| particleSizeInterp || Interp || <code> Interp.slope </code> ||  
|-
|-
| wreckHealthMultiplier || float || <code> 0.25 </code> ||  
| blending || Blending || <code> normal </code> ||  
|}
=== DrawPistons ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| dpsEstimate || float || <code> -1.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| clipSize || float || <code> -1.0 </code> ||  
| sinMag || float || <code> 4.0 </code> ||  
|-
|-
| drownTimeMultiplier || float || <code> 1.0 </code> ||  
| sinScl || float || <code> 6.0 </code> ||  
|-
|-
| strafePenalty || float || <code> 0.5 </code> ||  
| sinOffset || float || <code> 50.0 </code> ||  
|-
|-
| researchCostMultiplier || float || <code> 50.0 </code> ||  
| sideOffset || float || <code> 0.0 </code> ||  
|-
|-
| groundLayer || float || <code> 60.0 </code> ||  
| lenOffset || float || <code> -1.0 </code> ||  
|-
|-
| flyingLayer || float || <code> -1.0 </code> ||  
| horiOffset || float || <code> 0.0 </code> ||  
|-
|-
| payloadCapacity || float || <code> 8.0 </code> ||  
| angleOffset || float || <code> 0.0 </code> ||  
|-
|-
| buildSpeed || float || <code> -1.0 </code> ||  
| sides || int || <code> 4 </code> ||  
|-
|-
| aimDst || float || <code> -1.0 </code> ||  
| suffix || String || <code> "-piston" </code> ||  
|}
=== DrawPlasma ===
继承自 [[#DrawFlame|DrawFlame]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| buildBeamOffset || float || <code> 3.8 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| mineBeamOffset || float || <code> -Infinity </code> ||  
| suffix || String || <code> "-plasma-" </code> ||  
|-
|-
| targetPriority || float || <code> 0.0 </code> ||  
| plasmas || int || <code> 4 </code> ||  
|-
|-
| shadowElevation || float || <code> -1.0 </code> ||  
| plasma1 || Color || <code> ffd06bff </code> ||  
|-
|-
| shadowElevationScl || float || <code> 1.0 </code> ||  
| plasma2 || Color || <code> ff361bff </code> ||  
|}
=== DrawPower ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| engineOffset || float || <code> 5.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| engineSize || float || <code> 2.5 </code> ||  
| suffix || String || <code> "-power" </code> ||  
|-
|-
| engineLayer || float || <code> -1.0 </code> ||  
| drawPlan || boolean || <code> true </code> ||  
|-
|-
| itemOffsetY || float || <code> 3.0 </code> ||  
| mixcol || boolean || <code> true </code> || If false, fades between emptyRegion and fullRegion instead of mixcol between empty and full colors.
 
|-
|-
| lightRadius || float || <code> -1.0 </code> ||  
| emptyLightColor || Color || <code> f8c266ff </code> ||  
|-
|-
| lightOpacity || float || <code> 0.6 </code> ||  
| fullLightColor || Color || <code> fb9567ff </code> ||  
|-
|-
| softShadowScl || float || <code> 1.0 </code> ||  
| layer || float || <code> -1.0 </code> || Any number <=0 disables layer changes.
|-
 
| fogRadius || float || <code> -1.0 </code> ||  
|}
=== DrawPulseShape ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| waveTrailX || float || <code> 4.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| waveTrailY || float || <code> -3.0 </code> ||  
| color || Color || <code> ffd37fff </code> ||  
|-
|-
| trailScl || float || <code> 1.0 </code> ||  
| stroke || float || <code> 2.0 </code> ||  
|-
|-
| isEnemy || boolean || <code> true </code> ||  
| timeScl || float || <code> 100.0 </code> ||  
|-
|-
| flying || boolean || <code> false </code> ||  
| minStroke || float || <code> 0.2 </code> ||  
|-
|-
| wobble || boolean || <code> true </code> ||  
| radiusScl || float || <code> 1.0 </code> ||  
|-
|-
| targetAir || boolean || <code> true </code> ||  
| layer || float || <code> -1.0 </code> ||  
|-
|-
| targetGround || boolean || <code> true </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
|-
|-
| faceTarget || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| circleTarget || boolean || <code> false </code> ||  
| suffix || String || <code> "" </code> ||  
|-
|-
| autoDropBombs || boolean || <code> false </code> ||  
| name || String || <code> </code> || If set, overrides the region name.
 
|-
|-
| targetBuildingsMobile || boolean || <code> true </code> ||  
| color || Color || <code> </code> ||  
|-
|-
| canBoost || boolean || <code> false </code> ||  
| spinSprite || boolean || <code> false </code> ||  
|-
|-
| boostWhenBuilding || boolean || <code> true </code> ||  
| drawPlan || boolean || <code> true </code> ||  
|-
|-
| boostWhenMining || boolean || <code> true </code> ||  
| buildingRotate || boolean || <code> false </code> ||  
|-
|-
| logicControllable || boolean || <code> true </code> ||  
| rotateSpeed || float || <code> 0.0 </code> ||  
|-
|-
| playerControllable || boolean || <code> true </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| controlSelectGlobal || boolean || <code> true </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| allowedInPayloads || boolean || <code> true </code> ||  
| rotation || float || <code> 0.0 </code> ||  
|-
|-
| hittable || boolean || <code> true </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
|-
|-
| killable || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| targetable || boolean || <code> true </code> ||  
| color || Color || <code> ffd37fff </code> ||  
|-
|-
| vulnerableWithPayloads || boolean || <code> false </code> ||  
| sides || int || <code> 4 </code> ||  
|-
|-
| pickupUnits || boolean || <code> true </code> ||  
| radius || float || <code> 2.0 </code> ||  
|-
|-
| physics || boolean || <code> true </code> ||  
| timeScl || float || <code> 1.0 </code> ||  
|-
|-
| canDrown || boolean || <code> true </code> ||  
| layer || float || <code> -1.0 </code> ||  
|-
|-
| useUnitCap || boolean || <code> true </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| coreUnitDock || boolean || <code> false </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| createWreck || boolean || <code> true </code> ||  
| useWarmupRadius || boolean || <code> false </code> ||  
|-
|}
| createScorch || boolean || <code> true </code> ||  
=== DrawSideRegion ===
继承自 [[#DrawBlock|DrawBlock]]<br>
=== DrawSoftParticles ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| lowAltitude || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| rotateToBuilding || boolean || <code> true </code> ||  
| color || Color || <code> e3ae6fff </code> ||  
|-
|-
| allowLegStep || boolean || <code> false </code> ||  
| color2 || Color || <code> d04d46ff </code> ||  
|-
|-
| legPhysicsLayer || boolean || <code> true </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| hovering || boolean || <code> false </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| omniMovement || boolean || <code> true </code> ||  
| alpha || float || <code> 0.5 </code> ||  
|-
|-
| rotateMoveFirst || boolean || <code> false </code> ||  
| particles || int || <code> 30 </code> ||  
|-
|-
| healFlash || boolean || <code> true </code> ||  
| particleLife || float || <code> 70.0 </code> ||  
|-
|-
| canHeal || boolean || <code> false </code> ||  
| particleRad || float || <code> 7.0 </code> ||  
|-
|-
| singleTarget || boolean || <code> false </code> ||  
| particleSize || float || <code> 3.0 </code> ||  
|-
|-
| forceMultiTarget || boolean || <code> false </code> ||  
| fadeMargin || float || <code> 0.4 </code> ||  
|-
|-
| canAttack || boolean || <code> true </code> ||  
| rotateScl || float || <code> 1.5 </code> ||  
|-
|-
| hidden || boolean || <code> false </code> ||  
| particleInterp || Interp || <code> new PowIn(1.5f) </code> ||  
|}
=== DrawSpikes ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| internal || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| internalGenerateSprites || boolean || <code> false </code> ||  
| color || Color || <code> 7457ceff </code> ||  
|-
|-
| bounded || boolean || <code> true </code> ||  
| amount || int || <code> 10 </code> ||  
|-
|-
| naval || boolean || <code> false </code> ||  
| layers || int || <code> 1 </code> ||  
|-
|-
| autoFindTarget || boolean || <code> true </code> ||  
| stroke || float || <code> 2.0 </code> ||  
|-
|-
| targetUnderBlocks || boolean || <code> true </code> ||  
| rotateSpeed || float || <code> 0.8 </code> ||  
|-
|-
| alwaysShootWhenMoving || boolean || <code> false </code> ||  
| radius || float || <code> 6.0 </code> ||  
|-
|-
| hoverable || boolean || <code> true </code> ||  
| length || float || <code> 4.0 </code> ||  
|-
|-
| alwaysCreateOutline || boolean || <code> false </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| generateFullIcon || boolean || <code> true </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| squareShape || boolean || <code> false </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
|-
|-
| drawBuildBeam || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| drawMineBeam || boolean || <code> true </code> ||  
| parts || Seq<DrawPart> || <code> [] </code> ||  
|-
|-
| drawCell || boolean || <code> true </code> ||  
| basePrefix || String || <code> "" </code> || Prefix to use when loading base region.
 
|-
|-
| drawItems || boolean || <code> true </code> ||  
| liquidDraw || Liquid || <code> </code> || Overrides the liquid to draw in the liquid region.
 
|-
|-
| drawShields || boolean || <code> true </code> ||  
| turretLayer || float || <code> 50.0 </code> ||  
|-
|-
| drawBody || boolean || <code> true </code> ||  
| shadowLayer || float || <code> 49.5 </code> ||  
|-
|-
| drawSoftShadow || boolean || <code> true </code> ||  
| heatLayer || float || <code> 50.1 </code> ||  
|}
=== DrawWarmupRegion ===
继承自 [[#DrawBlock|DrawBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| drawMinimap || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| abilities || Seq<Ability> || <code> [] </code> ||  
| sinMag || float || <code> 0.6 </code> ||  
|-
|-
| weapons || Seq<Weapon> || <code> [] </code> ||  
| sinScl || float || <code> 8.0 </code> ||  
|-
|-
| healColor || Color || <code> 98ffa9ff </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
|-
|-
| lightColor || Color || <code> fbd367ff </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shieldColor || Color || <code> </code> ||  
| hardnessDrillMultiplier || float || <code> 50.0 </code> ||  
|-
|-
| deathSound || Sound || <code> unset </code> ||  
| tier || int || <code> 0 </code> || Maximum tier of blocks this drill can mine.
 
|-
|-
| deathSoundVolume || float || <code> 1.0 </code> ||  
| drillTime || float || <code> 300.0 </code> || Base time to drill one ore, in frames.
 
|-
|-
| wreckSound || Sound || <code> unset </code> ||  
| liquidBoostIntensity || float || <code> 1.6 </code> || How many times faster the drill will progress when boosted by liquid.
 
|-
|-
| wreckSoundVolume || float || <code> 1.0 </code> ||  
| warmupSpeed || float || <code> 0.015 </code> || Speed at which the drill speeds up.
 
|-
|-
| loopSound || Sound || <code> none </code> ||  
| blockedItem || Item || <code> </code> || Special exemption item that this drill can't mine.
 
|-
|-
| loopSoundVolume || float || <code> 0.5 </code> ||  
| blockedItems || Seq<Item> || <code> </code> || Special exemption items that this drill can't mine.
 
|-
|-
| stepSound || Sound || <code> mechStepSmall </code> ||  
| drawMineItem || boolean || <code> true </code> || Whether to draw the item this drill is mining.
 
|-
|-
| stepSoundVolume || float || <code> 0.5 </code> ||  
| drillEffect || Effect || <code> mine </code> || Effect played when an item is produced. This is colored.
 
|-
|-
| stepSoundPitch || float || <code> 1.0 </code> ||  
| drillEffectRnd || float || <code> -1.0 </code> || Drill effect randomness. Block size by default.
 
|-
|-
| stepSoundPitchRange || float || <code> 0.1 </code> ||  
| drillEffectChance || float || <code> 0.02 </code> || Chance of displaying the effect. Useful for extremely fast drills.
 
|-
|-
| tankMoveSound || Sound || <code> tankMove </code> ||  
| rotateSpeed || float || <code> 2.0 </code> || Speed the drill bit rotates at.
 
|-
|-
| moveSound || Sound || <code> none </code> ||  
| updateEffect || Effect || <code> pulverizeSmall </code> || Effect randomly played while drilling.
 
|-
|-
| moveSoundVolume || float || <code> 1.0 </code> ||  
| updateEffectChance || float || <code> 0.02 </code> || Chance the update effect will appear.
 
|-
|-
| moveSoundPitchMin || float || <code> 1.0 </code> ||  
| drawRim || boolean || <code> false </code> ||  
|-
|-
| moveSoundPitchMax || float || <code> 1.0 </code> ||  
| drawSpinSprite || boolean || <code> true </code> ||  
|-
|-
| tankMoveVolume || float || <code> 0.5 </code> ||  
| heatColor || Color || <code> ff5512ff </code> ||  
|}
=== DroneCenter ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| fallEffect || Effect || <code> fallSmoke </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| fallEngineEffect || Effect || <code> fallSmoke </code> ||  
| unitsSpawned || int || <code> 4 </code> ||  
|-
|-
| deathExplosionEffect || Effect || <code> dynamicExplosion </code> ||  
| droneType || UnitType || <code> </code> ||  
|-
|-
| treadEffect || Effect || <code> </code> ||  
| droneConstructTime || float || <code> 180.0 </code> ||  
|-
|-
| parts || Seq<DrawPart> || <code> [] </code> ||  
| statusDuration || float || <code> 120.0 </code> ||  
|-
|-
| useEngineElevation || boolean || <code> true </code> ||  
| droneRange || float || <code> 50.0 </code> ||  
|}
=== Duct ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| engineColor || Color || <code> null </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| engineColorInner || Color || <code> ffffffff </code> ||  
| speed || float || <code> 5.0 </code> ||  
|-
|-
| trailLength || int || <code> 0 </code> ||  
| armored || boolean || <code> false </code> ||  
|-
|-
| trailColor || Color || <code> </code> ||  
| transparentColor || Color || <code> 66666619 </code> ||  
|-
|-
| flowfieldPathType || int || <code> -1 </code> ||  
| bridgeReplacement || Block || <code> </code> ||  
|-
|-
| pathCostId || int || <code> 0 </code> ||  
| junctionReplacement || Block || <code> </code> ||  
|}
=== DuctBridge ===
继承自 [[#DirectionBridge|DirectionBridge]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| sample || Unit || <code>  </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| targetFlags || BlockFlag[] || <code> [core] </code> ||  
| speed || float || <code> 5.0 </code> ||
|}
=== DuctJunction ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| allowChangeCommands || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| commands || Seq<UnitCommand> || <code> [] </code> ||  
| transparentColor || Color || <code> 66666619 </code> ||  
|-
|-
| defaultCommand || UnitCommand || <code> </code> ||  
| speed || float || <code> 5.0 </code> ||  
|}
=== DuctRouter ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| stances || Seq<UnitStance> || <code> [] </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| outlineColor || Color || <code> 565666ff </code> ||  
| speed || float || <code> 5.0 </code> ||  
|}
=== Effect ===
继承自 [[#Object|Object]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| outlineRadius || int || <code> 3 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| outlines || boolean || <code> true </code> ||  
| lifetime || float || <code> 50.0 </code> ||  
|-
|-
| itemCapacity || int || <code> -1 </code> ||  
| clip || float || <code> 0.0 </code> || Clip size.
 
|-
|-
| ammoCapacity || int || <code> -1 </code> ||  
| startDelay || float || <code> 0.0 </code> || Time delay before the effect starts
 
|-
|-
| ammoType || AmmoType || <code> copper) </code> ||  
| baseRotation || float || <code> 0.0 </code> || Amount added to rotation
 
|-
|-
| mineTier || int || <code> -1 </code> ||  
| followParent || boolean || <code> true </code> || If true, parent unit is data are followed.
 
|-
|-
| mineSpeed || float || <code> 1.0 </code> ||  
| rotWithParent || boolean || <code> false </code> || If this and followParent are true, the effect will offset and rotate with the parent's rotation.
 
|-
|-
| mineWalls || boolean || <code> false </code> ||  
| layer || float || <code> 110.0 </code> ||  
|-
|-
| mineFloor || boolean || <code> true </code> ||  
| layerDuration || float || <code> 0.0 </code> ||  
|}
=== EmpBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| mineHardnessScaling || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| mineSound || Sound || <code> loopMineBeam </code> ||  
| radius || float || <code> 100.0 </code> ||  
|-
|-
| mineSoundVolume || float || <code> 0.6 </code> ||  
| timeIncrease || float || <code> 2.5 </code> ||  
|-
|-
| mineItems || Seq<Item> || <code> [铜铅钛钍] </code> ||  
| timeDuration || float || <code> 600.0 </code> ||  
|-
|-
| legCount || int || <code> 4 </code> ||  
| powerDamageScl || float || <code> 2.0 </code> ||  
|-
|-
| legGroupSize || int || <code> 2 </code> ||  
| powerSclDecrease || float || <code> 0.2 </code> ||  
|-
|-
| legLength || float || <code> 10.0 </code> ||  
| hitPowerEffect || Effect || <code> hitEmpSpark </code> ||  
|-
|-
| legSpeed || float || <code> 0.1 </code> ||  
| chainEffect || Effect || <code> chainEmp </code> ||  
|-
|-
| legForwardScl || float || <code> 1.0 </code> ||  
| applyEffect || Effect || <code> heal </code> ||  
|-
|-
| legBaseOffset || float || <code> 0.0 </code> ||  
| hitUnits || boolean || <code> true </code> ||  
|-
|-
| legMoveSpace || float || <code> 1.0 </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
|-
|-
| legExtension || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| legPairOffset || float || <code> 0.0 </code> ||  
| damage || float || <code> 1 </code> ||  
|-
|-
| legLengthScl || float || <code> 1.0 </code> ||  
| reload || float || <code> 100 </code> ||  
|-
|-
| legStraightLength || float || <code> 1.0 </code> ||  
| range || float || <code> 60 </code> ||  
|-
|-
| legMaxLength || float || <code> 1.75 </code> ||  
| healEffect || Effect || <code> heal </code> ||  
|-
|-
| legMinLength || float || <code> 0.0 </code> ||  
| hitEffect || Effect || <code> hitLaserBlast </code> ||  
|-
|-
| legSplashDamage || float || <code> 0.0 </code> ||  
| damageEffect || Effect || <code> chainLightning </code> ||  
|-
|-
| legSplashRange || float || <code> 5.0 </code> ||  
| shootSound || Sound || <code> shootEnergyField </code> ||  
|-
|-
| baseLegStraightness || float || <code> 0.0 </code> ||  
| statusDuration || float || <code> 60f * 6 </code> ||  
|-
|-
| legStraightness || float || <code> 0.0 </code> ||  
| x || float || <code> </code> ||  
|-
|-
| legBaseUnder || boolean || <code> false </code> ||  
| y || float || <code> </code> ||  
|-
|-
| lockLegBase || boolean || <code> false </code> ||  
| targetGround || boolean || <code> true </code> ||  
|-
|-
| legContinuousMove || boolean || <code> false </code> ||  
| targetAir || boolean || <code> true </code> ||  
|-
|-
| flipBackLegs || boolean || <code> true </code> ||  
| hitBuildings || boolean || <code> true </code> ||  
|-
|-
| flipLegSide || boolean || <code> false </code> ||  
| hitUnits || boolean || <code> true </code> ||  
|-
|-
| emitWalkSound || boolean || <code> true </code> ||  
| maxTargets || int || <code> 25 </code> ||  
|-
|-
| emitWalkEffect || boolean || <code> true </code> ||  
| healPercent || float || <code> 3 </code> ||  
|-
|-
| mechLandShake || float || <code> 0.0 </code> ||  
| sameTypeHealMult || float || <code> 1 </code> || Multiplies healing to units of the same type by this amount.
 
|-
|-
| mechSideSway || float || <code> 0.54 </code> ||  
| displayHeal || boolean || <code> true </code> ||  
|-
|-
| mechFrontSway || float || <code> 0.1 </code> ||  
| layer || float || <code> 001 </code> ||  
|-
|-
| mechStride || float || <code> -1.0 </code> ||  
| blinkScl || float || <code> 20 </code> ||  
|-
|-
| mechStepParticles || boolean || <code> false </code> ||  
| blinkSize || float || <code> 1 </code> ||  
|-
|-
| mechLegColor || Color || <code> 6e7080ff </code> ||  
| effectRadius || float || <code> 5 </code> ||  
|-
|-
| treadFrames || int || <code> 18 </code> ||  
| sectorRad || float || <code> 14 </code> ||  
|-
|-
| treadPullOffset || int || <code> 0 </code> ||  
| rotateSpeed || float || <code> 5 </code> ||  
|-
|-
| crushFragile || boolean || <code> false </code> ||  
| sectors || int || <code> 5 </code> ||  
|-
|-
| segments || int || <code> 0 </code> ||  
| color || Color || <code> heal </code> ||  
|-
|-
| segmentUnits || int || <code> 1 </code> ||  
| useAmmo || boolean || <code> true </code> ||  
|-
|}
| segmentUnit || UnitType || <code> </code> ||
=== ErekirUnitType ===
|-
继承自 [[#UnitType|UnitType]]<br>
| segmentEndUnit || UnitType || <code> </code> ||
Config class for special Erekir unit properties.
|-
=== ErrorContent ===
| segmentLayerOrder || boolean || <code> true </code> ||
继承自 [[#Content|Content]]<br>
|-
Represents a blank type of content that has an error. Replaces anything that failed to parse.
| segmentMag || float || <code> 2.0 </code> ||  
=== 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
|-
|-
| segmentScl || float || <code> 4.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| segmentPhase || float || <code> 5.0 </code> ||  
| waveColor || Color || <code> ffd2aeff </code> ||  
|-
|-
| segmentRotSpeed || float || <code> 1.0 </code> ||  
| smokeColor || Color || <code> 7f7f7fff </code> ||  
|-
|-
| segmentMaxRot || float || <code> 30.0 </code> ||  
| sparkColor || Color || <code> e58956ff </code> ||  
|-
|-
| segmentSpacing || float || <code> -1.0 </code> ||  
| waveLife || float || <code> 6.0 </code> ||  
|-
|-
| segmentRotationRange || float || <code> 80.0 </code> ||  
| waveStroke || float || <code> 3.0 </code> ||  
|-
|-
| crawlSlowdown || float || <code> 0.5 </code> ||  
| waveRad || float || <code> 15.0 </code> ||  
|-
|-
| crushDamage || float || <code> 0.0 </code> ||  
| waveRadBase || float || <code> 2.0 </code> ||  
|-
|-
| crawlSlowdownFrac || float || <code> 0.55 </code> ||  
| sparkStroke || float || <code> 1.0 </code> ||  
|-
|-
| lifetime || float || <code> 300.0 </code> ||  
| sparkRad || float || <code> 23.0 </code> ||  
|-
|-
| homingDelay || float || <code> 10.0 </code> ||  
| sparkLen || float || <code> 3.0 </code> ||  
|}
=== Weapon ===
继承自 [[#Object|Object]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| smokeSize || float || <code> 4.0 </code> ||
|-
|-
| name || String || <code> </code> ||  
| smokeSizeBase || float || <code> 0.5 </code> ||  
|-
|-
| bullet || BulletType || <code> placeholder </code> ||  
| smokeRad || float || <code> 23.0 </code> ||  
|-
|-
| ejectEffect || Effect || <code> none </code> ||  
| smokes || int || <code> 5 </code> ||  
|-
|-
| display || boolean || <code> true </code> ||  
| sparks || int || <code> 4 </code> ||  
|}
=== FireBulletType ===
继承自 [[#BulletType|BulletType]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| useAmmo || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| mirror || boolean || <code> true </code> ||  
| colorFrom || Color || <code> ffdd55ff </code> ||  
|-
|-
| flipSprite || boolean || <code> false </code> ||  
| colorMid || Color || <code> db401cff </code> ||  
|-
|-
| alternate || boolean || <code> true </code> ||  
| colorTo || Color || <code> 7f7f7fff </code> ||  
|-
|-
| rotate || boolean || <code> false </code> ||  
| radius || float || <code> 3.0 </code> ||  
|-
|-
| showStatSprite || boolean || <code> true </code> ||  
| velMin || float || <code> 0.6 </code> ||  
|-
|-
| baseRotation || float || <code> 0.0 </code> ||  
| velMax || float || <code> 2.6 </code> ||  
|-
|-
| top || boolean || <code> true </code> ||  
| fireTrailChance || float || <code> 0.04 </code> ||  
|-
|-
| continuous || boolean || <code> false </code> ||  
| trailEffect2 || Effect || <code> ballfire </code> ||  
|-
|-
| alwaysContinuous || boolean || <code> false </code> ||  
| fireEffectChance || float || <code> 0.1 </code> ||  
|-
|-
| aimChangeSpeed || float || <code> Infinity </code> ||  
| fireEffectChance2 || float || <code> 0.1 </code> ||  
|}
=== FlakBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| controllable || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| aiControllable || boolean || <code> true </code> ||  
| explodeRange || float || <code> 30.0 </code> ||  
|-
|-
| alwaysShooting || boolean || <code> false </code> ||  
| explodeDelay || float || <code> 5.0 </code> ||  
|-
|-
| autoTarget || boolean || <code> false </code> ||  
| flakDelay || float || <code> 0.0 </code> ||  
|-
|-
| predictTarget || boolean || <code> true </code> ||  
| flakInterval || float || <code> 6.0 </code> ||  
|}
=== Floor ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| useAttackRange || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| targetInterval || float || <code> 40.0 </code> ||  
| edge || String || <code> "stone" </code> || edge fallback, used mainly for ores
 
|-
|-
| targetSwitchInterval || float || <code> 70.0 </code> ||  
| speedMultiplier || float || <code> 1.0 </code> || Multiplies unit velocity by this when walked on.
 
|-
|-
| rotateSpeed || float || <code> 20.0 </code> ||  
| dragMultiplier || float || <code> 1.0 </code> || Multiplies unit drag by this when walked on.
 
|-
|-
| reload || float || <code> 1.0 </code> ||  
| damageTaken || float || <code> 0.0 </code> || Damage taken per tick on this tile.
 
|-
|-
| inaccuracy || float || <code> 0.0 </code> ||  
| drownTime || float || <code> 0.0 </code> || How many ticks it takes to drown on this. 0 to disable.
 
|-
|-
| shake || float || <code> 0.0 </code> ||  
| walkEffect || Effect || <code> none </code> || Effect when walking on this floor.
 
|-
|-
| recoil || float || <code> 1.5 </code> ||  
| walkSound || Sound || <code> none </code> || Sound made when walking.
 
|-
|-
| recoils || int || <code> -1 </code> ||  
| walkSoundVolume || float || <code> 0.1 </code> || Volume of sound made when walking.
 
|-
|-
| recoilTime || float || <code> -1.0 </code> ||  
| walkSoundPitchMin || float || <code> 0.8 </code> || Volume of sound made when walking.
 
|-
|-
| recoilPow || float || <code> 1.8 </code> ||  
| walkSoundPitchMax || float || <code> 1.2 </code> || Volume of sound made when walking.
 
|-
|-
| cooldownTime || float || <code> 20.0 </code> ||  
| drownUpdateEffect || Effect || <code> bubble </code> || Effect displayed when drowning on this floor.
 
|-
|-
| shootX || float || <code> 0.0 </code> ||  
| statusDuration || float || <code> 60.0 </code> || Intensity of applied status effect.
 
|-
|-
| shootY || float || <code> 3.0 </code> ||  
| liquidDrop || Liquid || <code> null </code> || liquids that drop from this block, used for pumps.
 
|-
|-
| x || float || <code> 5.0 </code> ||  
| liquidMultiplier || float || <code> 1.0 </code> || Multiplier for pumped liquids, used for deep water.
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| isLiquid || boolean || <code> false </code> || whether this block is liquid.
 
|-
|-
| xRand || float || <code> 0.0 </code> ||  
| overlayAlpha || float || <code> 0.65 </code> || for liquid floors, this is the opacity of the overlay drawn on top.
 
|-
|-
| yRand || float || <code> 0.0 </code> ||  
| supportsOverlay || boolean || <code> false </code> || whether this floor supports an overlay floor
 
|-
|-
| shoot || ShootPattern || <code> new ShootPattern() </code> ||  
| shallow || boolean || <code> false </code> || shallow water flag used for generation
 
|-
|-
| shadow || float || <code> -1.0 </code> ||  
| blendGroup || Block || <code> this </code> || Group of blocks that this block does not draw edges on.
 
|-
|-
| velocityRnd || float || <code> 0.0 </code> ||  
| oreDefault || boolean || <code> false </code> || Whether this ore generates in maps by default.
 
|-
|-
| extraVelocity || float || <code> 0.0 </code> ||  
| oreScale || float || <code> 24.0 </code> || Ore generation params.
 
|-
|-
| shootCone || float || <code> 5.0 </code> ||  
| oreThreshold || float || <code> 0.828 </code> || Ore generation params.
 
|-
|-
| rotationLimit || float || <code> 361.0 </code> ||  
| wall || Block || <code> air </code> || Wall variant of this block. May be Blocks.air if not found.
 
|-
|-
| minWarmup || float || <code> 0.0 </code> ||  
| decoration || Block || <code> air </code> || Decoration block. Usually a rock. May be air.
 
|-
|-
| shootWarmupSpeed || float || <code> 0.1 </code> ||  
| canShadow || boolean || <code> true </code> || Whether units can draw shadows over this.
 
|-
|-
| smoothReloadSpeed || float || <code> 0.15 </code> ||  
| forceDrawLight || boolean || <code> false </code> || If true, this floor ignores the obstructsLight flag of overlays.
 
|-
|-
| linearWarmup || boolean || <code> false </code> ||  
| needsSurface || boolean || <code> true </code> || Whether this overlay needs a surface to be on. False for floating blocks, like spawns.
 
|-
|-
| soundPitchMin || float || <code> 0.8 </code> ||  
| allowCorePlacement || boolean || <code> false </code> || If true, cores can be placed on this floor.
 
|-
|-
| soundPitchMax || float || <code> 1.0 </code> ||  
| wallOre || boolean || <code> false </code> || If true, this ore is allowed on walls.
 
|-
|-
| ignoreRotation || boolean || <code> false </code> ||  
| blendId || int || <code> -1 </code> || Actual ID used for blend groups. Internal.
 
|-
|-
| noAttack || boolean || <code> false </code> ||  
| tilingVariants || int || <code> 0 </code> || If >0, this floor is drawn as parts of a large texture.
 
|-
|-
| minShootVelocity || float || <code> -1.0 </code> ||  
| autotile || boolean || <code> false </code> || If true, this floor uses autotiling; variants are not supported. See https://github.com/GglLfr/tile-gen
 
|-
|-
| parentizeEffects || boolean || <code> false </code> ||  
| autotileMidVariants || int || <code> 1 </code> || If >1, the middle region of the autotile has random variants.
 
|-
|-
| otherSide || int || <code> -1 </code> ||  
| autotileVariants || int || <code> 1 </code> || Variants of the main autotile sprite.
 
|-
|-
| layerOffset || float || <code> 0.0 </code> ||  
| drawEdgeIn || boolean || <code> true </code> || If true (default), this floor will draw edges of other floors on itself.
 
|-
|-
| activeSound || Sound || <code> none </code> ||  
| 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
|-
|-
| activeSoundVolume || float || <code> 1.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shootSound || Sound || <code> shoot </code> ||  
| radius || float || <code> 60 </code> || Shield radius.
 
|-
|-
| shootSoundVolume || float || <code> 1.0 </code> ||  
| regen || float || <code> 1 </code> || Shield regen speed in damage/tick.
 
|-
|-
| initialShootSound || Sound || <code> none </code> ||  
| max || float || <code> 200 </code> || Maximum shield.
 
|-
|-
| chargeSound || Sound || <code> none </code> ||  
| cooldown || float || <code> 60f * 5 </code> || Cooldown after the shield is broken, in ticks.
 
|-
|-
| heatColor || Color || <code> ab3400ff </code> ||  
| sides || int || <code> 6 </code> || Sides of shield polygon.
 
|-
|-
| shootStatusDuration || float || <code> 300.0 </code> ||  
| rotation || float || <code> 0 </code> || Rotation of shield.
 
|-
|-
| shootOnDeath || boolean || <code> false </code> ||  
| breakSound || Sound || <code> shieldBreakSmall </code> ||  
|-
|-
| shootOnDeathEffect || Effect || <code> null </code> ||  
| hitSound || Sound || <code> shieldHit </code> ||  
|-
|-
| parts || Seq<DrawPart> || <code> [] </code> ||  
| hitSoundVolume || float || <code> 12 </code> ||  
|}
|}
=== Weather ===
=== ForceProjector ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| duration || float || <code> 36000.0 </code> ||  
| phaseUseTime || float || <code> 350.0 </code> ||  
|-
|-
| opacityMultiplier || float || <code> 1.0 </code> ||  
| phaseRadiusBoost || float || <code> 80.0 </code> ||  
|-
|-
| attrs || Attributes || <code> new Attributes() </code> ||  
| phaseShieldBoost || float || <code> 400.0 </code> ||  
|-
|-
| sound || Sound || <code> none </code> ||  
| radius || float || <code> 101.7 </code> ||  
|-
|-
| soundVol || float || <code> 0.1 </code> ||  
| sides || int || <code> 6 </code> ||  
|-
|-
| soundVolMin || float || <code> 0.0 </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> ||  
|-
|-
| soundVolOscMag || float || <code> 0.0 </code> ||  
| crashDamageMultiplier || float || <code> 2.0 </code> ||  
|-
|-
| soundVolOscScl || float || <code> 20.0 </code> ||  
| breakSound || Sound || <code> shieldBreak </code> ||  
|-
|-
| hidden || boolean || <code> false </code> ||  
| hitSound || Sound || <code> shieldHit </code> ||  
|-
|-
| statusDuration || float || <code> 120.0 </code> ||  
| hitSoundVolume || float || <code> 0.12 </code> ||  
|-
|-
| statusAir || boolean || <code> true </code> ||  
| absorbEffect || Effect || <code> absorb </code> ||  
|-
|-
| statusGround || boolean || <code> true </code> ||  
| shieldBreakEffect || Effect || <code> shieldBreak </code> ||  
|}
|}
=== ErekirUnitType ===
=== Fracker ===
继承自 [[#UnitType|UnitType]]<br>
继承自 [[#SolidPump|SolidPump]]<br>
<br>
=== MissileUnitType ===
继承自 [[#UnitType|UnitType]]<br>
<br>
=== NeoplasmUnitType ===
继承自 [[#UnitType|UnitType]]<br>
<br>
=== TankUnitType ===
继承自 [[#ErekirUnitType|ErekirUnitType]]<br>
<br>
=== BuildWeapon ===
继承自 [[#Weapon|Weapon]]<br>
<br>
=== MineWeapon ===
继承自 [[#Weapon|Weapon]]<br>
<br>
=== PointDefenseBulletWeapon ===
继承自 [[#Weapon|Weapon]]<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
|-
|-
| damageTargetWeight || float || <code> 10.0 </code> ||  
| itemUseTime || float || <code> 100.0 </code> ||  
|}
|}
=== PointDefenseWeapon ===
=== GenericCrafter ===
继承自 [[#Weapon|Weapon]]<br>
继承自 [[#Block|Block]]<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
|-
|-
| color || Color || <code> ffffffff </code> ||  
| outputItem || ItemStack || <code> </code> || Written to outputItems as a single-element array if outputItems is null.
 
|-
|-
| beamEffect || Effect || <code> pointBeam </code> ||  
| outputItems || ItemStack[] || <code> </code> || Overwrites outputItem if not null.
|}
 
=== RepairBeamWeapon ===
继承自 [[#Weapon|Weapon]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| outputLiquid || LiquidStack || <code>  </code> || Written to outputLiquids as a single-element array if outputLiquids is null.
 
|-
|-
| targetBuildings || boolean || <code> false </code> ||  
| outputLiquids || LiquidStack[] || <code> </code> || Overwrites outputLiquid if not null.
 
|-
|-
| targetUnits || boolean || <code> true </code> ||  
| 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.
 
|-
|-
| repairSpeed || float || <code> 0.3 </code> ||  
| 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
 
|-
|-
| fractionRepairSpeed || float || <code> 0.0 </code> ||  
| ignoreLiquidFullness || boolean || <code> false </code> ||  
|-
|-
| beamWidth || float || <code> 1.0 </code> ||  
| craftTime || float || <code> 80.0 </code> ||  
|-
|-
| pulseRadius || float || <code> 6.0 </code> ||  
| craftEffect || Effect || <code> none </code> ||  
|-
|-
| pulseStroke || float || <code> 2.0 </code> ||  
| updateEffect || Effect || <code> none </code> ||  
|-
|-
| widthSinMag || float || <code> 0.0 </code> ||  
| updateEffectChance || float || <code> 0.04 </code> ||  
|-
|-
| widthSinScl || float || <code> 4.0 </code> ||  
| updateEffectSpread || float || <code> 4.0 </code> ||  
|-
|-
| recentDamageMultiplier || float || <code> 0.1 </code> ||  
| warmupSpeed || float || <code> 0.019 </code> ||  
|-
|-
| laserColor || Color || <code> 98ffa9ff </code> ||  
| legacyReadWarmup || boolean || <code> false </code> || Only used for legacy cultivator blocks.
 
|-
|-
| laserTopColor || Color || <code> ffffffff </code> ||
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
|-
| healColor || Color || <code> 98ffa9ff </code> ||
|-
| healEffect || Effect || <code> healBlockFull </code> ||  
|}
|}
=== MagneticStorm ===
=== HeatConductor ===
继承自 [[#Weather|Weather]]<br>
继承自 [[#Block|Block]]<br>
<br>
=== ParticleWeather ===
继承自 [[#Weather|Weather]]<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
|-
|-
| particleRegion || String || <code> "circle-shadow" </code> ||  
| visualMaxHeat || float || <code> 15.0 </code> ||  
|-
|-
| color || Color || <code> ffffffff </code> ||  
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
|-
|-
| yspeed || float || <code> -2.0 </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
|-
|-
| xspeed || float || <code> 0.25 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| padding || float || <code> 16.0 </code> ||  
| heatRequirement || float || <code> 10.0 </code> || Base heat requirement for 100% efficiency.
 
|-
|-
| sizeMin || float || <code> 2.4 </code> ||  
| overheatScale || float || <code> 1.0 </code> || After heat meets this requirement, excess heat will be scaled by this number.
 
|-
|-
| sizeMax || float || <code> 12.0 </code> ||  
| maxEfficiency || float || <code> 4.0 </code> || Maximum possible efficiency after overheat.
 
|}
=== HeatProducer ===
继承自 [[#GenericCrafter|GenericCrafter]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| density || float || <code> 1200.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| minAlpha || float || <code> 1.0 </code> ||  
| heatOutput || float || <code> 10.0 </code> ||  
|-
|-
| maxAlpha || float || <code> 1.0 </code> ||  
| warmupRate || float || <code> 0.15 </code> ||  
|}
=== HeaterGenerator ===
继承自 [[#ConsumeGenerator|ConsumeGenerator]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| force || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| noiseScale || float || <code> 2000.0 </code> ||  
| heatOutput || float || <code> 10.0 </code> ||  
|-
|-
| baseSpeed || float || <code> 6.1 </code> ||  
| warmupRate || float || <code> 0.15 </code> ||  
|}
=== ImpactReactor ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| sinSclMin || float || <code> 30.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| sinSclMax || float || <code> 80.0 </code> ||  
| warmupSpeed || float || <code> 0.001 </code> ||  
|-
|-
| sinMagMin || float || <code> 1.0 </code> ||  
| itemDuration || float || <code> 60.0 </code> ||  
|-
|}
| sinMagMax || float || <code> 7.0 </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.
 
|-
|-
| noiseColor || Color || <code> ffffffff </code> ||  
| radioactivity || float || <code> 0.0 </code> || how radioactive this item is.
 
|-
|-
| drawNoise || boolean || <code> false </code> ||  
| charge || float || <code> 0.0 </code> || how electrically potent this item is.
 
|-
|-
| drawParticles || boolean || <code> true </code> ||  
| hardness || int || <code> 0 </code> || drill hardness of the item
 
|-
|-
| useWindVector || boolean || <code> false </code> ||  
| 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
 
|-
|-
| randomParticleRotation || boolean || <code> false </code> ||  
| 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.
 
|-
|-
| noiseLayers || int || <code> 1 </code> ||  
| lowPriority || boolean || <code> false </code> || if true, this item is of the lowest priority to drills.
 
|-
|-
| noiseLayerSpeedM || float || <code> 1.1 </code> ||  
| frames || int || <code> 0 </code> || If >0, this item is animated.
 
|-
|-
| noiseLayerAlphaM || float || <code> 0.8 </code> ||  
| transitionFrames || int || <code> 0 </code> || Number of generated transition frames between each frame
 
|-
|-
| noiseLayerSclM || float || <code> 0.99 </code> ||  
| frameTime || float || <code> 5.0 </code> || Ticks in-between animation frames.
 
|-
|-
| noiseLayerColorM || float || <code> 1.0 </code> ||  
| buildable || boolean || <code> true </code> || If true, this material is used by buildings. If false, this material will be incinerated in certain cores.
 
|-
|-
| noisePath || String || <code> "noiseAlpha" </code> ||  
| hidden || boolean || <code> false </code> ||  
|}
|}
=== RainWeather ===
=== ItemBridge ===
继承自 [[#Weather|Weather]]<br>
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| yspeed || float || <code> 5.0 </code> ||  
| range || int || <code> 0 </code> ||  
|-
|-
| xspeed || float || <code> 1.5 </code> ||  
| transportTime || float || <code> 0.0 </code> ||  
|-
|-
| padding || float || <code> 16.0 </code> ||  
| fadeIn || boolean || <code> true </code> ||  
|-
|-
| density || float || <code> 1200.0 </code> ||  
| moveArrows || boolean || <code> true </code> ||  
|-
|-
| stroke || float || <code> 0.75 </code> ||  
| pulse || boolean || <code> false </code> ||  
|-
|-
| sizeMin || float || <code> 8.0 </code> ||  
| arrowSpacing || float || <code> 4.0 </code> ||  
|-
|-
| sizeMax || float || <code> 40.0 </code> ||  
| arrowOffset || float || <code> 2.0 </code> ||  
|-
|-
| splashTimeScale || float || <code> 22.0 </code> ||  
| arrowPeriod || float || <code> 0.4 </code> ||  
|-
|-
| liquid || Liquid || <code> water </code> ||  
| arrowTimeScl || float || <code> 6.2 </code> ||  
|-
|-
| color || Color || <code> 7a95eaff </code> ||  
| bridgeWidth || float || <code> 6.5 </code> ||  
|}
|}
=== SolarFlare ===
=== ItemIncinerator ===
继承自 [[#Weather|Weather]]<br>
继承自 [[#Block|Block]]<br>
<br>
Incinerator that accepts only items and optionally requires a liquid, e.g. slag.
=== Block ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
<br>
{| 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
|-
|-
| hasItems || boolean || <code> false </code> ||  
| effect || Effect || <code> incinerateSlag </code> ||  
|-
|-
| hasLiquids || boolean || <code> false </code> ||  
| effectChance || float || <code> 0.2 </code> ||  
|}
=== ItemSource ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| hasPower || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| outputsLiquid || boolean || <code> false </code> ||  
| 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
|-
|-
| consumesPower || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| outputsPower || boolean || <code> false </code> ||  
| speed || float || <code> 26.0 </code> ||  
|-
|-
| connectedPower || boolean || <code> true </code> ||  
| capacity || int || <code> 6 </code> ||  
|-
|-
| conductivePower || boolean || <code> false </code> ||  
| displayedSpeed || float || <code> 13.0 </code> ||  
|-
|}
| outputsPayload || boolean || <code> false </code> ||
=== LandingPad ===
|-
继承自 [[#Block|Block]]<br>
| acceptsUnitPayloads || boolean || <code> false </code> ||
{| class="wikitable sortable"
|+ 字段
|-
|-
| acceptsPayload || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| acceptsItems || boolean || <code> false </code> ||  
| arrivalDuration || float || <code> 150.0 </code> ||  
|-
|-
| alwaysAllowDeposit || boolean || <code> false </code> ||  
| cooldownTime || float || <code> 150.0 </code> ||  
|-
|-
| depositCooldown || float || <code> -1 </code> ||  
| consumeLiquidAmount || float || <code> 100.0 </code> ||  
|-
|-
| separateItemCapacity || boolean || <code> false </code> ||  
| consumeLiquid || Liquid || <code> water </code> ||  
|-
|-
| itemCapacity || int || <code> 10 </code> ||  
| landEffect || Effect || <code> podLandShockwave </code> ||  
|-
|-
| liquidCapacity || float || <code> -1.0 </code> ||  
| coolingEffect || Effect || <code> none </code> ||  
|-
|-
| liquidPressure || float || <code> 1.0 </code> ||  
| coolingEffectChance || float || <code> 0.2 </code> ||  
|-
|-
| outputFacing || boolean || <code> true </code> ||  
| liquidPad || float || <code> 2.0 </code> ||  
|-
|-
| noSideBlend || boolean || <code> false </code> ||  
| bottomColor || Color || <code> 565666ff </code> ||  
|-
|-
| displayFlow || boolean || <code> true </code> ||  
| landSoundVolume || float || <code> 0.75 </code> ||  
|-
|-
| inEditor || boolean || <code> true </code> ||  
| landSound || Sound || <code> padLand </code> ||  
|}
=== LaserBoltBulletType ===
继承自 [[#BasicBulletType|BasicBulletType]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| editorConfigurable || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| saveConfig || boolean || <code> false </code> ||  
| width || float || <code> 2.0 </code> ||  
|-
|-
| copyConfig || boolean || <code> true </code> ||  
| height || float || <code> 7.0 </code> ||  
|}
=== LaserBulletType ===
继承自 [[#BulletType|BulletType]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| clearOnDoubleTap || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| update || boolean || <code> false </code> ||  
| colors || Color[] || <code> [a9d8ff66a9d8ffffffffffff] </code> ||  
|-
|-
| destructible || boolean || <code> false </code> ||  
| laserEffect || Effect || <code> lancerLaserShootSmoke </code> ||  
|-
|-
| unloadable || boolean || <code> true </code> ||  
| length || float || <code> 160.0 </code> ||  
|-
|-
| isDuct || boolean || <code> false </code> ||  
| width || float || <code> 15.0 </code> ||  
|-
|-
| allowResupply || boolean || <code> false </code> ||  
| lengthFalloff || float || <code> 0.5 </code> ||  
|-
|-
| solid || boolean || <code> false </code> ||  
| sideLength || float || <code> 29.0 </code> ||  
|-
|-
| solidifes || boolean || <code> false </code> ||  
| sideWidth || float || <code> 0.7 </code> ||  
|-
|-
| teamPassable || boolean || <code> false </code> ||  
| sideAngle || float || <code> 90.0 </code> ||  
|-
|-
| underBullets || boolean || <code> false </code> ||  
| lightningSpacing || float || <code> -1.0 </code> ||  
|-
|-
| rotate || boolean || <code> false </code> ||  
| lightningDelay || float || <code> 0.1 </code> ||  
|-
|-
| rotateDraw || boolean || <code> true </code> ||  
| lightningAngleRand || float || <code> 0.0 </code> ||  
|-
|-
| rotateDrawEditor || boolean || <code> true </code> ||  
| largeHit || boolean || <code> false </code> ||  
|-
|}
| visualRotationOffset || float || <code> 0.0 </code> ||
=== LaserTurret ===
|-
继承自 [[#PowerTurret|PowerTurret]]<br>
| lockRotation || boolean || <code> true </code> ||
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
|-
|-
| ignoreLineRotation || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| invertFlip || boolean || <code> false </code> ||  
| firingMoveFract || float || <code> 0.25 </code> ||  
|-
|-
| variants || int || <code> 0 </code> ||  
| shootDuration || float || <code> 100.0 </code> ||  
|}
=== LaunchPad ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| drawArrow || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| drawTeamOverlay || boolean || <code> true </code> ||  
| launchTime || float || <code> 1.0 </code> || Time between launches.
 
|-
|-
| saveData || boolean || <code> false </code> ||  
| launchSoundPitchRand || float || <code> 0.1 </code> ||  
|-
|-
| breakable || boolean || <code> false </code> ||  
| launchSound || Sound || <code> padLaunch </code> ||  
|-
|-
| unitMoveBreakable || boolean || <code> false </code> ||  
| lightColor || Color || <code> eab678ff </code> ||  
|-
|-
| rebuildable || boolean || <code> true </code> ||  
| acceptMultipleItems || boolean || <code> false </code> ||  
|-
|-
| privileged || boolean || <code> false </code> ||  
| lightStep || float || <code> 1.0 </code> ||  
|-
|-
| requiresWater || boolean || <code> false </code> ||  
| lightSteps || int || <code> 3 </code> ||  
|-
|-
| placeableLiquid || boolean || <code> false </code> ||  
| liquidPad || float || <code> 2.0 </code> ||  
|-
|-
| placeablePlayer || boolean || <code> true </code> ||  
| drawLiquid || Liquid || <code> </code> ||  
|-
|-
| placeableOn || boolean || <code> true </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
|-
|-
| insulated || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| squareSprite || boolean || <code> true </code> ||  
| replacement || Block || <code> air </code> ||  
|}
=== LightBlock ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| absorbLasers || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| enableDrawStatus || boolean || <code> true </code> ||  
| brightness || float || <code> 0.9 </code> ||  
|-
|-
| drawDisabled || boolean || <code> true </code> ||  
| radius || float || <code> 200.0 </code> ||  
|-
|}
| autoResetEnabled || boolean || <code> true </code> ||
=== LightningBulletType ===
|-
继承自 [[#BulletType|BulletType]]<br>
| noUpdateDisabled || boolean || <code> false </code> ||  
=== 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
|-
|-
| updateInUnits || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| alwaysUpdateInUnits || boolean || <code> false </code> ||  
| gas || boolean || <code> false </code> || If true, this fluid is treated as a gas (and does not create puddles)
 
|-
|-
| canPickup || boolean || <code> true </code> ||  
| color || Color || <code> </code> || Color used in pipes and on the ground.
 
|-
|-
| deconstructDropAllLiquid || boolean || <code> false </code> ||  
| gasColor || Color || <code> bfbfbfff </code> || Color of this liquid in gas form.
 
|-
|-
| useColor || boolean || <code> true </code> ||  
| barColor || Color || <code> </code> || Color used in bars.
 
|-
|-
| itemDrop || Item || <code> null </code> ||  
| lightColor || Color || <code> 00000000 </code> || Color used to draw lights. Note that the alpha channel is used to dictate brightness.
 
|-
|-
| playerUnmineable || boolean || <code> false </code> ||  
| 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.
 
|-
|-
| attributes || Attributes || <code> new Attributes() </code> ||  
| temperature || float || <code> 0.5 </code> || temperature: 0.5 is 'room' temperature, 0 is very cold, 1 is molten hot
 
|-
|-
| scaledHealth || float || <code> -1.0 </code> ||  
| 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.
 
|-
|-
| health || int || <code> -1 </code> ||  
| viscosity || float || <code> 0.5 </code> || how thick this liquid is. 0.5=water (relatively viscous), 1 would be something like tar (very slow).
 
|-
|-
| armor || float || <code> 0.0 </code> ||  
| explosiveness || float || <code> 0.0 </code> || how prone to exploding this liquid is, when heated. 0 = nothing, 1 = nuke
 
|-
|-
| baseExplosiveness || float || <code> 0.0 </code> ||  
| blockReactive || boolean || <code> true </code> || whether this fluid reacts in blocks at all (e.g. slag with water)
 
|-
|-
| explosivenessScale || float || <code> 1.0 </code> ||  
| coolant || boolean || <code> true </code> || if false, this liquid cannot be a coolant
 
|-
|-
| flammabilityScale || float || <code> 1.0 </code> ||  
| moveThroughBlocks || boolean || <code> false </code> || if true, this liquid can move through blocks as a puddle.
 
|-
|-
| baseShake || float || <code> 3.0 </code> ||  
| incinerable || boolean || <code> true </code> || if true, this liquid can be incinerated in the incinerator block.
 
|-
|-
| destroyBullet || BulletType || <code> null </code> ||  
| particleEffect || Effect || <code> none </code> || Effect shown in puddles.
 
|-
|-
| destroyBulletSameTeam || boolean || <code> false </code> ||  
| particleSpacing || float || <code> 60.0 </code> || Particle effect rate spacing in ticks.
 
|-
|-
| lightLiquid || Liquid || <code> </code> ||  
| boilPoint || float || <code> 2.0 </code> || Temperature at which this liquid vaporizes. This isn't just boiling.
 
|-
|-
| drawCracks || boolean || <code> true </code> ||  
| capPuddles || boolean || <code> true </code> || If true, puddle size is capped.
 
|-
|-
| createRubble || boolean || <code> true </code> ||  
| vaporEffect || Effect || <code> vapor </code> || Effect when this liquid vaporizes.
 
|-
|-
| floating || boolean || <code> false </code> ||  
| hidden || boolean || <code> false </code> || If true, this liquid is hidden in most UI.
 
|-
|-
| size || int || <code> 1 </code> ||  
| 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
|-
|-
| offset || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| sizeOffset || int || <code> 0 </code> ||  
| liquid || Liquid || <code> </code> ||  
|-
|-
| clipSize || float || <code> -1.0 </code> ||  
| puddleSize || float || <code> 6.0 </code> ||  
|-
|-
| lightClipSize || float || <code> 0.0 </code> ||  
| orbSize || float || <code> 3.0 </code> ||  
|-
|-
| placeOverlapRange || float || <code> 50.0 </code> ||  
| boilTime || float || <code> 5.0 </code> ||  
|}
=== LiquidExplodeAbility ===
继承自 [[#Ability|Ability]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| crushDamageMultiplier || float || <code> 1.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| crushFragile || boolean || <code> false </code> ||  
| liquid || Liquid || <code> water </code> ||  
|-
|-
| timers || int || <code> 1 </code> ||  
| amount || float || <code> 120.0 </code> ||  
|-
|-
| cacheLayer || CacheLayer || <code> normal </code> ||  
| radAmountScale || float || <code> 5.0 </code> ||  
|-
|-
| fillsTile || boolean || <code> true </code> ||  
| radScale || float || <code> 1.0 </code> ||  
|-
|-
| forceDark || boolean || <code> false </code> ||  
| noiseMag || float || <code> 6.5 </code> ||  
|-
|-
| alwaysReplace || boolean || <code> false </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
|-
|-
| replaceable || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| group || BlockGroup || <code> none </code> ||  
| liquid || Liquid || <code> </code> ||  
|-
|-
| flags || EnumSet<BlockFlag> || <code> [] </code> ||  
| slurpSpeed || float || <code> 5.0 </code> ||  
|-
|-
| priority || float || <code> 0.0 </code> ||  
| regenPerSlurp || float || <code> 6.0 </code> ||  
|-
|-
| unitCapModifier || int || <code> 0 </code> ||  
| slurpEffectChance || float || <code> 0.4 </code> ||  
|-
|-
| configurable || boolean || <code> false </code> ||  
| slurpEffect || Effect || <code> heal </code> ||  
|}
=== LiquidRouter ===
继承自 [[#LiquidBlock|LiquidBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| configureSound || Sound || <code> click </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| ignoreResizeConfig || boolean || <code> false </code> ||  
| 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
|-
|-
| commandable || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| allowConfigInventory || boolean || <code> true </code> ||  
| extinguish || boolean || <code> true </code> ||  
|}
=== LiquidVoid ===
继承自 [[#Block|Block]]<br>
=== LogicBlock ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| selectionRows || int || <code> 5 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| selectionColumns || int || <code> 4 </code> ||  
| maxInstructionScale || int || <code> 5 </code> ||  
|-
|-
| logicConfigurable || boolean || <code> false </code> ||  
| instructionsPerTick || int || <code> 1 </code> ||  
|-
|-
| delayLandingConfig || boolean || <code> </code> ||  
| maxInstructionsPerTick || int || <code> 40 </code> ||  
|-
|-
| consumesTap || boolean || <code> false </code> ||  
| range || float || <code> 80.0 </code> ||  
|}
=== LogicDisplay ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| drawLiquidLight || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| envRequired || int || <code> 0 </code> ||  
| maxSides || int || <code> 25 </code> ||  
|-
|-
| envEnabled || int || <code> 1 </code> ||  
| displaySize || int || <code> 64 </code> ||  
|-
|-
| envDisabled || int || <code> 0 </code> ||  
| scaleFactor || float || <code> 1.0 </code> ||  
|}
=== LongPowerNode ===
继承自 [[#PowerNode|PowerNode]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| sync || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| conveyorPlacement || boolean || <code> false </code> ||  
| glowColor || Color || <code> cbfd8172 </code> ||  
|-
|-
| allowDiagonal || boolean || <code> true </code> ||  
| glowScl || float || <code> 16.0 </code> ||  
|-
|-
| swapDiagonalPlacement || boolean || <code> false </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
|-
|-
| allowRectanglePlacement || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| schematicPriority || int || <code> 0 </code> ||  
| range || float || <code> 0.0 </code> ||  
|-
|-
| mapColor || Color || <code> 000000ff </code> ||  
| rotateSpeed || float || <code> 5.0 </code> ||  
|-
|-
| hasColor || boolean || <code> false </code> ||  
| translation || float || <code> 7.0 </code> ||  
|-
|-
| targetable || boolean || <code> true </code> ||  
| minDistribute || int || <code> 10 </code> ||  
|-
|-
| attacks || boolean || <code> false </code> ||  
| knockback || float || <code> 4.0 </code> ||  
|-
|-
| suppressable || boolean || <code> false </code> ||  
| reload || float || <code> 100.0 </code> ||  
|-
|-
| canOverdrive || boolean || <code> true </code> ||  
| bulletSpeed || float || <code> 5.5 </code> ||  
|-
|-
| outlineColor || Color || <code> 404049ff </code> ||  
| bulletLifetime || float || <code> 200.0 </code> ||  
|-
|-
| outlineIcon || boolean || <code> false </code> ||  
| shootEffect || Effect || <code> shootBig2 </code> ||  
|-
|-
| outlineRadius || int || <code> 4 </code> ||  
| smokeEffect || Effect || <code> shootBigSmoke2 </code> ||  
|-
|-
| outlinedIcon || int || <code> -1 </code> ||  
| receiveEffect || Effect || <code> mineBig </code> ||  
|-
|-
| hasShadow || boolean || <code> true </code> ||  
| shootSound || Sound || <code> massdriver </code> ||  
|-
|-
| customShadow || boolean || <code> false </code> ||  
| receiveSound || Sound || <code> massdriverReceive </code> ||  
|-
|-
| placePitchChange || boolean || <code> true </code> ||  
| shootSoundVolume || float || <code> 0.5 </code> ||  
|-
|-
| breakPitchChange || boolean || <code> true </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
|-
|-
| placeSound || Sound || <code> unset </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| breakSound || Sound || <code> unset </code> ||  
| memoryCapacity || int || <code> 32 </code> ||  
|}
=== MendProjector ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| destroySound || Sound || <code> unset </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| destroySoundVolume || float || <code> 1.0 </code> ||  
| baseColor || Color || <code> 84f491ff </code> ||  
|-
|-
| destroyPitchMin || float || <code> 1.0 </code> ||  
| phaseColor || Color || <code> 84f491ff </code> ||  
|-
|-
| destroyPitchMax || float || <code> 1.0 </code> ||  
| reload || float || <code> 250.0 </code> ||  
|-
|-
| albedo || float || <code> 0.0 </code> ||  
| range || float || <code> 60.0 </code> ||  
|-
|-
| lightColor || Color || <code> ffffffff </code> ||  
| healPercent || float || <code> 12.0 </code> ||  
|-
|-
| emitLight || boolean || <code> false </code> ||  
| phaseBoost || float || <code> 12.0 </code> ||  
|-
|-
| obstructsLight || boolean || <code> true </code> ||  
| phaseRangeBoost || float || <code> 50.0 </code> ||  
|-
|-
| lightRadius || float || <code> 60.0 </code> ||  
| useTime || float || <code> 400.0 </code> ||  
|-
|-
| fogRadius || int || <code> -1 </code> ||  
| mendSound || Sound || <code> healWave </code> ||  
|-
|-
| ambientSound || Sound || <code> none </code> ||  
| mendSoundVolume || float || <code> 0.5 </code> ||  
|}
=== MessageBlock ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| ambientSoundVolume || float || <code> 0.05 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| requirements || ItemStack[] || <code> [] </code> ||  
| maxTextLength || int || <code> 220 </code> ||  
|-
|-
| category || Category || <code> distribution </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
|-
|-
| buildTime || float || <code> -1.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| buildCostMultiplier || float || <code> 1.0 </code> ||  
| minVelocity || float || <code> 0.08 </code> ||  
|-
|-
| deconstructThreshold || float || <code> 0.0 </code> ||  
| interval || float || <code> 3.0 </code> ||  
|-
|-
| instantDeconstruct || boolean || <code> false </code> ||  
| chance || float || <code> 0.0 </code> ||  
|-
|-
| instantBuild || boolean || <code> false </code> ||  
| amount || int || <code> 1 </code> ||  
|-
|-
| ignoreBuildDarkness || boolean || <code> false </code> ||  
| x || float || <code> 0.0 </code> ||  
|-
|-
| placeEffect || Effect || <code> placeBlock </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| breakEffect || Effect || <code> breakBlock </code> ||  
| rotation || float || <code> 0.0 </code> ||  
|-
|-
| destroyEffect || Effect || <code> dynamicExplosion </code> ||  
| rangeX || float || <code> 0.0 </code> ||  
|-
|-
| researchCostMultiplier || float || <code> 1.0 </code> ||  
| rangeY || float || <code> 0.0 </code> ||  
|-
|-
| researchCost || ItemStack[] || <code> </code> ||  
| rangeLengthMin || float || <code> 0.0 </code> ||  
|-
|-
| forceTeam || Team || <code> </code> ||  
| rangeLengthMax || float || <code> 0.0 </code> ||  
|-
|-
| instantTransfer || boolean || <code> false </code> ||  
| rotateEffect || boolean || <code> false </code> ||  
|-
|-
| quickRotate || boolean || <code> true </code> ||  
| effectParam || float || <code> 3.0 </code> ||  
|-
|-
| allowDerelictRepair || boolean || <code> true </code> ||  
| teamColor || boolean || <code> false </code> ||  
|-
|-
| selectScroll || float || <code> 0.0 </code> ||  
| parentizeEffects || boolean || <code> false </code> ||  
|-
|-
| itemFilter || boolean[] || <code> [] </code> ||  
| color || Color || <code> ffffffff </code> ||  
|-
|-
| liquidFilter || boolean[] || <code> [] </code> ||
| effect || Effect || <code> missileTrail </code> ||  
|-
| hasConsumers || boolean || <code> false </code> ||
|-
| regionRotated1 || int || <code> -1 </code> ||
|-
| regionRotated2 || int || <code> -1 </code> ||
|-
| dumpTime || int || <code> 5 </code> ||  
|}
|}
=== ConstructBlock ===
=== MoveLightningAbility ===
继承自 [[#Block|Block]]<br>
继承自 [[#Ability|Ability]]<br>
<br>
=== Accelerator ===
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
|-
|-
| launchBlock || Block || <code> coreNucleus </code> ||  
| damage || float || <code> 35 </code> || Lightning damage
 
|-
|-
| powerBufferRequirement || float || <code> 0.0 </code> ||  
| chance || float || <code> 15 </code> || Chance of firing every tick. Set >= 1 to always fire lightning every tick at max speed
 
|-
|-
| launchCandidates || Seq<Planet> || <code> </code> ||  
| length || int || <code> 12 </code> || Length of the lightning. <= 0 to disable
 
|-
|-
| lightningSound || Sound || <code> shootArc) </code> ||  
| minSpeed || float || <code> 8 </code> || Speeds for when to start lightninging and when to stop getting faster
 
|-
|-
| lightningSoundVolume || float || <code> 0.85 </code> ||  
| maxSpeed || float || <code> 2 </code> || Speeds for when to start lightninging and when to stop getting faster
 
|-
|-
| chargeSound || Sound || <code> acceleratorCharge </code> ||  
| color || Color || <code> valueOf("a9d8ff") </code> || Lightning color
 
|-
|-
| launchSound || Sound || <code> acceleratorLaunch </code> ||  
| y || float || <code> 0 </code> || Shifts where the lightning spawns along the Y axis
 
|-
|-
| constructSound || Sound || <code> acceleratorConstruct </code> ||  
| x || float || <code> 0 </code> || Offset along the X axis
 
|-
|-
| launchDuration || float || <code> 120.0 </code> ||  
| alternate || boolean || <code> true </code> || Whether the spawn side alternates
 
|-
|-
| chargeDuration || float || <code> 220.0 </code> ||  
| heatRegion || String || <code> "error" </code> || Jittering heat sprite like the shield on v5 Javelin
 
|-
|-
| buildDuration || float || <code> 120.0 </code> ||  
| bullet || BulletType || <code> </code> || Bullet type that is fired. Can be null
 
|-
|-
| landZoomInterp || Interp || <code> Interp.pow4In </code> ||  
| bulletAngle || float || <code> 0 </code> || Bullet angle parameters
 
|-
|-
| chargeZoomInterp || Interp || <code> Interp.pow4In </code> ||  
| bulletSpread || float || <code> 0 </code> || Bullet angle parameters
 
|-
|-
| landZoomFrom || float || <code> 0.02 </code> ||  
| shootEffect || Effect || <code> sparkShoot </code> ||  
|-
|-
| landZoomTo || float || <code> 4.0 </code> ||  
| parentizeEffects || boolean || <code> </code> ||  
|-
|-
| chargeZoomTo || float || <code> 5.0 </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
|-
|-
| chargeRings || int || <code> 4 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| ringRadBase || float || <code> 60.0 </code> ||  
| bullets || BulletType[] || <code> [] </code> ||  
|-
|-
| ringRadSpacing || float || <code> 25.0 </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
|-
|-
| ringRadPow || float || <code> 1.6 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| ringStroke || float || <code> 3.0 </code> ||  
| effects || Effect[] || <code> [] </code> ||  
|-
|}
| ringSpeedup || float || <code> 1.4 </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
|-
|-
| chargeRingMerge || float || <code> 2.0 </code> ||  
| lightColor || Color || <code> 7f19eaff </code> ||  
|-
|-
| ringArrowRad || float || <code> 3.0 </code> ||  
| coolColor || Color || <code> ffffff00 </code> ||  
|-
|-
| ringHandleTilt || float || <code> 0.8 </code> ||  
| hotColor || Color || <code> ff9575a3 </code> ||  
|-
|-
| ringHandleLen || float || <code> 30.0 </code> ||  
| itemDuration || float || <code> 120.0 </code> || ticks to consume 1 fuel
 
|-
|-
| ringColor || Color || <code> ffd37fff </code> ||  
| heating || float || <code> 0.01 </code> || heating per frame * fullness
 
|-
|-
| launchLightning || int || <code> 20 </code> ||  
| heatOutput || float || <code> 15.0 </code> || max heat this block can output
 
|-
|-
| lightningColor || Color || <code> ffd37fff </code> ||  
| heatWarmupRate || float || <code> 1.0 </code> || rate at which heat progress increases
 
|-
|-
| lightningDamage || float || <code> 40.0 </code> ||  
| ambientCooldownTime || float || <code> 1200.0 </code> || time taken to cool down if no fuel is inputted even if coolant is not present
 
|-
|-
| lightningOffset || float || <code> 24.0 </code> ||  
| smokeThreshold || float || <code> 0.3 </code> || threshold at which block starts smoking
 
|-
|-
| lightningLengthMin || int || <code> 5 </code> ||  
| flashThreshold || float || <code> 0.46 </code> || heat threshold at which lights start flashing
 
|-
|-
| lightningLengthMax || int || <code> 25 </code> ||  
| coolantPower || float || <code> 0.5 </code> || heat removed per unit of coolant
 
|-
|-
| lightningLaunchChance || double || <code> 0.8 </code> ||  
| fuelItem || Item || <code> thorium </code> ||  
|}
|}
=== LandingPad ===
=== 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>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| arrivalDuration || float || <code> 150.0 </code> ||  
| reload || float || <code> 60.0 </code> ||  
|-
|-
| cooldownTime || float || <code> 150.0 </code> ||  
| range || float || <code> 80.0 </code> ||  
|-
|-
| consumeLiquidAmount || float || <code> 100.0 </code> ||  
| speedBoost || float || <code> 1.5 </code> ||  
|-
|-
| consumeLiquid || Liquid || <code> water </code> ||  
| speedBoostPhase || float || <code> 0.75 </code> ||  
|-
|-
| landEffect || Effect || <code> podLandShockwave </code> ||  
| useTime || float || <code> 400.0 </code> ||  
|-
|-
| coolingEffect || Effect || <code> none </code> ||  
| phaseRangeBoost || float || <code> 20.0 </code> ||  
|-
|-
| coolingEffectChance || float || <code> 0.2 </code> ||  
| hasBoost || boolean || <code> true </code> ||  
|-
|-
| liquidPad || float || <code> 2.0 </code> ||  
| baseColor || Color || <code> feb380ff </code> ||  
|-
|-
| bottomColor || Color || <code> 565666ff </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
|-
|-
| landSoundVolume || float || <code> 0.75 </code> ||  
| speed || float || <code> 5.0 </code> ||  
|-
|-
| landSound || Sound || <code> padLand </code> ||  
| invert || boolean || <code> false </code> ||  
|}
|}
=== LaunchPad ===
=== OverflowGate ===
继承自 [[#Block|Block]]<br>
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
|-
|-
| launchTime || float || <code> 1.0 </code> ||  
| speed || float || <code> 1.0 </code> ||  
|-
|-
| launchSoundPitchRand || float || <code> 0.1 </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
|-
|-
| launchSound || Sound || <code> padLaunch </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| lightColor || Color || <code> eab678ff </code> ||  
| colorFrom || Color || <code> ffffffff </code> ||  
|-
|-
| acceptMultipleItems || boolean || <code> false </code> ||  
| colorTo || Color || <code> ffffffff </code> ||  
|-
|-
| lightStep || float || <code> 1.0 </code> ||  
| particles || int || <code> 6 </code> ||  
|-
|-
| lightSteps || int || <code> 3 </code> ||  
| randLength || boolean || <code> true </code> ||  
|-
|-
| liquidPad || float || <code> 2.0 </code> ||  
| casingFlip || boolean || <code> false </code> || Gives the effect flipping compatability like casing effects.
 
|-
|-
| drawLiquid || Liquid || <code> </code> ||  
| cone || float || <code> 180.0 </code> ||  
|-
|-
| bottomColor || Color || <code> 565666ff </code> ||  
| length || float || <code> 20.0 </code> ||  
|}
=== AutoDoor ===
继承自 [[#Wall|Wall]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| baseLength || float || <code> 0.0 </code> ||
|-
|-
| checkInterval || float || <code> 20.0 </code> ||  
| interp || Interp || <code> Interp.linear </code> || Particle size/length/radius interpolation.
 
|-
|-
| openfx || Effect || <code> dooropen </code> ||  
| sizeInterp || Interp || <code> null </code> || Particle size interpolation. Null to use interp.
 
|-
|-
| closefx || Effect || <code> doorclose </code> ||  
| 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> ||  
|-
|-
| doorSound || Sound || <code> door </code> ||  
| spin || float || <code> 0.0 </code> || Spin in degrees per tick.
 
|-
|-
| triggerMargin || float || <code> 12.0 </code> ||  
| sizeFrom || float || <code> 2.0 </code> || Controls the initial and final sprite sizes.
|}
 
=== BaseShield ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| sizeTo || float || <code> 0.0 </code> || Controls the initial and final sprite sizes.
 
|-
|-
| radius || float || <code> 200.0 </code> ||  
| sizeChangeStart || float || <code> 0.0 </code> || Controls the amount of ticks the effect waits before changing size.
 
|-
|-
| sides || int || <code> 24 </code> ||  
| useRotation || boolean || <code> true </code> || Whether the rotation adds with the parent
 
|-
|-
| shieldColor || Color || <code> </code> ||  
| offset || float || <code> 0.0 </code> || Rotation offset.
|}
 
=== BuildTurret ===
继承自 [[#BaseTurret|BaseTurret]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| region || String || <code> "circle" </code> || Sprite to draw.
 
|-
|-
| targetInterval || int || <code> 15 </code> ||  
| line || boolean || <code> false </code> ||  
|-
|-
| buildSpeed || float || <code> 1.0 </code> ||  
| strokeFrom || float || <code> 2.0 </code> ||  
|-
|-
| buildBeamOffset || float || <code> 5.0 </code> ||  
| strokeTo || float || <code> 0.0 </code> ||  
|-
|-
| unitType || UnitType || <code> </code> ||  
| lenFrom || float || <code> 4.0 </code> ||  
|-
|-
| elevation || float || <code> -1.0 </code> ||  
| lenTo || float || <code> 2.0 </code> ||  
|-
|-
| heatColor || Color || <code> ffd37fe5 </code> ||  
| cap || boolean || <code> true </code> ||  
|}
|}
=== DirectionalForceProjector ===
=== ParticleWeather ===
继承自 [[#Block|Block]]<br>
继承自 [[#Weather|Weather]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| width || float || <code> 30.0 </code> ||  
| particleRegion || String || <code> "circle-shadow" </code> ||  
|-
|-
| shieldHealth || float || <code> 3000.0 </code> ||  
| color || Color || <code> ffffffff </code> ||  
|-
|-
| cooldownNormal || float || <code> 1.75 </code> ||  
| yspeed || float || <code> -2.0 </code> ||  
|-
|-
| cooldownLiquid || float || <code> 1.5 </code> ||  
| xspeed || float || <code> 0.25 </code> ||  
|-
|-
| cooldownBrokenBase || float || <code> 0.35 </code> ||  
| padding || float || <code> 16.0 </code> ||  
|-
|-
| absorbEffect || Effect || <code> absorb </code> ||  
| sizeMin || float || <code> 2.4 </code> ||  
|-
|-
| shieldBreakEffect || Effect || <code> shieldBreak </code> ||  
| sizeMax || float || <code> 12.0 </code> ||  
|-
|-
| length || float || <code> 40.0 </code> ||  
| density || float || <code> 1200.0 </code> ||  
|-
|-
| padSize || float || <code> 40.0 </code> ||  
| minAlpha || float || <code> 1.0 </code> ||  
|}
=== Door ===
继承自 [[#Wall|Wall]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| maxAlpha || float || <code> 1.0 </code> ||
|-
|-
| openfx || Effect || <code> dooropen </code> ||  
| force || float || <code> 0.0 </code> ||  
|-
|-
| closefx || Effect || <code> doorclose </code> ||  
| noiseScale || float || <code> 2000.0 </code> ||  
|-
|-
| doorSound || Sound || <code> door </code> ||  
| baseSpeed || float || <code> 6.1 </code> ||  
|-
|-
| chainEffect || boolean || <code> false </code> ||  
| sinSclMin || float || <code> 30.0 </code> ||  
|}
=== ForceProjector ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| sinSclMax || float || <code> 80.0 </code> ||
|-
|-
| phaseUseTime || float || <code> 350.0 </code> ||  
| sinMagMin || float || <code> 1.0 </code> ||  
|-
|-
| phaseRadiusBoost || float || <code> 80.0 </code> ||  
| sinMagMax || float || <code> 7.0 </code> ||  
|-
|-
| phaseShieldBoost || float || <code> 400.0 </code> ||  
| noiseColor || Color || <code> ffffffff </code> ||  
|-
|-
| radius || float || <code> 101.7 </code> ||  
| drawNoise || boolean || <code> false </code> ||  
|-
|-
| sides || int || <code> 6 </code> ||  
| drawParticles || boolean || <code> true </code> ||  
|-
|-
| shieldRotation || float || <code> 0.0 </code> ||  
| useWindVector || boolean || <code> false </code> ||  
|-
|-
| shieldHealth || float || <code> 700.0 </code> ||  
| randomParticleRotation || boolean || <code> false </code> ||  
|-
|-
| cooldownNormal || float || <code> 1.75 </code> ||  
| noiseLayers || int || <code> 1 </code> ||  
|-
|-
| cooldownLiquid || float || <code> 1.5 </code> ||  
| noiseLayerSpeedM || float || <code> 1.1 </code> ||  
|-
|-
| cooldownBrokenBase || float || <code> 0.35 </code> ||  
| noiseLayerAlphaM || float || <code> 0.8 </code> ||  
|-
|-
| coolantConsumption || float || <code> 0.1 </code> ||  
| noiseLayerSclM || float || <code> 0.99 </code> ||  
|-
|-
| consumeCoolant || boolean || <code> true </code> ||  
| noiseLayerColorM || float || <code> 1.0 </code> ||  
|-
|-
| crashDamageMultiplier || float || <code> 2.0 </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
|-
|-
| breakSound || Sound || <code> shieldBreak </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| hitSound || Sound || <code> shieldHit </code> ||  
| payloadSpeed || float || <code> 0.7 </code> ||  
|-
|-
| hitSoundVolume || float || <code> 0.12 </code> ||  
| payloadRotateSpeed || float || <code> 5.0 </code> ||  
|-
|-
| absorbEffect || Effect || <code> absorb </code> ||
| regionSuffix || String || <code> "" </code> ||  
|-
| shieldBreakEffect || Effect || <code> shieldBreak </code> ||  
|}
|}
=== MendProjector ===
=== PayloadConveyor ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| baseColor || Color || <code> 84f491ff </code> ||  
| moveTime || float || <code> 45.0 </code> ||  
|-
|-
| phaseColor || Color || <code> 84f491ff </code> ||  
| moveForce || float || <code> 201.0 </code> ||  
|-
|-
| reload || float || <code> 250.0 </code> ||  
| interp || Interp || <code> Interp.pow5 </code> ||  
|-
|-
| range || float || <code> 60.0 </code> ||  
| payloadLimit || float || <code> 3.0 </code> ||  
|-
|-
| healPercent || float || <code> 12.0 </code> ||  
| pushUnits || boolean || <code> true </code> ||  
|}
=== PayloadDeconstructor ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| phaseBoost || float || <code> 12.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| phaseRangeBoost || float || <code> 50.0 </code> ||  
| maxPayloadSize || float || <code> 4.0 </code> ||  
|-
|-
| useTime || float || <code> 400.0 </code> ||  
| deconstructSpeed || float || <code> 2.5 </code> ||  
|-
|-
| mendSound || Sound || <code> healWave </code> ||
| dumpRate || int || <code> 4 </code> ||  
|-
| mendSoundVolume || float || <code> 0.5 </code> ||  
|}
|}
=== OverdriveProjector ===
=== PayloadLoader ===
继承自 [[#Block|Block]]<br>
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 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> 60.0 </code> ||  
| loadTime || float || <code> 2.0 </code> ||  
|-
|-
| range || float || <code> 80.0 </code> ||  
| itemsLoaded || int || <code> 8 </code> ||  
|-
|-
| speedBoost || float || <code> 1.5 </code> ||  
| liquidsLoaded || float || <code> 40.0 </code> ||  
|-
|-
| speedBoostPhase || float || <code> 0.75 </code> ||  
| maxBlockSize || int || <code> 3 </code> ||  
|-
|-
| useTime || float || <code> 400.0 </code> ||  
| maxPowerConsumption || float || <code> 40.0 </code> ||  
|-
|-
| phaseRangeBoost || float || <code> 20.0 </code> ||
| loadPowerDynamic || boolean || <code> true </code> ||  
|-
| hasBoost || boolean || <code> true </code> ||
|-
| baseColor || Color || <code> feb380ff </code> ||
|-
| phaseColor || Color || <code> ffd59eff </code> ||  
|}
|}
=== Radar ===
=== PayloadMassDriver ===
继承自 [[#Block|Block]]<br>
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
|-
|-
| discoveryTime || float || <code> 600.0 </code> ||  
| range || float || <code> 100.0 </code> ||  
|-
|-
| rotateSpeed || float || <code> 2.0 </code> ||  
| rotateSpeed || float || <code> 5.0 </code> ||  
|-
|-
| glowColor || Color || <code> ab3400ff </code> ||  
| length || float || <code> 11.125 </code> ||
|-
| knockback || float || <code> 5.0 </code> ||
|-
| reload || float || <code> 30.0 </code> ||  
|-
|-
| glowScl || float || <code> 5.0 </code> ||  
| chargeTime || float || <code> 100.0 </code> ||  
|-
|-
| glowMag || float || <code> 0.6 </code> ||  
| maxPayloadSize || float || <code> 3.0 </code> ||  
|}
=== RegenProjector ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| grabWidth || float || <code> 8.0 </code> ||
|-
|-
| range || int || <code> 14 </code> ||  
| grabHeight || float || <code> 2.75 </code> ||  
|-
|-
| healPercent || float || <code> 0.2 </code> ||  
| shootEffect || Effect || <code> shootBig2 </code> ||  
|-
|-
| optionalMultiplier || float || <code> 2.0 </code> ||  
| smokeEffect || Effect || <code> shootPayloadDriver </code> ||  
|-
|-
| optionalUseTime || float || <code> 480.0 </code> ||  
| receiveEffect || Effect || <code> payloadReceive </code> ||  
|-
|-
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
| shootSound || Sound || <code> massdriver </code> ||  
|-
|-
| effectChance || float || <code> 0.003 </code> ||  
| receiveSound || Sound || <code> massdriverReceive </code> ||  
|-
|-
| baseColor || Color || <code> ffd37fff </code> ||  
| shootSoundVolume || float || <code> 0.7 </code> ||  
|-
|-
| effect || Effect || <code> regenParticle </code> ||  
| shake || float || <code> 3.0 </code> ||  
|}
|}
=== ShieldWall ===
=== PayloadRouter ===
继承自 [[#Wall|Wall]]<br>
继承自 [[#PayloadConveyor|PayloadConveyor]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shieldHealth || float || <code> 900.0 </code> ||  
| 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
|-
|-
| breakCooldown || float || <code> 600.0 </code> ||  
! 名称 !! 类型 !! 默认值 !! 注释
|-
| offloadSpeed || int || <code> 4 </code> ||  
|-
|-
| regenSpeed || float || <code> 2.0 </code> ||  
| maxPowerUnload || float || <code> 80.0 </code> ||  
|}
=== PayloadVoid ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| glowColor || Color || <code> ff75317f </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| glowMag || float || <code> 0.6 </code> ||  
| incinerateEffect || Effect || <code> blastExplosion </code> ||  
|-
|-
| glowScl || float || <code> 8.0 </code> ||  
| incinerateSound || Sound || <code> unitExplode1 </code> ||  
|}
|}
=== ShockMine ===
=== Planet ===
继承自 [[#Block|Block]]<br>
继承自 [[#UnlockableContent|UnlockableContent]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| cooldown || float || <code> 80.0 </code> ||  
| position || Vec3 || <code> new Vec3() </code> || Position in global coordinates. Will be 0,0,0 until the Universe updates it.
 
|-
|-
| tileDamage || float || <code> 5.0 </code> ||  
| generator || PlanetGenerator || <code> </code> || Generator that will make the planet. Can be null for planets that don't need to be landed on.
 
|-
|-
| damage || float || <code> 13.0 </code> ||  
| sectors || Seq<Sector> || <code> new Seq<>() </code> || Array of sectors; directly maps to tiles in the grid.
 
|-
|-
| length || int || <code> 10 </code> ||  
| orbitSpacing || float || <code> 12 </code> || Default spacing between planet orbits in world units. This is defined per-parent!
 
|-
|-
| tendrils || int || <code> 6 </code> ||  
| radius || float || <code> </code> || Radius of this planet's sphere. Does not take into account satellites.
 
|-
|-
| lightningColor || Color || <code> a9d8ffff </code> ||  
| camRadius || float || <code> </code> || Camera radius offset.
 
|-
|-
| shots || int || <code> 6 </code> ||  
| minZoom || float || <code> 5 </code> || Minimum camera zoom value.
 
|-
|-
| inaccuracy || float || <code> 0.0 </code> ||  
| maxZoom || float || <code> 2 </code> || Maximum camera zoom value.
 
|-
|-
| bullet || BulletType || <code> </code> ||  
| drawOrbit || boolean || <code> true </code> || Whether to draw the orbital circle.
 
|-
|-
| teamAlpha || float || <code> 0.3 </code> ||  
| atmosphereRadIn || float || <code> 0 </code> || Atmosphere radius adjustment parameters.
|}
 
=== ShockwaveTower ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| atmosphereRadOut || float || <code> 3 </code> || Atmosphere radius adjustment parameters.
 
|-
|-
| timerCheck || int || <code> 1 </code> ||  
| clipRadius || float || <code> -1 </code> || Frustum sphere clip radius.
 
|-
|-
| range || float || <code> 110.0 </code> ||  
| orbitRadius || float || <code> </code> || Orbital radius around the sun. Do not change unless you know exactly what you are doing.
 
|-
|-
| reload || float || <code> 90.0 </code> ||  
| totalRadius || float || <code> </code> || Total radius of this planet and all its children.
 
|-
|-
| bulletDamage || float || <code> 160.0 </code> ||  
| orbitTime || float || <code> </code> || Time for the planet to orbit around the sun once, in seconds. One year.
 
|-
|-
| falloffCount || float || <code> 20.0 </code> ||  
| rotateTime || float || <code> 24f * 60 </code> || Time for the planet to perform a full revolution, in seconds. One day.
 
|-
|-
| shake || float || <code> 2.0 </code> ||  
| orbitOffset || float || <code> </code> || Random orbit angle offset to prevent planets from starting out in a line.
 
|-
|-
| checkInterval || float || <code> 8.0 </code> ||  
| sectorApproxRadius || float || <code> </code> || Approx. radius of one sector.
 
|-
|-
| shootSound || Sound || <code> shockwaveTower </code> ||  
| tidalLock || boolean || <code> false </code> || Whether this planet is tidally locked relative to its parent - see https://en.wikipedia.org/wiki/Tidal_locking
 
|-
|-
| waveColor || Color || <code> ffd37fff </code> ||  
| accessible || boolean || <code> true </code> || Whether this planet is listed in the planet access UI. *
 
|-
|-
| heatColor || Color || <code> ab3400ff </code> ||  
| defaultEnv || int || <code> oxygen </code> || Environment flags for sectors on this planet.
 
|-
|-
| shapeColor || Color || <code> f29c83ff </code> ||  
| defaultAttributes || Attributes || <code> new Attributes() </code> || Environment attributes.
 
|-
|-
| cooldownMultiplier || float || <code> 1.0 </code> ||  
| updateLighting || boolean || <code> true </code> || If true, a day/night cycle is simulated.
 
|-
|-
| hitEffect || Effect || <code> hitSquaresColor </code> ||  
| lightSrcFrom || float || <code> 0 </code> || Day/night cycle parameters.
 
|-
|-
| waveEffect || Effect || <code> pointShockwave </code> ||  
| lightSrcTo || float || <code> 8 </code> || Day/night cycle parameters.
 
|-
|-
| shapeRotateSpeed || float || <code> 1.0 </code> ||  
| lightDstFrom || float || <code> 2 </code> || Day/night cycle parameters.
 
|-
|-
| shapeRadius || float || <code> 6.0 </code> ||  
| lightDstTo || float || <code> 1 </code> || Day/night cycle parameters.
 
|-
|-
| shapeSides || int || <code> 4 </code> ||  
| startSector || int || <code> 0 </code> || The default starting sector displayed to the map dialog.
|}
 
=== Thruster ===
继承自 [[#Wall|Wall]]<br>
<br>
=== Wall ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| sectorSeed || int || <code> -1 </code> || Seed for sector base generation on this planet. -1 to use a random one based on ID.
 
|-
|-
| lightningChance || float || <code> -1.0 </code> ||  
| launchCapacityMultiplier || float || <code> 25 </code> || multiplier for core item capacity when launching
 
|-
|-
| lightningDamage || float || <code> 20.0 </code> ||  
| bloom || boolean || <code> false </code> || Whether the bloom render effect is enabled.
 
|-
|-
| lightningLength || int || <code> 17 </code> ||  
| visible || boolean || <code> true </code> || Whether this planet is displayed.
 
|-
|-
| lightningColor || Color || <code> f3e979ff </code> ||  
| landCloudColor || Color || <code> 5f) </code> || Tint of clouds displayed when landing.
 
|-
|-
| lightningSound || Sound || <code> shootArc </code> ||  
| lightColor || Color || <code> cpy() </code> || For suns, this is the color that shines on other planets. Does nothing for children.
 
|-
|-
| chanceDeflect || float || <code> -1.0 </code> ||  
| atmosphereColor || Color || <code> 0f) </code> || Atmosphere tint for landable planets.
 
|-
|-
| flashHit || boolean || <code> false </code> ||  
| iconColor || Color || <code> cpy() </code> || Icon for appearance in planet list.
 
|-
|-
| flashColor || Color || <code> ffffffff </code> ||  
| hasAtmosphere || boolean || <code> true </code> || Whether this planet has an atmosphere.
 
|-
|-
| deflectSound || Sound || <code> none </code> ||  
| allowLaunchSchematics || boolean || <code> false </code> || Whether to allow users to specify a custom launch schematic for this map.
|}
 
=== BaseTurret ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| allowLaunchLoadout || boolean || <code> false </code> || Whether to allow users to specify the resources they take to this map.
 
|-
|-
| range || float || <code> 80.0 </code> ||  
| allowSectorInvasion || boolean || <code> false </code> || Whether to simulate sector invasions from enemy bases.
 
|-
|-
| placeOverlapMargin || float || <code> 56.0 </code> ||  
| allowLegacyLaunchPads || boolean || <code> false </code> || If true, legacy launch pads can be enabled.
 
|-
|-
| rotateSpeed || float || <code> 5.0 </code> ||  
| clearSectorOnLose || boolean || <code> false </code> || If true, sectors saves are cleared when lost.
 
|-
|-
| fogRadiusMultiplier || float || <code> 1.0 </code> ||  
| enemyBuildSpeedMultiplier || float || <code> 1 </code> || Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules)
 
|-
|-
| disableOverlapCheck || boolean || <code> false </code> ||  
| enemyInfiniteItems || boolean || <code> true </code> || If true, the enemy team always has infinite items.
 
|-
|-
| activationTime || float || <code> 0 </code> ||  
| enemyCoreSpawnReplace || boolean || <code> false </code> || If true, enemy cores are replaced with spawnpoints on this planet (for invasions)
 
|-
|-
| coolEffect || Effect || <code> fuelburn </code> ||  
| 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.
 
|-
|-
| coolantMultiplier || float || <code> 5.0 </code> ||  
| allowWaves || boolean || <code> false </code> || If true, waves are created on sector loss. TODO remove.
|}
 
=== ContinuousLiquidTurret ===
继承自 [[#ContinuousTurret|ContinuousTurret]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| allowLaunchToNumbered || boolean || <code> true </code> || If false, players are unable to land on this planet's numbered sectors.
 
|-
|-
| liquidConsumed || float || <code> 0.016666668 </code> ||  
| allowCampaignRules || boolean || <code> false </code> || If true, the player is allowed to change the difficulty/rules in the planet UI.
|}
 
=== ContinuousTurret ===
继承自 [[#Turret|Turret]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| icon || String || <code> "planet" </code> || Icon as displayed in the planet selection dialog. This is a string, as drawables are null at load time.
 
|-
|-
| shootType || BulletType || <code> placeholder </code> ||  
| 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.
 
|-
|-
| aimChangeSpeed || float || <code> Infinity </code> ||  
| loadPlanetData || boolean || <code> false </code> || If true, planet data is loaded as 'planets/{name}.json'. This is only tested/functional in vanilla!
 
|-
|-
| scaleDamageEfficiency || boolean || <code> false </code> ||  
| data || PlanetData || <code> </code> || Data indicating attack sector positions and sector mappings.
 
|}
|}
=== ItemTurret ===
=== PointBulletType ===
继承自 [[#Turret|Turret]]<br>
继承自 [[#BulletType|BulletType]]<br>
<br>
=== LaserTurret ===
继承自 [[#PowerTurret|PowerTurret]]<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
|-
|-
| firingMoveFract || float || <code> 0.25 </code> ||
| trailSpacing || float || <code> 10.0 </code> ||  
|-
| shootDuration || float || <code> 100.0 </code> ||  
|}
|}
=== LiquidTurret ===
=== PointDefenseBulletWeapon ===
继承自 [[#Turret|Turret]]<br>
继承自 [[#Weapon|Weapon]]<br>
<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
|-
|-
| extinguish || boolean || <code> true </code> ||  
| damageTargetWeight || float || <code> 10.0 </code> ||  
|}
|}
=== PayloadAmmoTurret ===
继承自 [[#Turret|Turret]]<br>
<br>
=== PointDefenseTurret ===
=== PointDefenseTurret ===
继承自 [[#ReloadTurret|ReloadTurret]]<br>
继承自 [[#ReloadTurret|ReloadTurret]]<br>
<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> ||  
|}
|}
=== PowerTurret ===
=== PointDefenseWeapon ===
继承自 [[#Turret|Turret]]<br>
继承自 [[#Weapon|Weapon]]<br>
<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
|-
|-
| shootType || BulletType || <code> </code> ||  
| color || Color || <code> ffffffff </code> ||
|-
| beamEffect || Effect || <code> pointBeam </code> ||  
|}
|}
=== ReloadTurret ===
=== PointLaserBulletType ===
继承自 [[#BaseTurret|BaseTurret]]<br>
继承自 [[#BulletType|BulletType]]<br>
<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
|-
|-
| reload || float || <code> 10.0 </code> ||  
| 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> ||  
|}
|}
=== TractorBeamTurret ===
=== PowerBlock ===
继承自 [[#BaseTurret|BaseTurret]]<br>
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
|-
|-
| retargetTime || float || <code> 5.0 </code> ||  
| powerProduction || float || <code> 0.0 </code> || The amount of power produced per tick in case of an efficiency of 1.0, which represents 100%.
 
|-
|-
| shootCone || float || <code> 6.0 </code> ||  
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
|-
|-
| shootLength || float || <code> 5.0 </code> ||  
| explosionRadius || int || <code> 12 </code> ||  
|-
|-
| laserWidth || float || <code> 0.6 </code> ||  
| explosionDamage || int || <code> 0 </code> ||  
|-
|-
| force || float || <code> 0.3 </code> ||  
| explodeEffect || Effect || <code> none </code> ||  
|-
|-
| scaledForce || float || <code> 0.0 </code> ||  
| explodeSound || Sound || <code> none </code> ||  
|-
|-
| damage || float || <code> 0.0 </code> ||  
| explosionPuddles || int || <code> 10 </code> ||  
|-
|-
| targetAir || boolean || <code> true </code> ||  
| explosionPuddleRange || float || <code> 16.0 </code> ||  
|-
|-
| targetGround || boolean || <code> false </code> ||  
| explosionPuddleAmount || float || <code> 100.0 </code> ||  
|-
|-
| laserColor || Color || <code> ffffffff </code> ||  
| explosionPuddleLiquid || Liquid || <code> </code> ||  
|-
|-
| statusDuration || float || <code> 300.0 </code> ||  
| explosionMinWarmup || float || <code> 0.0 </code> ||  
|-
|-
| shootSound || Sound || <code> beamParallax </code> ||  
| explosionShake || float || <code> 0.0 </code> ||  
|-
|-
| shootSoundVolume || float || <code> 0.9 </code> ||  
| explosionShakeDuration || float || <code> 6.0 </code> ||  
|}
|}
=== Turret ===
=== PowerNode ===
继承自 [[#ReloadTurret|ReloadTurret]]<br>
继承自 [[#PowerBlock|PowerBlock]]<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
|-
|-
| targetInterval || float || <code> 20.0 </code> ||  
| laserRange || float || <code> 6.0 </code> ||  
|-
|-
| newTargetInterval || float || <code> -1.0 </code> ||  
| maxNodes || int || <code> 3 </code> ||  
|-
|-
| maxAmmo || int || <code> 30 </code> ||  
| autolink || boolean || <code> true </code> ||  
|-
|-
| ammoPerShot || int || <code> 1 </code> ||  
| drawRange || boolean || <code> true </code> ||  
|-
|-
| consumeAmmoOnce || boolean || <code> true </code> ||  
| sameBlockConnection || boolean || <code> false </code> ||  
|-
|-
| heatRequirement || float || <code> -1.0 </code> ||  
| laserScale || float || <code> 0.25 </code> ||  
|-
|-
| maxHeatEfficiency || float || <code> 3.0 </code> ||  
| powerLayer || float || <code> 70.0 </code> ||  
|-
|-
| inaccuracy || float || <code> 0.0 </code> ||  
| laserColor1 || Color || <code> ffffffff </code> ||  
|-
|-
| velocityRnd || float || <code> 0.0 </code> ||  
| laserColor2 || Color || <code> fbd367ff </code> ||  
|}
=== PowerSource ===
继承自 [[#PowerNode|PowerNode]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| scaleLifetimeOffset || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shootCone || float || <code> 8.0 </code> ||  
| powerProduction || float || <code> 10000.0 </code> ||  
|}
=== PowerTurret ===
继承自 [[#Turret|Turret]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| shootX || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shootY || float || <code> -Infinity </code> ||  
| shootType || BulletType || <code> </code> ||  
|}
=== PowerVoid ===
继承自 [[#PowerBlock|PowerBlock]]<br>
=== Prop ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| xRand || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| drawMinRange || boolean || <code> false </code> ||  
| layer || float || <code> 32.0 </code> ||  
|}
=== Pump ===
继承自 [[#LiquidBlock|LiquidBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| trackingRange || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| minRange || float || <code> 0.0 </code> ||  
| pumpAmount || float || <code> 0.2 </code> || Pump amount per tile.
 
|-
|-
| minWarmup || float || <code> 0.0 </code> ||  
| consumeTime || float || <code> 300.0 </code> || Interval in-between item consumptions, if applicable.
 
|-
|-
| accurateDelay || boolean || <code> true </code> ||  
| warmupSpeed || float || <code> 0.019 </code> ||  
|-
|-
| moveWhileCharging || boolean || <code> true </code> ||  
| drawer || DrawBlock || <code> new DrawMulti(new DrawDefault(), new DrawPumpLiquid()) </code> ||  
|}
=== Radar ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| reloadWhileCharging || boolean || <code> true </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| warmupMaintainTime || float || <code> 0.0 </code> ||  
| discoveryTime || float || <code> 600.0 </code> ||  
|-
|-
| shoot || ShootPattern || <code> new ShootPattern() </code> ||  
| rotateSpeed || float || <code> 2.0 </code> ||  
|-
|-
| targetAir || boolean || <code> true </code> ||  
| glowColor || Color || <code> ab3400ff </code> ||  
|-
|-
| targetGround || boolean || <code> true </code> ||  
| glowScl || float || <code> 5.0 </code> ||  
|-
|-
| targetBlocks || boolean || <code> true </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
|-
|-
| targetHealing || boolean || <code> false </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| playerControllable || boolean || <code> true </code> ||  
| effect || Effect || <code> none </code> ||  
|-
|-
| displayAmmoMultiplier || boolean || <code> true </code> ||  
| rotationSpacing || float || <code> 90.0 </code> ||  
|-
|-
| targetUnderBlocks || boolean || <code> true </code> ||  
| rotationOffset || float || <code> 0.0 </code> ||  
|-
|-
| alwaysShooting || boolean || <code> false </code> ||  
| effectRotationOffset || float || <code> 0.0 </code> ||  
|-
|-
| predictTarget || boolean || <code> true </code> ||  
| lengthOffset || float || <code> 0.0 </code> ||  
|-
|-
| unitSort || Sortf || <code> closest </code> ||  
| amount || int || <code> 4 </code> ||  
|}
=== RailBulletType ===
继承自 [[#BulletType|BulletType]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| heatColor || Color || <code> ab3400ff </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shootEffect || Effect || <code> </code> ||  
| pierceEffect || Effect || <code> hitBulletSmall </code> ||  
|-
|-
| smokeEffect || Effect || <code> </code> ||  
| pointEffect || Effect || <code> none </code> ||  
|-
|-
| ammoUseEffect || Effect || <code> none </code> ||  
| lineEffect || Effect || <code> none </code> ||  
|-
|-
| shootSound || Sound || <code> shootDuo </code> ||  
| endEffect || Effect || <code> none </code> ||  
|-
|-
| shootSoundVolume || float || <code> 1.0 </code> ||  
| length || float || <code> 100.0 </code> ||  
|-
|-
| chargeSound || Sound || <code> none </code> ||  
| pointEffectSpace || float || <code> 20.0 </code> ||  
|}
=== RainWeather ===
继承自 [[#Weather|Weather]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| loopSound || Sound || <code> none </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| loopSoundVolume || float || <code> 0.5 </code> ||  
| yspeed || float || <code> 5.0 </code> ||  
|-
|-
| soundPitchMin || float || <code> 0.9 </code> ||  
| xspeed || float || <code> 1.5 </code> ||  
|-
|-
| soundPitchMax || float || <code> 1.1 </code> ||  
| padding || float || <code> 16.0 </code> ||  
|-
|-
| ammoEjectBack || float || <code> 1.0 </code> ||  
| density || float || <code> 1200.0 </code> ||  
|-
|-
| shootWarmupSpeed || float || <code> 0.1 </code> ||  
| stroke || float || <code> 0.75 </code> ||  
|-
|-
| linearWarmup || boolean || <code> false </code> ||  
| sizeMin || float || <code> 8.0 </code> ||  
|-
|-
| recoil || float || <code> 1.0 </code> ||  
| sizeMax || float || <code> 40.0 </code> ||  
|-
|-
| recoils || int || <code> -1 </code> ||  
| splashTimeScale || float || <code> 22.0 </code> ||  
|-
|-
| recoilTime || float || <code> -1.0 </code> ||  
| liquid || Liquid || <code> water </code> ||  
|-
|-
| recoilPow || float || <code> 1.8 </code> ||  
| color || Color || <code> 7a95eaff </code> ||  
|}
=== Reconstructor ===
继承自 [[#UnitBlock|UnitBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| cooldownTime || float || <code> 20.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| elevation || float || <code> -1.0 </code> ||  
| constructTime || float || <code> 120.0 </code> ||
|-
| upgrades || Seq<UnitType[]> || <code> [] </code> ||
|-
| capacities || int[] || <code> [] </code> ||  
|-
|-
| shake || float || <code> 0.0 </code> ||  
| createSound || Sound || <code> unitCreate </code> ||  
|-
|-
| drawer || DrawBlock || <code> new DrawTurret() </code> ||  
| createSoundVolume || float || <code> 1.0 </code> ||  
|}
|}
=== ArmoredConveyor ===
=== RegenAbility ===
继承自 [[#Conveyor|Conveyor]]<br>
继承自 [[#Ability|Ability]]<br>
<br>
=== BufferedItemBridge ===
继承自 [[#ItemBridge|ItemBridge]]<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
|-
|-
| speed || float || <code> 40.0 </code> ||  
| percentAmount || float || <code> 0.0 </code> || Amount healed as percent per tick.
 
|-
|-
| bufferCapacity || int || <code> 50 </code> ||
| amount || float || <code> 0.0 </code> || Amount healed as a flat amount per tick.
|-
 
| displayedSpeed || float || <code> 11.0 </code> ||  
|}
|}
=== Conveyor ===
=== RegenProjector ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<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
|-
|-
| speed || float || <code> 0.0 </code> ||  
| range || int || <code> 14 </code> ||  
|-
|-
| displayedSpeed || float || <code> 0.0 </code> ||  
| healPercent || float || <code> 0.2 </code> ||  
|-
|-
| pushUnits || boolean || <code> true </code> ||  
| optionalMultiplier || float || <code> 2.0 </code> ||  
|-
|-
| junctionReplacement || Block || <code> </code> ||  
| optionalUseTime || float || <code> 480.0 </code> ||  
|-
|-
| bridgeReplacement || Block || <code> </code> ||  
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
|}
|-
=== DirectionBridge ===
| effectChance || float || <code> 0.003 </code> ||  
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| baseColor || Color || <code> ffd37fff </code> ||
|-
|-
| range || int || <code> 4 </code> ||  
| effect || Effect || <code> regenParticle </code> ||  
|}
|}
=== DirectionLiquidBridge ===
=== ReloadTurret ===
继承自 [[#DirectionBridge|DirectionBridge]]<br>
继承自 [[#BaseTurret|BaseTurret]]<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
|-
|-
| speed || float || <code> 5.0 </code> ||
| reload || float || <code> 10.0 </code> ||  
|-
| liquidPadding || float || <code> 1.0 </code> ||  
|}
|}
=== DirectionalUnloader ===
=== 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
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| speed || float || <code> 1.0 </code> ||  
| targetBuildings || boolean || <code> false </code> ||  
|-
|-
| allowCoreUnload || boolean || <code> false </code> ||  
| targetUnits || boolean || <code> true </code> ||  
|}
=== Duct ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| repairSpeed || float || <code> 0.3 </code> ||
|-
|-
| speed || float || <code> 5.0 </code> ||  
| fractionRepairSpeed || float || <code> 0.0 </code> ||  
|-
|-
| armored || boolean || <code> false </code> ||  
| beamWidth || float || <code> 1.0 </code> ||  
|-
|-
| transparentColor || Color || <code> 66666619 </code> ||  
| pulseRadius || float || <code> 6.0 </code> ||  
|-
|-
| bridgeReplacement || Block || <code> </code> ||  
| pulseStroke || float || <code> 2.0 </code> ||  
|-
|-
| junctionReplacement || Block || <code> </code> ||  
| widthSinMag || float || <code> 0.0 </code> ||  
|}
|-
=== DuctBridge ===
| widthSinScl || float || <code> 4.0 </code> ||  
继承自 [[#DirectionBridge|DirectionBridge]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| recentDamageMultiplier || float || <code> 0.1 </code> ||
|-
|-
| speed || float || <code> 5.0 </code> ||  
| laserColor || Color || <code> 98ffa9ff </code> ||  
|}
=== DuctJunction ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| laserTopColor || Color || <code> ffffffff </code> ||
|-
|-
| transparentColor || Color || <code> 66666619 </code> ||  
| healColor || Color || <code> 98ffa9ff </code> ||  
|-
|-
| speed || float || <code> 5.0 </code> ||  
| healEffect || Effect || <code> healBlockFull </code> ||  
|}
|}
=== DuctRouter ===
=== RepairFieldAbility ===
继承自 [[#Block|Block]]<br>
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
|-
|-
| speed || float || <code> 5.0 </code> ||  
| amount || float || <code> 1 </code> ||  
|}
=== ItemBridge ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| reload || float || <code> 100 </code> ||
|-
|-
| range || int || <code> 0 </code> ||  
| range || float || <code> 60 </code> ||  
|-
|-
| transportTime || float || <code> 0.0 </code> ||  
| healPercent || float || <code> 0 </code> ||  
|-
|-
| fadeIn || boolean || <code> true </code> ||  
| healEffect || Effect || <code> heal </code> ||  
|-
|-
| moveArrows || boolean || <code> true </code> ||  
| activeEffect || Effect || <code> healWaveDynamic </code> ||  
|-
|-
| pulse || boolean || <code> false </code> ||  
| sound || Sound || <code> healWave </code> ||  
|-
|-
| arrowSpacing || float || <code> 4.0 </code> ||  
| soundVolume || float || <code> 5 </code> ||  
|-
|-
| arrowOffset || float || <code> 2.0 </code> ||
| parentizeEffects || boolean || <code> false </code> ||  
|-
| arrowPeriod || float || <code> 0.4 </code> ||
|-
| arrowTimeScl || float || <code> 6.2 </code> ||  
|-
|-
| bridgeWidth || float || <code> 6.5 </code> ||  
| sameTypeHealMult || float || <code> 1 </code> || Multiplies healing to units of the same type by this amount.
 
|}
|}
=== Junction ===
=== RepairTower ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<br>
<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
|-
|-
| speed || float || <code> 26.0 </code> ||  
| 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> ||  
|-
|-
| capacity || int || <code> 6 </code> ||  
| glowScl || float || <code> 8.0 </code> ||  
|-
|-
| displayedSpeed || float || <code> 13.0 </code> ||  
| healAmount || float || <code> 1.0 </code> ||  
|}
|}
=== MassDriver ===
=== RepairTurret ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<br>
<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
|-
|-
| range || float || <code> 0.0 </code> ||  
| timerTarget || int || <code> 1 </code> ||  
|-
|-
| rotateSpeed || float || <code> 5.0 </code> ||  
| timerEffect || int || <code> 2 </code> ||  
|-
|-
| translation || float || <code> 7.0 </code> ||  
| repairRadius || float || <code> 50.0 </code> ||  
|-
|-
| minDistribute || int || <code> 10 </code> ||  
| repairSpeed || float || <code> 0.3 </code> ||  
|-
|-
| knockback || float || <code> 4.0 </code> ||  
| powerUse || float || <code> 0.0 </code> ||  
|-
|-
| reload || float || <code> 100.0 </code> ||  
| length || float || <code> 5.0 </code> ||  
|-
|-
| bulletSpeed || float || <code> 5.5 </code> ||  
| beamWidth || float || <code> 1.0 </code> ||  
|-
|-
| bulletLifetime || float || <code> 200.0 </code> ||  
| pulseRadius || float || <code> 6.0 </code> ||  
|-
|-
| shootEffect || Effect || <code> shootBig2 </code> ||  
| pulseStroke || float || <code> 2.0 </code> ||  
|-
|-
| smokeEffect || Effect || <code> shootBigSmoke2 </code> ||  
| acceptCoolant || boolean || <code> false </code> ||  
|-
|-
| receiveEffect || Effect || <code> mineBig </code> ||  
| coolantUse || float || <code> 0.5 </code> ||  
|-
|-
| shootSound || Sound || <code> massdriver </code> ||  
| coolEffect || Effect || <code> fuelburn </code> || Effect displayed when coolant is used.
 
|-
|-
| receiveSound || Sound || <code> massdriverReceive </code> ||  
| coolantMultiplier || float || <code> 1.0 </code> || How much healing is increased by with heat capacity.
 
|-
|-
| shootSoundVolume || float || <code> 0.5 </code> ||  
| laserColor || Color || <code> 98ffa9ff </code> ||  
|-
|-
| shake || float || <code> 3.0 </code> ||  
| laserTopColor || Color || <code> ffffffff </code> ||  
|}
|}
=== OverflowDuct ===
=== Router ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<br>
<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> 5.0 </code> ||
| speed || float || <code> 8.0 </code> ||  
|-
| invert || boolean || <code> false </code> ||  
|}
|}
=== OverflowGate ===
=== RuneOverlay ===
继承自 [[#Block|Block]]<br>
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
|-
|-
| speed || float || <code> 1.0 </code> ||
| color || Color || <code> ffffffff </code> ||  
|-
| invert || boolean || <code> false </code> ||  
|}
|}
=== Router ===
=== SapBulletType ===
继承自 [[#Block|Block]]<br>
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
|-
|-
| speed || float || <code> 8.0 </code> ||  
| length || float || <code> 100.0 </code> ||  
|}
|-
=== Sorter ===
| lengthRand || float || <code> 0.0 </code> ||  
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| sapStrength || float || <code> 0.5 </code> ||
|-
|-
| invert || boolean || <code> false </code> ||  
| color || Color || <code> ffffffff </code> ||
|-
| width || float || <code> 0.4 </code> ||
|-
| sprite || String || <code> "laser" </code> ||  
|}
|}
=== StackConveyor ===
=== SeaBush ===
继承自 [[#Block|Block]]<br>
继承自 [[#Prop|Prop]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| glowAlpha || float || <code> 1.0 </code> ||  
| lobesMin || int || <code> 7 </code> ||
|-
| lobesMax || int || <code> 7 </code> ||
|-
| botAngle || float || <code> 60.0 </code> ||  
|-
|-
| glowColor || Color || <code> feb380ff </code> ||  
| origin || float || <code> 0.1 </code> ||  
|-
|-
| baseEfficiency || float || <code> 0.0 </code> ||  
| sclMin || float || <code> 30.0 </code> ||  
|-
|-
| speed || float || <code> 0.0 </code> ||  
| sclMax || float || <code> 50.0 </code> ||  
|-
|-
| outputRouter || boolean || <code> true </code> ||  
| magMin || float || <code> 5.0 </code> ||  
|-
|-
| recharge || float || <code> 2.0 </code> ||  
| magMax || float || <code> 15.0 </code> ||  
|-
|-
| loadEffect || Effect || <code> conveyorPoof </code> ||  
| timeRange || float || <code> 40.0 </code> ||  
|-
|-
| unloadEffect || Effect || <code> conveyorPoof </code> ||  
| spread || float || <code> 0.0 </code> ||  
|}
|}
=== StackRouter ===
=== Seaweed ===
继承自 [[#DuctRouter|DuctRouter]]<br>
继承自 [[#Prop|Prop]]<br>
<br>
=== SectorPreset ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| baseEfficiency || float || <code> 0.0 </code> ||  
| planet || Planet || <code>  </code> ||
|-
| sector || Sector || <code>  </code> ||
|-
| captureWave || int || <code> 0 </code> ||  
|-
|-
| glowAlpha || float || <code> 1.0 </code> ||  
| difficulty || float || <code> </code> || Difficulty, 0-10.
 
|-
|-
| glowColor || Color || <code> feb380ff </code> ||  
| startWaveTimeMultiplier || float || <code> 2 </code> ||  
|}
|-
=== AirBlock ===
| addStartingItems || boolean || <code> false </code> ||
继承自 [[#Floor|Floor]]<br>
|-
<br>
| noLighting || boolean || <code> false </code> ||
=== CharacterOverlay ===
|-
继承自 [[#OverlayFloor|OverlayFloor]]<br>
| isLastSector || boolean || <code>  </code> || If true, this is the last sector in its planetary campaign.
<br>
 
{| class="wikitable sortable"
|-
|+ 字段
| 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.
 
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| originalPosition || int || <code>  </code> || The original position of this sector; used for migration. Internal use for vanilla campaign only!
 
|-
|-
| color || Color || <code> ffffffff </code> ||  
| shieldSectors || Seq<Sector> || <code> new Seq<>() </code> || Sectors that prevent this sector from being landed on until they are completed.
 
|}
|}
=== Cliff ===
=== Separator ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<br>
<br>
Extracts a random list of items from an input item and an input liquid.
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
第4,135行: 第5,028行:
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| size || float || <code> 11.0 </code> ||  
| results || ItemStack[] || <code> </code> ||  
|}
=== ColoredFloor ===
继承自 [[#Floor|Floor]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| craftTime || float || <code> 0.0 </code> ||
|-
|-
| defaultColor || Color || <code> ffffffff </code> ||  
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
|}
|}
=== ColoredWall ===
=== SeqEffect ===
继承自 [[#StaticWall|StaticWall]]<br>
继承自 [[#Effect|Effect]]<br>
<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"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| defaultColor || Color || <code> ffffffff </code> ||  
| effects || Effect[] || <code> [] </code> ||  
|}
|}
=== EmptyFloor ===
=== ShallowLiquid ===
继承自 [[#Floor|Floor]]<br>
继承自 [[#Floor|Floor]]<br>
<br>
Blends water together with a standard floor. No new mechanics.
=== Floor ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| edge || String || <code> "stone" </code> ||  
| liquidBase || Floor || <code> </code> ||  
|-
|-
| speedMultiplier || float || <code> 1.0 </code> ||  
| floorBase || Floor || <code> </code> ||  
|-
|-
| dragMultiplier || float || <code> 1.0 </code> ||  
| liquidOpacity || float || <code> 0.35 </code> ||  
|-
|}
| damageTaken || float || <code> 0.0 </code> ||  
=== ShieldArcAbility ===
继承自 [[#Ability|Ability]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| drownTime || float || <code> 0.0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| walkEffect || Effect || <code> none </code> ||  
| radius || float || <code> 60.0 </code> || Shield radius.
 
|-
|-
| walkSound || Sound || <code> none </code> ||  
| regen || float || <code> 0.1 </code> || Shield regen speed in damage/tick.
 
|-
|-
| walkSoundVolume || float || <code> 0.1 </code> ||  
| max || float || <code> 200.0 </code> || Maximum shield.
 
|-
|-
| walkSoundPitchMin || float || <code> 0.8 </code> ||  
| cooldown || float || <code> 300.0 </code> || Cooldown after the shield is broken, in ticks.
 
|-
|-
| walkSoundPitchMax || float || <code> 1.2 </code> ||  
| angle || float || <code> 80.0 </code> || Angle of shield arc.
 
|-
|-
| drownUpdateEffect || Effect || <code> bubble </code> ||  
| angleOffset || float || <code> 0.0 </code> || Offset parameters for shield.
 
|-
|-
| statusDuration || float || <code> 60.0 </code> ||  
| x || float || <code> 0.0 </code> || Offset parameters for shield.
 
|-
|-
| liquidDrop || Liquid || <code> null </code> ||  
| y || float || <code> 0.0 </code> || Offset parameters for shield.
 
|-
|-
| liquidMultiplier || float || <code> 1.0 </code> ||  
| whenShooting || boolean || <code> true </code> || If true, only activates when shooting.
 
|-
|-
| isLiquid || boolean || <code> false </code> ||  
| width || float || <code> 6.0 </code> || Width of shield line.
 
|-
|-
| overlayAlpha || float || <code> 0.65 </code> ||  
| chanceDeflect || float || <code> -1.0 </code> || Bullet deflection chance. -1 to disable
 
|-
|-
| supportsOverlay || boolean || <code> false </code> ||  
| reflectBuildingDamage || float || <code> 1 </code> || Multiplier for reflected bullet building damage. -1 to disable
 
|-
|-
| shallow || boolean || <code> false </code> ||  
| reflectVel || float || <code> 1 </code> || Velocity multiplier for reflected bullets on the opposite axis. Negative values = concave, positive values = convex
 
|-
|-
| blendGroup || Block || <code> this </code> ||  
| reflectTime || float || <code> 5 </code> || Time multiplier for reflected bullets.
 
|-
|-
| oreDefault || boolean || <code> false </code> ||  
| deflectSound || Sound || <code> none </code> || Deflection sound.
 
|-
|-
| oreScale || float || <code> 24.0 </code> ||  
| breakSound || Sound || <code> shieldBreakSmall </code> ||  
|-
|-
| oreThreshold || float || <code> 0.828 </code> ||  
| hitSound || Sound || <code> shieldHit </code> ||  
|-
|-
| wall || Block || <code> air </code> ||  
| hitSoundVolume || float || <code> 0.12 </code> ||  
|-
|-
| decoration || Block || <code> air </code> ||  
| missileUnitMultiplier || float || <code> 2.0 </code> || Multiplier for shield damage taken from missile units.
 
|-
|-
| canShadow || boolean || <code> true </code> ||  
| drawArc || boolean || <code> true </code> || Whether to draw the arc line.
 
|-
|-
| forceDrawLight || boolean || <code> false </code> ||  
| region || String || <code> </code> || If not null, will be drawn on top.
 
|-
|-
| needsSurface || boolean || <code> true </code> ||  
| color || Color || <code> </code> || Color override of the shield. Uses unit shield colour by default.
 
|-
|-
| allowCorePlacement || boolean || <code> false </code> ||  
| offsetRegion || boolean || <code> false </code> || If true, sprite position will be influenced by x/y.
 
|-
|-
| wallOre || boolean || <code> false </code> ||  
| pushUnits || boolean || <code> true </code> || If true, enemy units are pushed out.
 
|-
|-
| blendId || int || <code> -1 </code> ||  
| pushEffect || Effect || <code> circleColorSpark </code> ||  
|}
=== ShieldRegenFieldAbility ===
继承自 [[#Ability|Ability]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| tilingVariants || int || <code> 0 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| autotile || boolean || <code> false </code> ||  
| amount || float || <code> 1 </code> ||  
|-
|-
| autotileMidVariants || int || <code> 1 </code> ||  
| max || float || <code> 100 </code> ||  
|-
|-
| autotileVariants || int || <code> 1 </code> ||  
| reload || float || <code> 100 </code> ||
|-
| range || float || <code> 60 </code> ||
|-
| applyEffect || Effect || <code> shieldApply </code> ||  
|-
|-
| drawEdgeIn || boolean || <code> true </code> ||  
| activeEffect || Effect || <code> shieldWave </code> ||  
|-
|-
| drawEdgeOut || boolean || <code> true </code> ||  
| sound || Sound || <code> shieldWave </code> ||  
|}
=== OreBlock ===
继承自 [[#OverlayFloor|OverlayFloor]]<br>
<br>
=== OverlayFloor ===
继承自 [[#Floor|Floor]]<br>
<br>
=== Prop ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| soundVolume || float || <code> 7 </code> ||
|-
|-
| layer || float || <code> 32.0 </code> ||  
| parentizeEffects || boolean || <code> </code> ||  
|}
|}
=== RemoveOre ===
=== ShieldWall ===
继承自 [[#OverlayFloor|OverlayFloor]]<br>
继承自 [[#Wall|Wall]]<br>
<br>
=== RemoveWall ===
继承自 [[#Block|Block]]<br>
<br>
=== RuneOverlay ===
继承自 [[#OverlayFloor|OverlayFloor]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| color || Color || <code> ffffffff </code> ||  
| 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> ||  
|}
|}
=== SeaBush ===
=== ShockMine ===
继承自 [[#Prop|Prop]]<br>
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| lobesMin || int || <code> 7 </code> ||  
| cooldown || float || <code> 80.0 </code> ||  
|-
|-
| lobesMax || int || <code> 7 </code> ||  
| tileDamage || float || <code> 5.0 </code> ||  
|-
|-
| botAngle || float || <code> 60.0 </code> ||  
| damage || float || <code> 13.0 </code> ||  
|-
|-
| origin || float || <code> 0.1 </code> ||  
| length || int || <code> 10 </code> ||  
|-
|-
| sclMin || float || <code> 30.0 </code> ||  
| tendrils || int || <code> 6 </code> ||  
|-
|-
| sclMax || float || <code> 50.0 </code> ||  
| lightningColor || Color || <code> a9d8ffff </code> ||  
|-
|-
| magMin || float || <code> 5.0 </code> ||  
| shots || int || <code> 6 </code> ||  
|-
|-
| magMax || float || <code> 15.0 </code> ||  
| inaccuracy || float || <code> 0.0 </code> ||  
|-
|-
| timeRange || float || <code> 40.0 </code> ||  
| bullet || BulletType || <code> </code> ||  
|-
|-
| spread || float || <code> 0.0 </code> ||  
| teamAlpha || float || <code> 0.3 </code> ||  
|}
|}
=== Seaweed ===
=== ShockwaveTower ===
继承自 [[#Prop|Prop]]<br>
继承自 [[#Block|Block]]<br>
<br>
=== ShallowLiquid ===
继承自 [[#Floor|Floor]]<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
|-
|-
| liquidBase || Floor || <code> </code> ||  
| timerCheck || int || <code> 1 </code> ||  
|-
|-
| floorBase || Floor || <code> </code> ||  
| range || float || <code> 110.0 </code> ||  
|-
|-
| liquidOpacity || float || <code> 0.35 </code> ||  
| reload || float || <code> 90.0 </code> ||  
|}
=== SpawnBlock ===
继承自 [[#OverlayFloor|OverlayFloor]]<br>
<br>
=== StaticTree ===
继承自 [[#StaticWall|StaticWall]]<br>
<br>
=== StaticWall ===
继承自 [[#Prop|Prop]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| bulletDamage || float || <code> 160.0 </code> ||
|-
|-
| autotile || boolean || <code> false </code> ||  
| falloffCount || float || <code> 20.0 </code> ||  
|-
|-
| autotileMidVariants || int || <code> 1 </code> ||  
| shake || float || <code> 2.0 </code> ||  
|}
=== SteamVent ===
继承自 [[#Floor|Floor]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| checkInterval || float || <code> 8.0 </code> ||
|-
|-
| parent || Block || <code> air </code> ||  
| shootSound || Sound || <code> shockwaveTower </code> ||  
|-
|-
| effect || Effect || <code> ventSteam </code> ||  
| waveColor || Color || <code> ffd37fff </code> ||  
|-
|-
| effectColor || Color || <code> 6b4e4eff </code> ||  
| heatColor || Color || <code> ab3400ff </code> ||  
|-
|-
| effectSpacing || float || <code> 15.0 </code> ||  
| shapeColor || Color || <code> f29c83ff </code> ||  
|}
=== TallBlock ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| cooldownMultiplier || float || <code> 1.0 </code> ||
|-
|-
| shadowOffset || float || <code> -3.0 </code> ||  
| hitEffect || Effect || <code> hitSquaresColor </code> ||  
|-
|-
| layer || float || <code> 71.0 </code> ||  
| waveEffect || Effect || <code> pointShockwave </code> ||  
|-
|-
| shadowLayer || float || <code> 69.0 </code> ||  
| shapeRotateSpeed || float || <code> 1.0 </code> ||  
|-
|-
| rotationRand || float || <code> 20.0 </code> ||  
| shapeRadius || float || <code> 6.0 </code> ||  
|-
|-
| shadowAlpha || float || <code> 0.6 </code> ||  
| shapeSides || int || <code> 4 </code> ||  
|}
|}
=== TreeBlock ===
=== ShrapnelBulletType ===
继承自 [[#Block|Block]]<br>
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
|-
|-
| shadowOffset || float || <code> -4.0 </code> ||  
| length || float || <code> 100.0 </code> ||  
|}
|-
=== WobbleProp ===
| width || float || <code> 20.0 </code> ||  
继承自 [[#Prop|Prop]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| fromColor || Color || <code> ffffffff </code> ||
|-
|-
| wscl || float || <code> 25.0 </code> ||  
| toColor || Color || <code> a9d8ffff </code> ||  
|-
|-
| wmag || float || <code> 0.4 </code> ||  
| hitLarge || boolean || <code> false </code> ||  
|-
|-
| wtscl || float || <code> 1.0 </code> ||  
| serrations || int || <code> 7 </code> ||  
|-
|-
| wmag2 || float || <code> 1.0 </code> ||  
| serrationLenScl || float || <code> 10.0 </code> ||  
|}
=== HeatConductor ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| serrationWidth || float || <code> 4.0 </code> ||
|-
|-
| visualMaxHeat || float || <code> 15.0 </code> ||  
| serrationSpacing || float || <code> 8.0 </code> ||  
|-
|-
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
| serrationSpaceOffset || float || <code> 80.0 </code> ||  
|-
|-
| splitHeat || boolean || <code> false </code> ||  
| serrationFadeOffset || float || <code> 0.5 </code> ||  
|}
|}
=== HeatProducer ===
=== SingleBlockProducer ===
继承自 [[#GenericCrafter|GenericCrafter]]<br>
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
|-
|-
| heatOutput || float || <code> 10.0 </code> ||
| result || Block || <code> router </code> ||  
|-
| warmupRate || float || <code> 0.15 </code> ||  
|}
|}
=== LegacyBlock ===
=== SolarFlare ===
继承自 [[#Block|Block]]<br>
继承自 [[#Weather|Weather]]<br>
<br>
=== SolarGenerator ===
=== LegacyCommandCenter ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
继承自 [[#LegacyBlock|LegacyBlock]]<br>
=== SolidPump ===
<br>
继承自 [[#Pump|Pump]]<br>
=== LegacyMechPad ===
Pump that makes liquid from solids and takes in power. Only works on solid floor blocks.
继承自 [[#LegacyBlock|LegacyBlock]]<br>
<br>
=== LegacyUnitFactory ===
继承自 [[#LegacyBlock|LegacyBlock]]<br>
<br>
{| 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
|-
|-
| replacement || Block || <code> air </code> ||  
| result || Liquid || <code> water </code> ||  
|}
=== ArmoredConduit ===
继承自 [[#Conduit|Conduit]]<br>
<br>
=== Conduit ===
继承自 [[#LiquidBlock|LiquidBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| updateEffect || Effect || <code> none </code> ||
|-
|-
| botColor || Color || <code> 565656ff </code> ||  
| updateEffectChance || float || <code> 0.02 </code> ||  
|-
|-
| padCorners || boolean || <code> true </code> ||  
| rotateSpeed || float || <code> 1.0 </code> ||  
|-
|-
| leaks || boolean || <code> true </code> ||
| baseEfficiency || float || <code> 1.0 </code> ||  
|-
| junctionReplacement || Block || <code>  </code> ||
|-
| bridgeReplacement || Block || <code>  </code> ||  
|-
|-
| rotBridgeReplacement || Block || <code>  </code> ||  
| attribute || Attribute || <code>  </code> || Attribute that is checked when calculating output.
 
|}
|}
=== LiquidBlock ===
=== Sorter ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<br>
<br>
=== LiquidBridge ===
继承自 [[#ItemBridge|ItemBridge]]<br>
<br>
=== LiquidJunction ===
继承自 [[#LiquidBlock|LiquidBlock]]<br>
<br>
=== LiquidRouter ===
继承自 [[#LiquidBlock|LiquidBlock]]<br>
<br>
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|-
|-
| liquidPadding || float || <code> 0.0 </code> ||  
| invert || boolean || <code> false </code> ||  
|}
|}
=== CanvasBlock ===
=== SoundEffect ===
继承自 [[#Block|Block]]<br>
继承自 [[#Effect|Effect]]<br>
<br>
Plays a sound effect when created and simultaneously renders an effect.
{| class="wikitable sortable"
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|-
|-
| padding || float || <code> 0.0 </code> ||  
| sound || Sound || <code> none </code> ||
|-
| minPitch || float || <code> 0.8 </code> ||
|-
| maxPitch || float || <code> 1.2 </code> ||  
|-
|-
| canvasSize || int || <code> 8 </code> ||  
| minVolume || float || <code> 1.0 </code> ||  
|-
|-
| palette || int[] || <code> { 0x362944_ff, 0xc45d9f_ff, 0xe39aac_ff, 0xf0dab1_ff, 0x6461c2_ff, 0x2ba9b4_ff, 0x93d4b5_ff, 0xf0f6e8_ff } </code> ||  
| maxVolume || float || <code> 1.0 </code> ||  
|-
|-
| bitsPerPixel || int || <code> 0 </code> ||  
| effect || Effect || <code> </code> ||  
|}
|}
=== LogicBlock ===
=== SpaceLiquidBulletType ===
继承自 [[#Block|Block]]<br>
继承自 [[#BulletType|BulletType]]<br>
<br>
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|-
|-
| maxInstructionScale || int || <code> 5 </code> ||
| orbSize || float || <code> 5.5 </code> ||  
|-
| instructionsPerTick || int || <code> 1 </code> ||
|-
| maxInstructionsPerTick || int || <code> 40 </code> ||
|-
| range || float || <code> 80.0 </code> ||  
|}
|}
=== LogicDisplay ===
=== SpawnBlock ===
继承自 [[#Block|Block]]<br>
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"
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|-
|-
| maxSides || int || <code> 25 </code> ||  
| unit || UnitType || <code>  </code> ||
|-
| amount || int || <code> 1 </code> ||
|-
| randAmount || int || <code> 0 </code> ||  
|-
|-
| displaySize || int || <code> 64 </code> ||  
| spread || float || <code> 8.0 </code> || Random spread of units away from the spawned.
 
|-
|-
| scaleFactor || float || <code> 1.0 </code> ||  
| faceOutwards || boolean || <code> true </code> || If true, units spawned face outwards from the middle.
 
|}
|}
=== MemoryBlock ===
=== StackConveyor ===
继承自 [[#Block|Block]]<br>
继承自 [[#Block|Block]]<br>
<br>
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|-
|-
| memoryCapacity || int || <code> 32 </code> ||  
| glowAlpha || float || <code> 1.0 </code> ||  
|}
|-
=== MessageBlock ===
| glowColor || Color || <code> feb380ff </code> ||
继承自 [[#Block|Block]]<br>
|-
<br>
| baseEfficiency || float || <code> 0.0 </code> ||
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| speed || float || <code> 0.0 </code> ||
|-
|-
| maxTextLength || int || <code> 220 </code> ||  
| outputRouter || boolean || <code> true </code> ||  
|-
|-
| maxNewlines || int || <code> 24 </code> ||  
| recharge || float || <code> 2.0 </code> || (minimum) amount of loading docks needed to fill a line.
|}
 
=== SwitchBlock ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| loadEffect || Effect || <code> conveyorPoof </code> ||
|-
|-
| clickSound || Sound || <code> click </code> ||  
| unloadEffect || Effect || <code> conveyorPoof </code> ||  
|}
|}
=== TileableLogicDisplay ===
=== StackRouter ===
继承自 [[#LogicDisplay|LogicDisplay]]<br>
继承自 [[#DuctRouter|DuctRouter]]<br>
<br>
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|-
|-
| maxDisplayDimensions || int || <code> 16 </code> ||  
| baseEfficiency || float || <code> 0.0 </code> ||
|-
| glowAlpha || float || <code> 1.0 </code> ||  
|-
|-
| frameSize || int || <code> 6 </code> ||  
| glowColor || Color || <code> feb380ff </code> ||  
|}
|}
=== BlockProducer ===
=== StaticTree ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
继承自 [[#StaticWall|StaticWall]]<br>
<br>
=== StaticWall ===
继承自 [[#Prop|Prop]]<br>
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|-
|-
| buildSpeed || float || <code> 4 </code> ||  
| 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.
 
|}
|}
=== Constructor ===
=== StatusEffect ===
继承自 [[#BlockProducer|BlockProducer]]<br>
继承自 [[#UnlockableContent|UnlockableContent]]<br>
<br>
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|-
|-
| filter || Seq<Block> || <code> [] </code> ||  
| damageMultiplier || float || <code> 1.0 </code> || Damage dealt by the unit with the effect.
 
|-
|-
| minBlockSize || int || <code> 1 </code> ||  
| healthMultiplier || float || <code> 1.0 </code> || Unit health multiplier.
 
|-
| speedMultiplier || float || <code> 1.0 </code> || Unit speed multiplier.
 
|-
|-
| maxBlockSize || int || <code> 2 </code> ||  
| reloadMultiplier || float || <code> 1.0 </code> || Unit reload multiplier.
|}
 
=== PayloadBlock ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| buildSpeedMultiplier || float || <code> 1.0 </code> || Unit build speed multiplier.
 
|-
|-
| payloadSpeed || float || <code> 0.7 </code> ||  
| dragMultiplier || float || <code> 1.0 </code> || Unit drag multiplier.
 
|-
|-
| payloadRotateSpeed || float || <code> 5.0 </code> ||  
| transitionDamage || float || <code> 0.0 </code> || Damage dealt upon transition to an affinity.
 
|-
|-
| regionSuffix || String || <code> "" </code> ||  
| disarm || boolean || <code> false </code> || Unit weapon(s) disabled.
|}
 
=== PayloadConveyor ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| damage || float || <code> 0.0 </code> || Damage per frame.
 
|-
|-
| moveTime || float || <code> 45.0 </code> ||  
| intervalDamageTime || float || <code> 0.0 </code> || Spacing (in ticks) between interval damage. <=0 to disable.
 
|-
|-
| moveForce || float || <code> 201.0 </code> ||  
| intervalDamage || float || <code> 0.0 </code> || Damage dealt by interval damage.
 
|-
|-
| interp || Interp || <code> Interp.pow5 </code> ||  
| intervalDamagePierce || boolean || <code> false </code> || If true, interval damage is armor piercing.
 
|-
|-
| payloadLimit || float || <code> 3.0 </code> ||  
| effectChance || float || <code> 0.15 </code> || Chance of effect appearing.
 
|-
|-
| pushUnits || boolean || <code> true </code> ||  
| parentizeEffect || boolean || <code> false </code> || Should the effect be given a parent.
|}
 
=== PayloadDeconstructor ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| permanent || boolean || <code> false </code> || If true, the effect never disappears.
 
|-
|-
| maxPayloadSize || float || <code> 4.0 </code> ||  
| reactive || boolean || <code> false </code> || If true, this effect will only react with other effects and cannot be applied.
 
|-
|-
| deconstructSpeed || float || <code> 2.5 </code> ||  
| dynamic || boolean || <code> false </code> || Special flag for the dynamic effect type with custom stats - do not use.
 
|-
|-
| dumpRate || int || <code> 4 </code> ||  
| show || boolean || <code> true </code> || Whether to show this effect in the database.
|}
 
=== PayloadLoader ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| color || Color || <code> ffffffff </code> || Tint color of effect.
 
|-
|-
| loadTime || float || <code> 2.0 </code> ||  
| effect || Effect || <code> none </code> || Effect that happens randomly on top of the affected unit.
 
|-
|-
| itemsLoaded || int || <code> 8 </code> ||  
| applyEffect || Effect || <code> none </code> || Effect that is displayed once when applied to a unit.
 
|-
|-
| liquidsLoaded || float || <code> 40.0 </code> ||  
| applyExtend || boolean || <code> false </code> || Whether the apply effect should display even if effect is already on the unit.
 
|-
|-
| maxBlockSize || int || <code> 3 </code> ||  
| applyColor || Color || <code> ffffffff </code> || Tint color of apply effect.
 
|-
|-
| maxPowerConsumption || float || <code> 40.0 </code> ||  
| parentizeApplyEffect || boolean || <code> false </code> || Should the apply effect be given a parent.
 
|-
|-
| loadPowerDynamic || boolean || <code> true </code> ||  
| outline || boolean || <code> true </code> || Set to false to disable outline generation.
 
|}
|}
=== PayloadMassDriver ===
=== StatusFieldAbility ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
继承自 [[#Ability|Ability]]<br>
<br>
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|-
|-
| range || float || <code> 100.0 </code> ||  
| duration || float || <code> 60 </code> ||  
|-
|-
| rotateSpeed || float || <code> 5.0 </code> ||  
| reload || float || <code> 100 </code> ||  
|-
|-
| length || float || <code> 11.125 </code> ||  
| range || float || <code> 20 </code> ||  
|-
|-
| knockback || float || <code> 5.0 </code> ||  
| onShoot || boolean || <code> false </code> ||  
|-
|-
| reload || float || <code> 30.0 </code> ||  
| applyEffect || Effect || <code> none </code> ||  
|-
|-
| chargeTime || float || <code> 100.0 </code> ||  
| activeEffect || Effect || <code> overdriveWave </code> ||  
|-
|-
| maxPayloadSize || float || <code> 3.0 </code> ||  
| effectX || float || <code> </code> ||  
|-
|-
| grabWidth || float || <code> 8.0 </code> ||  
| effectY || float || <code> </code> ||  
|-
|-
| grabHeight || float || <code> 2.75 </code> ||  
| parentizeEffects || boolean || <code> </code> ||  
|-
|-
| shootEffect || Effect || <code> shootBig2 </code> ||  
| effectSizeParam || boolean || <code> true </code> ||  
|-
|-
| smokeEffect || Effect || <code> shootPayloadDriver </code> ||  
| color || Color || <code> accent </code> ||  
|}
=== SteamVent ===
继承自 [[#Floor|Floor]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| receiveEffect || Effect || <code> payloadReceive </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shootSound || Sound || <code> massdriver </code> ||  
| parent || Block || <code> air </code> ||  
|-
|-
| receiveSound || Sound || <code> massdriverReceive </code> ||  
| effect || Effect || <code> ventSteam </code> ||  
|-
|-
| shootSoundVolume || float || <code> 0.7 </code> ||  
| effectColor || Color || <code> 6b4e4eff </code> ||  
|-
|-
| shake || float || <code> 3.0 </code> ||  
| effectSpacing || float || <code> 15.0 </code> ||  
|}
|}
=== PayloadRouter ===
=== StorageBlock ===
继承自 [[#PayloadConveyor|PayloadConveyor]]<br>
继承自 [[#Block|Block]]<br>
<br>
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|-
|-
| invert || boolean || <code> false </code> ||  
| coreMerge || boolean || <code> true </code> ||  
|}
|}
=== PayloadSource ===
=== SuppressionFieldAbility ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
继承自 [[#Ability|Ability]]<br>
<br>
=== PayloadUnloader ===
继承自 [[#PayloadLoader|PayloadLoader]]<br>
<br>
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|-
|-
| offloadSpeed || int || <code> 4 </code> ||  
| reload || float || <code> 90.0 </code> ||  
|-
|-
| maxPowerUnload || float || <code> 80.0 </code> ||  
| maxDelay || float || <code> 90.0 </code> ||  
|}
=== PayloadVoid ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| range || float || <code> 200.0 </code> ||
|-
|-
| incinerateEffect || Effect || <code> blastExplosion </code> ||  
| orbRadius || float || <code> 4.1 </code> ||  
|-
|-
| incinerateSound || Sound || <code> unitExplode1 </code> ||  
| orbMidScl || float || <code> 0.33 </code> ||  
|}
=== Battery ===
继承自 [[#PowerDistributor|PowerDistributor]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| orbSinScl || float || <code> 8.0 </code> ||
|-
|-
| drawer || DrawBlock || <code> </code> ||  
| orbSinMag || float || <code> 1.0 </code> ||  
|-
|-
| emptyLightColor || Color || <code> f8c266ff </code> ||  
| color || Color || <code> a393feff </code> ||  
|-
|-
| fullLightColor || Color || <code> fb9567ff </code> ||  
| layer || float || <code> 110.0 </code> ||  
|}
=== BeamNode ===
继承自 [[#PowerBlock|PowerBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| x || float || <code> 0.0 </code> ||
|-
|-
| range || int || <code> 5 </code> ||  
| y || float || <code> 0.0 </code> ||  
|-
|-
| laserColor1 || Color || <code> ffffffff </code> ||  
| particles || int || <code> 15 </code> ||  
|-
|-
| laserColor2 || Color || <code> ffd9c2ff </code> ||  
| particleSize || float || <code> 4.0 </code> ||  
|-
|-
| pulseScl || float || <code> 7.0 </code> ||  
| particleLen || float || <code> 7.0 </code> ||  
|-
|-
| pulseMag || float || <code> 0.05 </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> ||  
|-
|-
| laserWidth || float || <code> 0.4 </code> ||  
| applyParticleChance || float || <code> 13.0 </code> ||  
|}
|}
=== ConsumeGenerator ===
=== SwitchBlock ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
继承自 [[#Block|Block]]<br>
<br>
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|-
|-
| itemDuration || float || <code> 120.0 </code> ||  
| clickSound || Sound || <code> click </code> ||  
|}
=== TallBlock ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| warmupSpeed || float || <code> 0.05 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| effectChance || float || <code> 0.01 </code> ||  
| shadowOffset || float || <code> -3.0 </code> ||  
|-
|-
| generateEffect || Effect || <code> none </code> ||  
| layer || float || <code> 71.0 </code> ||  
|-
|-
| consumeEffect || Effect || <code> none </code> ||  
| shadowLayer || float || <code> 69.0 </code> ||  
|-
|-
| generateEffectRange || float || <code> 3.0 </code> ||  
| rotationRand || float || <code> 20.0 </code> ||  
|-
|-
| baseLightRadius || float || <code> 65.0 </code> ||
| shadowAlpha || float || <code> 0.6 </code> ||  
|-
| outputLiquid || LiquidStack || <code>  </code> ||
|-
| explodeOnFull || boolean || <code> false </code> ||  
|}
|}
=== HeaterGenerator ===
=== TankUnitType ===
继承自 [[#ConsumeGenerator|ConsumeGenerator]]<br>
继承自 [[#ErekirUnitType|ErekirUnitType]]<br>
<br>
=== TeamEntry ===
继承自 [[#UnlockableContent|UnlockableContent]]<br>
=== ThermalGenerator ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| heatOutput || float || <code> 10.0 </code> ||  
| generateEffect || Effect || <code> none </code> ||  
|-
|-
| warmupRate || float || <code> 0.15 </code> ||  
| effectChance || float || <code> 0.05 </code> ||  
|}
|-
=== ImpactReactor ===
| minEfficiency || float || <code> 0.0 </code> ||
继承自 [[#PowerGenerator|PowerGenerator]]<br>
|-
<br>
| displayEfficiencyScale || float || <code> 1.0 </code> ||
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| displayEfficiency || boolean || <code> true </code> ||
|-
|-
| warmupSpeed || float || <code> 0.001 </code> ||  
| outputLiquid || LiquidStack || <code> </code> ||  
|-
|-
| itemDuration || float || <code> 60.0 </code> ||  
| attribute || Attribute || <code> heat </code> ||  
|}
|}
=== LightBlock ===
=== Thruster ===
继承自 [[#Block|Block]]<br>
继承自 [[#Wall|Wall]]<br>
<br>
=== TileableLogicDisplay ===
继承自 [[#LogicDisplay|LogicDisplay]]<br>
{| class="wikitable sortable"
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| brightness || float || <code> 0.9 </code> ||  
| maxDisplayDimensions || int || <code> 16 </code> ||  
|-
|-
| radius || float || <code> 200.0 </code> ||  
| frameSize || int || <code> 6 </code> ||  
|}
|}
=== LongPowerNode ===
=== TractorBeamTurret ===
继承自 [[#PowerNode|PowerNode]]<br>
继承自 [[#BaseTurret|BaseTurret]]<br>
<br>
{| class="wikitable sortable"
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|+ 字段
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| glowColor || Color || <code> cbfd8172 </code> ||  
| retargetTime || float || <code> 5.0 </code> ||  
|-
|-
| glowScl || float || <code> 16.0 </code> ||  
| shootCone || float || <code> 6.0 </code> ||  
|-
|-
| glowMag || float || <code> 0.6 </code> ||  
| shootLength || float || <code> 5.0 </code> ||  
|}
=== NuclearReactor ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| laserWidth || float || <code> 0.6 </code> ||
|-
|-
| lightColor || Color || <code> 7f19eaff </code> ||  
| force || float || <code> 0.3 </code> ||  
|-
|-
| coolColor || Color || <code> ffffff00 </code> ||  
| scaledForce || float || <code> 0.0 </code> ||  
|-
|-
| hotColor || Color || <code> ff9575a3 </code> ||  
| damage || float || <code> 0.0 </code> ||  
|-
|-
| itemDuration || float || <code> 120.0 </code> ||  
| targetAir || boolean || <code> true </code> ||  
|-
|-
| heating || float || <code> 0.01 </code> ||  
| targetGround || boolean || <code> false </code> ||  
|-
|-
| heatOutput || float || <code> 15.0 </code> ||  
| laserColor || Color || <code> ffffffff </code> ||  
|-
|-
| heatWarmupRate || float || <code> 1.0 </code> ||  
| statusDuration || float || <code> 300.0 </code> ||  
|-
|-
| ambientCooldownTime || float || <code> 1200.0 </code> ||  
| shootSound || Sound || <code> beamParallax </code> ||  
|-
|-
| smokeThreshold || float || <code> 0.3 </code> ||  
| shootSoundVolume || float || <code> 0.9 </code> ||  
|}
=== TreeBlock ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| flashThreshold || float || <code> 0.46 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| coolantPower || float || <code> 0.5 </code> ||
| shadowOffset || float || <code> -4.0 </code> ||  
|-
| fuelItem || Item || <code> thorium </code> ||  
|}
|}
=== PowerBlock ===
=== Turret ===
继承自 [[#Block|Block]]<br>
继承自 [[#ReloadTurret|ReloadTurret]]<br>
<br>
=== PowerDiode ===
继承自 [[#Block|Block]]<br>
<br>
=== PowerDistributor ===
继承自 [[#PowerBlock|PowerBlock]]<br>
<br>
=== PowerGenerator ===
继承自 [[#PowerDistributor|PowerDistributor]]<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
|-
|-
| powerProduction || float || <code> 0.0 </code> ||  
| targetInterval || float || <code> 20.0 </code> || Ticks between attempt at finding a target.
 
|-
|-
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
| newTargetInterval || float || <code> -1.0 </code> || Target interval for when this turret already has a valid target. -1 = targetInterval
 
|-
|-
| explosionRadius || int || <code> 12 </code> ||  
| maxAmmo || int || <code> 30 </code> || Maximum ammo units stored.
 
|-
|-
| explosionDamage || int || <code> 0 </code> ||  
| ammoPerShot || int || <code> 1 </code> || Ammo units used per shot.
 
|-
|-
| explodeEffect || Effect || <code> none </code> ||  
| consumeAmmoOnce || boolean || <code> true </code> || If true, ammo is only consumed once per shot regardless of bullet count.
 
|-
|-
| explodeSound || Sound || <code> none </code> ||  
| heatRequirement || float || <code> -1.0 </code> || Minimum input heat required to fire.
 
|-
|-
| explosionPuddles || int || <code> 10 </code> ||  
| maxHeatEfficiency || float || <code> 3.0 </code> || Maximum efficiency possible, if this turret uses heat.
 
|-
|-
| explosionPuddleRange || float || <code> 16.0 </code> ||  
| inaccuracy || float || <code> 0.0 </code> || Bullet angle randomness in degrees.
 
|-
|-
| explosionPuddleAmount || float || <code> 100.0 </code> ||  
| velocityRnd || float || <code> 0.0 </code> || Fraction of bullet velocity that is random.
 
|-
|-
| explosionPuddleLiquid || Liquid || <code> </code> ||  
| scaleLifetimeOffset || float || <code> 0.0 </code> || Fraction of lifetime that is added to bullets with lifeScale.
 
|-
|-
| explosionMinWarmup || float || <code> 0.0 </code> ||  
| shootCone || float || <code> 8.0 </code> || Maximum angle difference in degrees at which turret will still try to shoot.
 
|-
|-
| explosionShake || float || <code> 0.0 </code> ||  
| shootX || float || <code> 0.0 </code> || Turret shoot point.
 
|-
|-
| explosionShakeDuration || float || <code> 6.0 </code> ||  
| shootY || float || <code> -Infinity </code> || Turret shoot point.
|}
 
=== PowerNode ===
继承自 [[#PowerBlock|PowerBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| xRand || float || <code> 0.0 </code> || Random spread on the X axis.
 
|-
|-
| laserRange || float || <code> 6.0 </code> ||  
| drawMinRange || boolean || <code> false </code> || If true, a range ring is also drawn for minRange.
 
|-
|-
| maxNodes || int || <code> 3 </code> ||  
| trackingRange || float || <code> 0.0 </code> || Range at which it finds and locks on to the target, but does not shoot.
 
|-
|-
| autolink || boolean || <code> true </code> ||  
| minRange || float || <code> 0.0 </code> || Minimum bullet range. Used for artillery only.
 
|-
|-
| drawRange || boolean || <code> true </code> ||  
| minWarmup || float || <code> 0.0 </code> || Minimum warmup needed to fire.
 
|-
|-
| sameBlockConnection || boolean || <code> false </code> ||  
| accurateDelay || boolean || <code> true </code> || If true, this turret will accurately target moving targets with respect to shoot.firstShotDelay.
 
|-
|-
| laserScale || float || <code> 0.25 </code> ||  
| moveWhileCharging || boolean || <code> true </code> || If false, this turret can't move while charging.
 
|-
|-
| powerLayer || float || <code> 70.0 </code> ||  
| reloadWhileCharging || boolean || <code> true </code> || If false, this turret can't reload while charging
 
|-
|-
| laserColor1 || Color || <code> ffffffff </code> ||  
| warmupMaintainTime || float || <code> 0.0 </code> || How long warmup is maintained even if this turret isn't shooting.
 
|-
|-
| laserColor2 || Color || <code> fbd367ff </code> ||  
| shoot || ShootPattern || <code> new ShootPattern() </code> || pattern used for bullets
|}
 
=== SolarGenerator ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
<br>
=== ThermalGenerator ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| targetAir || boolean || <code> true </code> || If true, this block targets air units.
 
|-
|-
| generateEffect || Effect || <code> none </code> ||  
| targetGround || boolean || <code> true </code> || If true, this block targets ground units and structures.
 
|-
|-
| effectChance || float || <code> 0.05 </code> ||  
| targetBlocks || boolean || <code> true </code> || If true, this block targets blocks.
 
|-
|-
| minEfficiency || float || <code> 0.0 </code> ||  
| targetHealing || boolean || <code> false </code> || If true, this block targets friend blocks, to heal them.
 
|-
|-
| displayEfficiencyScale || float || <code> 1.0 </code> ||  
| playerControllable || boolean || <code> true </code> || If true, this turret can be controlled by players.
 
|-
|-
| displayEfficiency || boolean || <code> true </code> ||  
| displayAmmoMultiplier || boolean || <code> true </code> || If true, this block will display ammo multipliers in its stats (irrelevant for certain types of turrets).
 
|-
|-
| outputLiquid || LiquidStack || <code> </code> ||  
| targetUnderBlocks || boolean || <code> true </code> || If false, 'under' blocks like conveyors are not targeted.
 
|-
|-
| attribute || Attribute || <code> heat </code> ||  
| alwaysShooting || boolean || <code> false </code> || If true, the turret will always shoot when it has ammo, regardless of targets in range or any control.
|}
 
=== VariableReactor ===
继承自 [[#PowerGenerator|PowerGenerator]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| predictTarget || boolean || <code> true </code> || Whether this turret predicts unit movement.
 
|-
|-
| maxHeat || float || <code> 100.0 </code> ||  
| unitSort || Sortf || <code> closest </code> || Function for choosing which unit to target.
 
|-
|-
| unstableSpeed || float || <code> 0.0055555557 </code> ||  
| heatColor || Color || <code> ab3400ff </code> || Color of heat region drawn on top (if found)
 
|-
|-
| warmupSpeed || float || <code> 0.1 </code> ||  
| shootEffect || Effect || <code> </code> || Optional override for all shoot effects.
 
|-
|-
| effect || Effect || <code> fluxVapor </code> ||  
| smokeEffect || Effect || <code> </code> || Optional override for all smoke effects.
 
|-
|-
| effectChance || float || <code> 0.05 </code> ||  
| ammoUseEffect || Effect || <code> none </code> || Effect created when ammo is used. Not optional.
 
|-
|-
| effectColor || Color || <code> ffdf9dff </code> ||  
| shootSound || Sound || <code> shootDuo </code> || Sound emitted when a single bullet is shot.
 
|-
|-
| flashThreshold || float || <code> 0.01 </code> ||  
| shootSoundVolume || float || <code> 1.0 </code> || Volume of shooting sound.
 
|-
|-
| flashAlpha || float || <code> 0.4 </code> ||  
| chargeSound || Sound || <code> none </code> || Sound emitted when shoot.firstShotDelay is >0 and shooting begins.
 
|-
|-
| flashSpeed || float || <code> 7.0 </code> ||  
| loopSound || Sound || <code> none </code> || The sound that this block makes while active. One sound loop. Do not overuse.
 
|-
|-
| flashColor1 || Color || <code> ff0000ff </code> ||  
| loopSoundVolume || float || <code> 0.5 </code> || Active sound base volume.
 
|-
|-
| flashColor2 || Color || <code> 89e8b6ff </code> ||  
| soundPitchMin || float || <code> 0.9 </code> || Range for pitch of shoot sound.
|}
 
=== AttributeCrafter ===
继承自 [[#GenericCrafter|GenericCrafter]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| 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.
 
|-
|-
| attribute || Attribute || <code> heat </code> ||  
| recoil || float || <code> 1.0 </code> || Visual amount by which the turret recoils back per shot.
 
|-
|-
| baseEfficiency || float || <code> 1.0 </code> ||  
| recoils || int || <code> -1 </code> || Number of additional counters for recoil.
 
|-
|-
| boostScale || float || <code> 1.0 </code> ||  
| recoilTime || float || <code> -1.0 </code> || ticks taken for turret to return to starting position in ticks. uses reload time by default
 
|-
|-
| maxBoost || float || <code> 1.0 </code> ||  
| recoilPow || float || <code> 1.8 </code> || power curve applied to visual recoil
 
|-
|-
| minEfficiency || float || <code> -1.0 </code> ||  
| cooldownTime || float || <code> 20.0 </code> || ticks to cool down the heat region
 
|-
|-
| displayEfficiencyScale || float || <code> 1.0 </code> ||  
| elevation || float || <code> -1.0 </code> || Visual elevation of turret shadow, -1 to use defaults.
 
|-
|-
| displayEfficiency || boolean || <code> true </code> ||  
| shake || float || <code> 0.0 </code> || How much the screen shakes per shot.
 
|-
|-
| scaleLiquidConsumption || boolean || <code> false </code> ||  
| drawer || DrawBlock || <code> new DrawTurret() </code> || Defines drawing behavior for this turret.
 
|}
|}
=== BeamDrill ===
=== UnitAssembler ===
继承自 [[#Block|Block]]<br>
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
{| class="wikitable sortable"
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| drillTime || float || <code> 200.0 </code> ||  
| areaSize || int || <code> 11 </code> ||  
|-
|-
| range || int || <code> 5 </code> ||  
| droneType || UnitType || <code> assemblyDrone </code> ||  
|-
|-
| tier || int || <code> 1 </code> ||  
| dronesCreated || int || <code> 4 </code> ||  
|-
|-
| laserWidth || float || <code> 0.65 </code> ||  
| droneConstructTime || float || <code> 240.0 </code> ||  
|-
|-
| optionalBoostIntensity || float || <code> 2.5 </code> ||  
| capacities || int[] || <code> [] </code> ||  
|-
|-
| blockedItem || Item || <code> </code> ||  
| plans || Seq<AssemblerUnitPlan> || <code> [] </code> ||  
|-
|-
| blockedItems || Seq<Item> || <code> </code> ||  
| createSound || Sound || <code> unitCreateBig </code> ||  
|-
|-
| sparkColor || Color || <code> fd9e81ff </code> ||  
| createSoundVolume || float || <code> 1.0 </code> ||  
|}
=== UnitAssemblerModule ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| glowColor || Color || <code> ffffffff </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| glowIntensity || float || <code> 0.2 </code> ||  
| tier || int || <code> 1 </code> ||  
|}
=== UnitBlock ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
=== UnitCargoLoader ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| pulseIntensity || float || <code> 0.07 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| glowScl || float || <code> 3.0 </code> ||  
| unitType || UnitType || <code> manifold </code> ||  
|-
|-
| sparks || int || <code> 7 </code> ||  
| unitBuildTime || float || <code> 480.0 </code> ||  
|-
|-
| sparkRange || float || <code> 10.0 </code> ||  
| polyStroke || float || <code> 1.8 </code> ||  
|-
|-
| sparkLife || float || <code> 27.0 </code> ||  
| polyRadius || float || <code> 8.0 </code> ||  
|-
|-
| sparkRecurrence || float || <code> 4.0 </code> ||  
| polySides || int || <code> 6 </code> ||  
|-
|-
| sparkSpread || float || <code> 45.0 </code> ||  
| polyRotateSpeed || float || <code> 1.0 </code> ||  
|-
|-
| sparkSize || float || <code> 3.5 </code> ||  
| polyColor || Color || <code> ffd37fff </code> ||  
|}
=== UnitCargoUnloadPoint ===
继承自 [[#Block|Block]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| boostHeatColor || Color || <code> 75b3ccff </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
| heatColor || Color || <code> ff5959e5 </code> ||
|-
| heatPulse || float || <code> 0.3 </code> ||
|-
|-
| heatPulseScl || float || <code> 7.0 </code> ||  
| staleTimeDuration || float || <code> 360.0 </code> || If a block is full for this amount of time, it will not be flown to anymore.
 
|}
|}
=== BurstDrill ===
=== UnitCommand ===
继承自 [[#Drill|Drill]]<br>
继承自 [[#MappableContent|MappableContent]]<br>
<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
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! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| shake || float || <code> 2.0 </code> ||  
| switchToMove || boolean || <code> true </code> || If true, this unit will automatically switch away to the move command when given a position.
 
|-
|-
| speedCurve || Interp || <code> Interp.pow2In </code> ||  
| drawTarget || boolean || <code> false </code> || Whether to draw the movement/attack target.
 
|-
|-
| invertedTime || float || <code> 200.0 </code> ||  
| resetTarget || boolean || <code> true </code> || Whether to reset targets when switching to or from this command.
 
|-
|-
| arrowSpacing || float || <code> 4.0 </code> ||  
| snapToBuilding || boolean || <code> false </code> || Whether to snap the command destination to ally buildings.
 
|-
|-
| arrowOffset || float || <code> 0.0 </code> ||  
| exactArrival || boolean || <code> false </code> ||  
|-
|-
| arrows || int || <code> 3 </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
|-
|-
| arrowColor || Color || <code> feb380ff </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| baseArrowColor || Color || <code> 6e7080ff </code> ||  
| capacities || int[] || <code> [] </code> ||  
|-
|-
| glowColor || Color || <code> feb380ff </code> ||  
| plans || Seq<UnitPlan> || <code> [] </code> ||  
|-
|-
| drillSound || Sound || <code> drillImpact </code> ||  
| createSound || Sound || <code> unitCreate </code> ||  
|-
|-
| drillSoundVolume || float || <code> 0.6 </code> ||
| createSoundVolume || float || <code> 1.0 </code> ||  
|-
| drillSoundPitchRand || float || <code> 0.1 </code> ||  
|}
|}
=== Drill ===
=== UnitSpawnAbility ===
继承自 [[#Block|Block]]<br>
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
|-
|-
| hardnessDrillMultiplier || float || <code> 50.0 </code> ||  
| unit || UnitType || <code>  </code> ||
|-
| spawnTime || float || <code> 60.0 </code> ||
|-
| spawnX || float || <code> 0.0 </code> ||  
|-
|-
| tier || int || <code> 0 </code> ||  
| spawnY || float || <code> 0.0 </code> ||  
|-
|-
| drillTime || float || <code> 300.0 </code> ||  
| spawnEffect || Effect || <code> spawn </code> ||  
|-
|-
| liquidBoostIntensity || float || <code> 1.6 </code> ||  
| parentizeEffects || boolean || <code> false </code> ||  
|}
=== UnitStance ===
继承自 [[#MappableContent|MappableContent]]<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
| warmupSpeed || float || <code> 0.015 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| blockedItem || Item || <code>  </code> ||  
| icon || String || <code>  </code> || Name of UI icon (from Icon class).
 
|-
|-
| blockedItems || Seq<Item> || <code> </code> ||  
| incompatibleStances || Seq<UnitStance> || <code> new Seq<>() </code> || Stances that are mutually exclusive to this stance. This is used for convenience, for writing only!
 
|-
|-
| drawMineItem || boolean || <code> true </code> ||  
| 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
|-
|-
| drillEffect || Effect || <code> mine </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| drillEffectRnd || float || <code> -1.0 </code> ||  
| envRequired || int || <code> 0 </code> || Environmental flags that are *all* required for this unit to function. 0 = any environment
 
|-
|-
| drillEffectChance || float || <code> 0.02 </code> ||  
| 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.
 
|-
|-
| rotateSpeed || float || <code> 2.0 </code> ||  
| 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.
 
|-
|-
| updateEffect || Effect || <code> pulverizeSmall </code> ||  
| speed || float || <code> 1.1 </code> || movement speed (world units/t)
 
|-
|-
| updateEffectChance || float || <code> 0.02 </code> ||  
| boostMultiplier || float || <code> 1.0 </code> || multiplier for speed when boosting
|-
|-
| drawRim || boolean || <code> false </code> ||  
| floorMultiplier || float || <code> 1.0 </code> || how affected this unit is by terrain
|-
|-
| drawSpinSprite || boolean || <code> true </code> ||  
| rotateSpeed || float || <code> 5.0 </code> || body rotation speed in degrees/t
|-
|-
| heatColor || Color || <code> ff5512ff </code> ||  
| baseRotateSpeed || float || <code> 5.0 </code> || mech base rotation speed in degrees/t
|}
=== Fracker ===
继承自 [[#SolidPump|SolidPump]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| drag || float || <code> 0.3 </code> ||  movement drag as fraction
|-
|-
| itemUseTime || float || <code> 100.0 </code> ||  
| accel || float || <code> 0.5 </code> || acceleration as fraction of speed
|}
|-
=== GenericCrafter ===
| hitSize || float || <code> 6.0 </code> || size of one side of the hitbox square
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| deathShake || float || <code> -1.0 </code> ||  shake on unit death
|-
|-
| outputItem || ItemStack || <code> </code> ||  
| stepShake || float || <code> -1.0 </code> || shake on each step for leg/mech units
|-
|-
| outputItems || ItemStack[] || <code> </code> ||  
| rippleScale || float || <code> 1.0 </code> || ripple / dust size for legged units
|-
|-
| outputLiquid || LiquidStack || <code> </code> ||  
| riseSpeed || float || <code> 0.08 </code> || boosting rise speed as fraction
|-
|-
| outputLiquids || LiquidStack[] || <code> </code> ||  
| descentSpeed || float || <code> 08 </code> || boosting descent speed as fraction
|-
|-
| liquidOutputDirections || int[] || <code> { -1 } </code> ||  
| fallSpeed || float || <code> 0.018 </code> || how fast this unit falls upon death
|-
|-
| dumpExtraLiquid || boolean || <code> true </code> ||  
| missileAccelTime || float || <code> 0.0 </code> || how many ticks it takes this missile to accelerate to full speed
|-
|-
| ignoreLiquidFullness || boolean || <code> false </code> ||  
| health || float || <code> 200.0 </code> || raw health amount
|-
|-
| craftTime || float || <code> 80.0 </code> ||  
| armor || float || <code> 0.0 </code> || incoming damage is reduced by this amount
|-
|-
| craftEffect || Effect || <code> none </code> ||  
| range || float || <code> -1.0 </code> || minimum range of any weapon; used for approaching targets. can be overridden by setting a value > 0.
|-
|-
| updateEffect || Effect || <code> none </code> ||  
| maxRange || float || <code> -1.0 </code> || maximum range of any weapon
|-
|-
| updateEffectChance || float || <code> 0.04 </code> ||  
| mineRange || float || <code> 70.0 </code> || range at which this unit can mine ores
|-
|-
| updateEffectSpread || float || <code> 4.0 </code> ||  
| buildRange || float || <code> 220.0 </code> || range at which this unit can build
|-
|-
| warmupSpeed || float || <code> 0.019 </code> ||  
| circleTargetRadius || float || <code> 80.0 </code> || radius for circleTarget, if true
|-
|-
| legacyReadWarmup || boolean || <code> false </code> ||  
| crashDamageMultiplier || float || <code> 1.0 </code> || multiplier for damage this (flying) unit deals when crashing on enemy things
|-
|-
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
| wreckHealthMultiplier || float || <code> 0.25 </code> || multiplier for health that this flying unit has for its wreck, based on its max health.
|}
=== HeatCrafter ===
继承自 [[#GenericCrafter|GenericCrafter]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| dpsEstimate || float || <code> -1.0 </code> ||  a VERY ROUGH estimate of unit DPS; initialized in init()
|-
|-
| heatRequirement || float || <code> 10.0 </code> ||  
| clipSize || float || <code> -1.0 </code> || graphics clipping size; <0 to calculate automatically
|-
|-
| overheatScale || float || <code> 1.0 </code> ||  
| drownTimeMultiplier || float || <code> 1.0 </code> || multiplier for how slowly this unit drowns - higher numbers, slower drowning.
|-
|-
| maxEfficiency || float || <code> 4.0 </code> ||  
| 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
|}
=== Incinerator ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| researchCostMultiplier || float || <code> 50.0 </code> ||  multiplier for cost of research in tech tree
|-
|-
| effect || Effect || <code> fuelburn </code> ||  
| groundLayer || float || <code> 60.0 </code> || for ground units, the layer upon which this unit is drawn
|-
|-
| flameColor || Color || <code> ffad9dff </code> ||  
| 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
|}
=== ItemIncinerator ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| payloadCapacity || float || <code> 8.0 </code> ||  Payload capacity of this unit in world units^2
|-
|-
| effect || Effect || <code> incinerateSlag </code> ||  
| buildSpeed || float || <code> -1.0 </code> || building speed multiplier; <0 to disable.
|-
|-
| effectChance || float || <code> 0.2 </code> ||  
| aimDst || float || <code> -1.0 </code> || Minimum distance from this unit that weapons can target. Prevents units from firing "inside" the unit.
|}
=== Pump ===
继承自 [[#LiquidBlock|LiquidBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| buildBeamOffset || float || <code> 3.8 </code> ||  Visual offset of the build beam from the front.
|-
|-
| pumpAmount || float || <code> 0.2 </code> ||  
| mineBeamOffset || float || <code> -Infinity </code> || Visual offset of the mining beam from the front. Defaults to half the hitsize.
|-
|-
| consumeTime || float || <code> 300.0 </code> ||  
| 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.
|-
|-
| warmupSpeed || float || <code> 0.019 </code> ||  
| shadowElevation || float || <code> -1.0 </code> || Elevation of shadow drawn under this (ground) unit. Visual only.
|-
|-
| drawer || DrawBlock || <code> new DrawMulti(new DrawDefault(), new DrawPumpLiquid()) </code> ||  
| shadowElevationScl || float || <code> 1.0 </code> || Scale for length of shadow drawn under this unit. Does nothing if this unit has no shadow.
|}
|-
=== Separator ===
| engineOffset || float || <code> 5.0 </code> || backwards engine offset from center of unit
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| engineSize || float || <code> 2.5 </code> ||  main engine radius
|-
|-
| results || ItemStack[] || <code> </code> ||  
| engineLayer || float || <code> -1.0 </code> || layer of all engines (<0 for default)
|-
|-
| craftTime || float || <code> 0.0 </code> ||  
| itemOffsetY || float || <code> 3.0 </code> || visual backwards offset of items on unit
|-
|-
| drawer || DrawBlock || <code> new DrawDefault() </code> ||  
| lightRadius || float || <code> -1.0 </code> || radius of light emitted, <0 for default
|}
=== SingleBlockProducer ===
继承自 [[#BlockProducer|BlockProducer]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| lightOpacity || float || <code> 0.6 </code> ||  light color opacity
|-
|-
| result || Block || <code> router </code> ||  
| softShadowScl || float || <code> 1.0 </code> || scale of soft shadow - its size is calculated based off of region size
|}
=== SolidPump ===
继承自 [[#Pump|Pump]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| fogRadius || float || <code> -1.0 </code> ||  fog view radius in tiles. <0 for automatic radius.
|-
|-
| result || Liquid || <code> water </code> ||  
| waveTrailX || float || <code> 4.0 </code> || horizontal offset of wave trail in naval units
|-
|-
| updateEffect || Effect || <code> none </code> ||  
| waveTrailY || float || <code> -3.0 </code> || vertical offset of wave trail in naval units 
|-
|-
| updateEffectChance || float || <code> 0.02 </code> ||  
| trailScl || float || <code> 1.0 </code> || width of all trails (including naval ones)
|-
|-
| rotateSpeed || float || <code> 1.0 </code> ||  
| isEnemy || boolean || <code> true </code> || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)
 
|-
|-
| baseEfficiency || float || <code> 1.0 </code> ||  
| flying || boolean || <code> false </code> || if true, the unit is always at elevation 1
|-
|-
| attribute || Attribute || <code> </code> ||  
| wobble || boolean || <code> true </code> || whether this flying unit should wobble around
|}
=== WallCrafter ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| targetAir || boolean || <code> true </code> ||  whether this unit tries to attack air units
|-
|-
| drillTime || float || <code> 150.0 </code> ||  
| targetGround || boolean || <code> true </code> || whether this unit tries to attack ground units
|-
|-
| liquidBoostIntensity || float || <code> 1.6 </code> ||  
| faceTarget || boolean || <code> true </code> || if true, this unit will attempt to face its target when shooting/aiming at it
|-
|-
| updateEffect || Effect || <code> mineWallSmall </code> ||  
| circleTarget || boolean || <code> false </code> || AI flag: if true, this flying unit circles around its target like a bomber
|-
|-
| updateEffectChance || float || <code> 0.02 </code> ||  
| 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
|-
|-
| rotateSpeed || float || <code> 2.0 </code> ||  
| 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.
|-
|-
| attribute || Attribute || <code> sand </code> ||  
| canBoost || boolean || <code> false </code> || if true, this unit can boost into the air if a player/processors controls it
|-
|-
| output || Item || <code> sand </code> ||  
| boostWhenBuilding || boolean || <code> true </code> || if true, this unit will always boost when using builder AI
|-
|-
| boostItemUseTime || float || <code> 120.0 </code> ||  
| boostWhenMining || boolean || <code> true </code> || if true, this unit will always boost when using miner AI
|-
|-
| itemBoostIntensity || float || <code> 1.6 </code> ||  
| logicControllable || boolean || <code> true </code> || if false, logic processors cannot control this unit
|-
|-
| hasLiquidBooster || boolean || <code> false </code> ||  
| playerControllable || boolean || <code> true </code> || if false, players cannot control this unit
|}
=== ItemSource ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| controlSelectGlobal || boolean || <code> true </code> ||  If true, the unit can be selected with the global selection hotkey (shift+g).
|-
|-
| itemsPerSecond || int || <code> 100 </code> ||  
| allowedInPayloads || boolean || <code> true </code> || if false, this unit cannot be moved into payloads
|}
|-
=== ItemVoid ===
| hittable || boolean || <code> true </code> ||  if false, this unit cannot be hit by bullets or explosions
继承自 [[#Block|Block]]<br>
|-
<br>
| killable || boolean || <code> true </code> || if false, this unit does not take damage and cannot be kill() / destroy()-ed.
=== LiquidSource ===
继承自 [[#Block|Block]]<br>
<br>
=== LiquidVoid ===
继承自 [[#Block|Block]]<br>
<br>
=== PowerSource ===
继承自 [[#PowerNode|PowerNode]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| targetable || boolean || <code> true </code> ||  if false, this unit is not targeted by anything.
|-
|-
| powerProduction || float || <code> 10000.0 </code> ||  
| vulnerableWithPayloads || boolean || <code> false </code> || if true, this unit can be hit/targeted when it has payloads (assuming hittable/targetable is false)
|}
=== PowerVoid ===
继承自 [[#PowerBlock|PowerBlock]]<br>
<br>
=== CoreBlock ===
继承自 [[#StorageBlock|StorageBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| pickupUnits || boolean || <code> true </code> ||  if true, this payload unit can pick up units
|-
|-
| thrusterLength || float || <code> 3.5 </code> ||  
| physics || boolean || <code> true </code> || if false, this unit does not physically collide with others.
|-
|-
| thrusterOffset || float || <code> 0.0 </code> ||  
| canDrown || boolean || <code> true </code> || if true, this ground unit will drown in deep liquids.
|-
|-
| isFirstTier || boolean || <code> false </code> ||  
| useUnitCap || boolean || <code> true </code> || if false, this unit ignores the unit cap and can be spawned infinitely
|-
|-
| allowSpawn || boolean || <code> true </code> ||  
| coreUnitDock || boolean || <code> false </code> || if true, this core unit will "dock" to other units, making it re-appear when "undocking".
|-
|-
| requiresCoreZone || boolean || <code> false </code> ||  
| createWreck || boolean || <code> true </code> || if false, no falling "corpse" is created when this unit dies.
|-
|-
| incinerateNonBuildable || boolean || <code> false </code> ||  
| createScorch || boolean || <code> true </code> || if false, no scorch marks are created when this unit dies
|-
|-
| unitType || UnitType || <code> alpha </code> ||  
| lowAltitude || boolean || <code> false </code> || if true, this unit will be drawn under effects/bullets; this is a visual change only.
|-
|-
| landDuration || float || <code> 160.0 </code> ||  
| rotateToBuilding || boolean || <code> true </code> || if true, this unit will look at whatever it is building
|-
|-
| landMusic || Music || <code> land </code> ||  
| allowLegStep || boolean || <code> false </code> || if true and this is a legged unit, this unit can walk over blocks.
|-
|-
| launchSoundVolume || float || <code> 1.0 </code> ||  
| legPhysicsLayer || boolean || <code> true </code> || for legged units, setting this to false forces it to be on the ground physics layer.
|-
|-
| landSoundVolume || float || <code> 1.0 </code> ||  
| hovering || boolean || <code> false </code> || if true, this unit will not be affected by the floor under it.
|-
|-
| launchSound || Sound || <code> coreLaunch </code> ||  
| 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.
|-
|-
| landSound || Sound || <code> coreLand </code> ||  
| rotateMoveFirst || boolean || <code> false </code> || if true, the unit faces its moving direction before actually moving.
|-
|-
| launchEffect || Effect || <code> launch </code> ||  
| healFlash || boolean || <code> true </code> || if true, this unit flashes when being healed
|-
|-
| landZoomInterp || Interp || <code> Interp.pow3 </code> ||  
| canHeal || boolean || <code> false </code> || whether the unit can heal blocks. Initialized in init()
|-
|-
| landZoomFrom || float || <code> 0.02 </code> ||  
| singleTarget || boolean || <code> false </code> || if true, all weapons will attack the same target.
|-
|-
| landZoomTo || float || <code> 4.0 </code> ||  
| forceMultiTarget || boolean || <code> false </code> || if true, this unit will be able to have multiple targets, even if it only has one mirrored weapon.
|-
|-
| captureInvicibility || float || <code> 900.0 </code> ||  
| canAttack || boolean || <code> true </code> || if false, this unit has no weapons that can attack.
|}
=== StorageBlock ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| hidden || boolean || <code> false </code> ||  if true, this unit won't show up in the database or various other UIs.
|-
|-
| coreMerge || boolean || <code> true </code> ||  
| internal || boolean || <code> false </code> || if true, this unit is for internal use only and does not have a sprite generated.
|}
|-
=== Unloader ===
| internalGenerateSprites || boolean || <code> false </code> || For certain units, generating sprites is still necessary, despite being internal.
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| bounded || boolean || <code> true </code> ||  If false, this unit is not pushed away from map edges.
|-
|-
| speed || float || <code> 1.0 </code> ||  
| naval || boolean || <code> false </code> || if true, this unit is detected as naval - do NOT assign this manually! Initialized in init()
|-
|-
| allowCoreUnload || boolean || <code> true </code> ||  
| autoFindTarget || boolean || <code> true </code> || if false, RTS AI controlled units do not automatically attack things while moving. This is automatically assigned.
|}
=== DroneCenter ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| targetUnderBlocks || boolean || <code> true </code> ||  If false, 'under' blocks like conveyors are not targeted.
|-
|-
| unitsSpawned || int || <code> 4 </code> ||  
| alwaysShootWhenMoving || boolean || <code> false </code> || if true, this unit will always shoot while moving regardless of slowdown
|-
|-
| droneType || UnitType || <code> </code> ||  
| hoverable || boolean || <code> true </code> || whether this unit has a hover tooltip
|-
|-
| droneConstructTime || float || <code> 180.0 </code> ||  
| 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.
|-
|-
| statusDuration || float || <code> 120.0 </code> ||  
| generateFullIcon || boolean || <code> true </code> || for vanilla content only - if false, skips the full icon generation step.
|-
|-
| droneRange || float || <code> 50.0 </code> ||  
| squareShape || boolean || <code> false </code> || if true, this unit has a square shadow.
|}
=== Reconstructor ===
继承自 [[#UnitBlock|UnitBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| drawBuildBeam || boolean || <code> true </code> ||  if true, this unit will draw its building beam towards blocks.
|-
|-
| constructTime || float || <code> 120.0 </code> ||  
| drawMineBeam || boolean || <code> true </code> || if true, this unit will draw its mining beam towards blocks
|-
|-
| upgrades || Seq<UnitType[]> || <code> [] </code> ||  
| drawCell || boolean || <code> true </code> || if false, the team indicator/cell is not drawn.
|-
|-
| capacities || int[] || <code> [] </code> ||  
| drawItems || boolean || <code> true </code> || if false, carried items are not drawn.
|-
|-
| createSound || Sound || <code> unitCreate </code> ||  
| drawShields || boolean || <code> true </code> || if false, the unit shield (usually seen in waves) is not drawn.
|-
|-
| createSoundVolume || float || <code> 1.0 </code> ||  
| drawBody || boolean || <code> true </code> || if false, the unit body is not drawn.
|}
=== RepairTower ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| drawSoftShadow || boolean || <code> true </code> ||  if false, the soft shadow is not drawn.
|-
|-
| range || float || <code> 80.0 </code> ||  
| drawMinimap || boolean || <code> true </code> || if false, the unit is not drawn on the minimap.
|-
|-
| circleColor || Color || <code> 98ffa9ff </code> ||  
| abilities || Seq<Ability> || <code> [] </code> || list of "abilities", which are various behaviors that update each frame
 
|-
|-
| glowColor || Color || <code> 98ffa97f </code> ||  
| weapons || Seq<Weapon> || <code> [] </code> || All weapons that this unit will shoot with.
 
|-
|-
| circleSpeed || float || <code> 120.0 </code> ||  
| healColor || Color || <code> 98ffa9ff </code> || color that this unit flashes when getting healed (if healFlash is true)
 
|-
|-
| circleStroke || float || <code> 3.0 </code> ||  
| lightColor || Color || <code> fbd367ff </code> || Color of light that this unit produces when lighting is enabled in the map.
 
|-
|-
| squareRad || float || <code> 3.0 </code> ||  
| shieldColor || Color || <code> </code> || override for unit shield colour.
 
|-
|-
| squareSpinScl || float || <code> 0.8 </code> ||  
| deathSound || Sound || <code> unset </code> || sound played when this unit explodes (*not* when it is shot down)
 
|-
|-
| glowMag || float || <code> 0.5 </code> ||  
| deathSoundVolume || float || <code> 1.0 </code> || volume of death sound
 
|-
|-
| glowScl || float || <code> 8.0 </code> ||  
| wreckSound || Sound || <code> unset </code> || sound played when the unit wreck is shot down
 
|-
|-
| healAmount || float || <code> 1.0 </code> ||  
| wreckSoundVolume || float || <code> 1.0 </code> || volume of wreck falling sound
|}
 
=== RepairTurret ===
|-
继承自 [[#Block|Block]]<br>
| loopSound || Sound || <code> none </code> || sound played on loop when this unit is around.
<br>
 
{| class="wikitable sortable"
|-
|+ 字段
| 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
 
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| stepSoundVolume || float || <code> 0.5 </code> || volume of step sound
 
|-
|-
| timerTarget || int || <code> 1 </code> ||  
| stepSoundPitch || float || <code> 1.0 </code> || base pitch of step sound
 
|-
|-
| timerEffect || int || <code> 2 </code> ||  
| stepSoundPitchRange || float || <code> 0.1 </code> || base pitch of step sound
 
|-
|-
| repairRadius || float || <code> 50.0 </code> ||  
| tankMoveSound || Sound || <code> tankMove </code> || sound looped when tank moves
 
|-
|-
| repairSpeed || float || <code> 0.3 </code> ||  
| moveSound || Sound || <code> none </code> || sound looped when the unit moves; volume depends on velocity
 
|-
|-
| powerUse || float || <code> 0.0 </code> ||  
| moveSoundVolume || float || <code> 1.0 </code> || volume of movement sound
 
|-
|-
| length || float || <code> 5.0 </code> ||  
| moveSoundPitchMin || float || <code> 1.0 </code> || pitch of movement sound based on velocity
 
|-
|-
| beamWidth || float || <code> 1.0 </code> ||  
| moveSoundPitchMax || float || <code> 1.0 </code> || pitch of movement sound based on velocity
 
|-
|-
| pulseRadius || float || <code> 6.0 </code> ||  
| tankMoveVolume || float || <code> 0.5 </code> || volume of tank move sfx
 
|-
|-
| pulseStroke || float || <code> 2.0 </code> ||  
| fallEffect || Effect || <code> fallSmoke </code> || effect that this unit emits when falling
 
|-
|-
| acceptCoolant || boolean || <code> false </code> ||  
| fallEngineEffect || Effect || <code> fallSmoke </code> || effect created at engine when unit falls.
 
|-
|-
| coolantUse || float || <code> 0.5 </code> ||  
| deathExplosionEffect || Effect || <code> dynamicExplosion </code> || effect created when this unit dies
 
|-
|-
| coolEffect || Effect || <code> fuelburn </code> ||  
| treadEffect || Effect || <code> </code> || optional effect created when this tank moves
 
|-
|-
| coolantMultiplier || float || <code> 1.0 </code> ||  
| parts || Seq<DrawPart> || <code> [] </code> || extra (usually animated) visual parts
 
|-
|-
| laserColor || Color || <code> 98ffa9ff </code> ||  
| useEngineElevation || boolean || <code> true </code> || if false, the thruster is always displayed at its normal size regardless of elevation
 
|-
|-
| laserTopColor || Color || <code> ffffffff </code> ||  
| engineColor || Color || <code> null </code> || override for all engine colors
|}
 
=== UnitAssembler ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| engineColorInner || Color || <code> ffffffff </code> || color for inner portions of engines
 
|-
|-
| areaSize || int || <code> 11 </code> ||  
| trailLength || int || <code> 0 </code> || length of engine trail (if flying) or wave trail (if naval)
 
|-
|-
| droneType || UnitType || <code> assemblyDrone </code> ||  
| trailColor || Color || <code> </code> || override for engine trail color
 
|-
|-
| dronesCreated || int || <code> 4 </code> ||  
| flowfieldPathType || int || <code> -1 </code> || Cost type ID for flow field/enemy AI pathfinding.
 
|-
|-
| droneConstructTime || float || <code> 240.0 </code> ||  
| 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().
 
|-
|-
| capacities || int[] || <code> [] </code> ||  
| sample || Unit || <code> </code> || A sample of the unit that this type creates. Do not modify!
 
|-
|-
| plans || Seq<AssemblerUnitPlan> || <code> [] </code> ||  
| 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.
 
|-
|-
| createSound || Sound || <code> unitCreateBig </code> ||  
| allowChangeCommands || boolean || <code> true </code> || A value of false is used to hide command changing UI in unit factories.
 
|-
|-
| createSoundVolume || float || <code> 1.0 </code> ||  
| 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().
|}
 
=== UnitAssemblerModule ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| defaultCommand || UnitCommand || <code>  </code> || Command to assign to this unit upon creation. Null indicates the first command in the array.
 
|-
|-
| tier || int || <code> 1 </code> ||  
| stances || Seq<UnitStance> || <code> [] </code> || Stances this unit can have.  An empty array means stances will be assigned based on unit capabilities in init().
|}
 
=== UnitBlock ===
继承自 [[#PayloadBlock|PayloadBlock]]<br>
<br>
=== UnitCargoLoader ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| outlineColor || Color || <code> 565666ff </code> || color for outline generated around sprites
 
|-
|-
| unitType || UnitType || <code> manifold </code> ||  
| outlineRadius || int || <code> 3 </code> || thickness for sprite outline
 
|-
|-
| unitBuildTime || float || <code> 480.0 </code> ||  
| outlines || boolean || <code> true </code> || if false, no sprite outlines are generated
 
|-
|-
| polyStroke || float || <code> 1.8 </code> ||  
| itemCapacity || int || <code> -1 </code> || amount of items this unit can carry; <0 to determine based on hitSize.
 
|-
|-
| polyRadius || float || <code> 8.0 </code> ||  
| 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.
 
|-
|-
| polySides || int || <code> 6 </code> ||  
| ammoType || AmmoType || <code> copper) </code> || ammo this unit uses, if that system is enabled.
 
|-
|-
| polyRotateSpeed || float || <code> 1.0 </code> ||  
| mineTier || int || <code> -1 </code> || max hardness of ore that this unit can mine (<0 to disable)
 
|-
|-
| polyColor || Color || <code> ffd37fff </code> ||  
| mineSpeed || float || <code> 1.0 </code> || mining speed in weird arbitrary units
|}
 
=== UnitCargoUnloadPoint ===
继承自 [[#Block|Block]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| mineWalls || boolean || <code> false </code> || whether this unit can mine ores from floors/walls, respectively
 
|-
|-
| staleTimeDuration || float || <code> 360.0 </code> ||  
| mineFloor || boolean || <code> true </code> || whether this unit can mine ores from floors/walls, respectively
|}
 
=== UnitFactory ===
继承自 [[#UnitBlock|UnitBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| mineHardnessScaling || boolean || <code> true </code> || if true, harder materials will take longer to mine
 
|-
|-
| capacities || int[] || <code> [] </code> ||  
| mineSound || Sound || <code> loopMineBeam </code> || continuous sound emitted when mining.
 
|-
|-
| plans || Seq<UnitPlan> || <code> [] </code> ||  
| mineSoundVolume || float || <code> 0.6 </code> || volume of mining sound.
 
|-
|-
| createSound || Sound || <code> unitCreate </code> ||  
| mineItems || Seq<Item> || <code> [铜铅钛钍] </code> || Target items to mine. Used in MinerAI
 
|-
|-
| createSoundVolume || float || <code> 1.0 </code> ||  
| legCount || int || <code> 4 </code> || number of legs this unit has (must have the correct type to function!)
|}
 
=== DrawArcSmelt ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| legGroupSize || int || <code> 2 </code> || size of groups in which legs move. for example, insects (6 legs) usually move legs in groups of 3.
 
|-
|-
| flameColor || Color || <code> f58349ff </code> ||  
| legLength || float || <code> 10.0 </code> || total length of a leg (both segments)
 
|-
|-
| midColor || Color || <code> f2d585ff </code> ||  
| legSpeed || float || <code> 0.1 </code> || how fast individual legs move towards their destination (non-linear)
|-
|-
| flameRad || float || <code> 1.0 </code> ||  
| 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
|-
|-
| circleSpace || float || <code> 2.0 </code> ||  
| legBaseOffset || float || <code> 0.0 </code> || leg offset from the center of the unit
|-
|-
| flameRadiusScl || float || <code> 3.0 </code> ||  
| legMoveSpace || float || <code> 1.0 </code> || scaling for space between leg movements
|-
|-
| flameRadiusMag || float || <code> 0.3 </code> ||  
| 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)
|-
|-
| circleStroke || float || <code> 1.5 </code> ||  
| legPairOffset || float || <code> 0.0 </code> || Higher values of this field make groups of legs move less in-sync with each other.
|-
|-
| x || float || <code> 0.0 </code> ||  
| 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
|-
|-
| y || float || <code> 0.0 </code> ||  
| legStraightLength || float || <code> 1.0 </code> || if legStraightness > 0, this is the scale for how far away legs are from the body horizontally
|-
|-
| alpha || float || <code> 0.68 </code> ||  
| legMaxLength || float || <code> 1.75 </code> || maximum length of an individual leg as fraction of real length
|-
|-
| particles || int || <code> 25 </code> ||  
| legMinLength || float || <code> 0.0 </code> || minimum length of an individual leg as fraction of real length
|-
|-
| particleLife || float || <code> 40.0 </code> ||  
| legSplashDamage || float || <code> 0.0 </code> || splash damage dealt when a leg touches the ground
|-
|-
| particleRad || float || <code> 7.0 </code> ||  
| legSplashRange || float || <code> 5.0 </code> || splash damage radius of legs
|-
|-
| particleStroke || float || <code> 1.1 </code> ||  
| baseLegStraightness || float || <code> 0.0 </code> || how straight the leg base/origin is (0 = circular, 1 = line)
|-
|-
| particleLen || float || <code> 3.0 </code> ||  
| legStraightness || float || <code> 0.0 </code> || how straight the leg outward angles are (0 = circular, 1 = horizontal line)
|-
|-
| drawCenter || boolean || <code> true </code> ||  
| legBaseUnder || boolean || <code> false </code> || If true, the base (further away) leg region is drawn under instead of over.
 
|-
|-
| blending || Blending || <code> additive </code> ||  
| lockLegBase || boolean || <code> false </code> || If true, legs are locked to the base of the unit instead of being on an implicit rotating "mount".
|}
 
=== DrawBlock ===
继承自 [[#Object|Object]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| 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)
 
|-
|-
| iconOverride || String[] || <code> null </code> ||  
| flipBackLegs || boolean || <code> true </code> || TODO neither of these appear to do much
|}
 
=== DrawBlurSpin ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| flipLegSide || boolean || <code> false </code> || TODO neither of these appear to do much
 
|-
|-
| suffix || String || <code> "" </code> ||  
| emitWalkSound || boolean || <code> true </code> || Whether to emit a splashing noise in water.
 
|-
|-
| rotateSpeed || float || <code> 1.0 </code> ||  
| emitWalkEffect || boolean || <code> true </code> || Whether to emit a splashing effect in water (fasle implies emitWalkSound false).
 
|-
|-
| x || float || <code> 0.0 </code> ||  
| mechLandShake || float || <code> 0.0 </code> || screen shake amount for when this mech lands after boosting
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| mechSideSway || float || <code> 0.54 </code> || parameters for mech swaying animation
 
|-
|-
| blurThresh || float || <code> 0.7 </code> ||  
| mechFrontSway || float || <code> 0.1 </code> || parameters for mech swaying animation
|}
 
=== DrawBubbles ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| mechStride || float || <code> -1.0 </code> || parameters for mech swaying animation
 
|-
|-
| color || Color || <code> 7457ceff </code> ||  
| mechStepParticles || boolean || <code> false </code> || whether particles are created when this mech takes a step
 
|-
|-
| amount || int || <code> 12 </code> ||  
| mechLegColor || Color || <code> 6e7080ff </code> || color that legs change to when moving, to simulate depth
 
|-
|-
| sides || int || <code> 8 </code> ||  
| treadFrames || int || <code> 18 </code> || number of frames of movement in a tread
 
|-
|-
| strokeMin || float || <code> 0.2 </code> ||  
| 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
 
|-
|-
| spread || float || <code> 3.0 </code> ||  
| crushFragile || boolean || <code> false </code> || if true, 'fragile' blocks will instantly be crushed in a 1x1 area around the tank
 
|-
|-
| timeScl || float || <code> 30.0 </code> ||  
| segments || int || <code> 0 </code> || number of independent segments
 
|-
|-
| recurrence || float || <code> 6.0 </code> ||  
| segmentUnits || int || <code> 1 </code> || TODO wave support - for multi-unit segmented units, this is the number of independent units that are spawned
 
|-
|-
| radius || float || <code> 3.0 </code> ||  
| segmentUnit || UnitType || <code> </code> || unit spawned in segments; if null, the same unit is used
 
|-
|-
| fill || boolean || <code> false </code> ||  
| segmentEndUnit || UnitType || <code> </code> || unit spawned at the end; if null, the segment unit is used
|}
 
=== DrawCells ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| segmentLayerOrder || boolean || <code> true </code> || true - parent segments are on higher layers; false - parent segments are on lower layers than head
 
|-
|-
| color || Color || <code> ffffffff </code> ||  
| segmentMag || float || <code> 2.0 </code> || magnitude of sine offset between segments
 
|-
|-
| particleColorFrom || Color || <code> 000000ff </code> ||  
| segmentScl || float || <code> 4.0 </code> || scale of sine offset between segments
|-
|-
| particleColorTo || Color || <code> 000000ff </code> ||  
| 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
|-
|-
| particles || int || <code> 12 </code> ||  
| crawlSlowdown || float || <code> 0.5 </code> || speed multiplier this unit will have when crawlSlowdownFrac is met.
|-
|-
| range || float || <code> 4.0 </code> ||  
| crushDamage || float || <code> 0.0 </code> || damage dealt to blocks under this tank/crawler every frame.
|-
|-
| recurrence || float || <code> 2.0 </code> ||  
| crawlSlowdownFrac || float || <code> 0.55 </code> || the fraction of solids under this block necessary for it to reach crawlSlowdown.
|-
|-
| radius || float || <code> 1.8 </code> ||  
| lifetime || float || <code> 300.0 </code> || lifetime of this missile.
 
|-
|-
| lifetime || float || <code> 180.0 </code> ||  
| homingDelay || float || <code> 10.0 </code> || ticks that must pass before this missile starts homing.
 
|}
|}
=== DrawCircles ===
=== Unloader ===
继承自 [[#DrawBlock|DrawBlock]]<br>
继承自 [[#Block|Block]]<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
|-
|-
| color || Color || <code> 7457ceff </code> ||  
| speed || float || <code> 1.0 </code> ||  
|-
|-
| amount || int || <code> 5 </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
|-
|-
| sides || int || <code> 15 </code> ||
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| strokeMin || float || <code> 0.2 </code> ||  
| localizedName || String || <code> </code> || Localized, formal name. Never null. Set to internal name if not found in bundle.
 
|-
|-
| strokeMax || float || <code> 2.0 </code> ||  
| description || String || <code> </code> || Localized description & details. May be null.
 
|-
|-
| timeScl || float || <code> 160.0 </code> ||  
| details || String || <code> </code> || Localized description & details. May be null.
 
|-
|-
| radius || float || <code> 12.0 </code> ||  
| credit || String || <code> </code> || Localized description & details. May be null.
 
|-
|-
| radiusOffset || float || <code> 0.0 </code> ||  
| alwaysUnlocked || boolean || <code> false </code> || Whether this content is always unlocked in the tech tree.
 
|-
|-
| x || float || <code> 0.0 </code> ||  
| inlineDescription || boolean || <code> true </code> || Whether to show the description in the research dialog preview.
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| hideDetails || boolean || <code> true </code> || Whether details are hidden in custom games if this hasn't been unlocked in campaign mode.
 
|-
|-
| strokeInterp || Interp || <code> Interp.pow3In </code> ||  
| hideDatabase || boolean || <code> false </code> || Whether this is hidden from the Core Database.
|}
 
=== DrawCrucibleFlame ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| generateIcons || boolean || <code> true </code> || If false, all icon generation is disabled for this content; createIcons is not called.
 
|-
|-
| flameColor || Color || <code> f58349ff </code> ||  
| selectionSize || float || <code> 24 </code> || How big the content appears in certain selection menus
 
|-
|-
| midColor || Color || <code> f2d585ff </code> ||  
| fullOverride || String || <code> "" </code> || Override for the full icon. Useful for mod content with duplicate icons. Overrides any other full icon.
 
|-
|-
| flameRad || float || <code> 1.0 </code> ||  
| allDatabaseTabs || boolean || <code> false </code> || If true, this content will appear in all database tabs.
 
|-
|-
| circleSpace || float || <code> 2.0 </code> ||  
| 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.
 
|-
|-
| flameRadiusScl || float || <code> 10.0 </code> ||  
| 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.
 
|-
|-
| flameRadiusMag || float || <code> 0.6 </code> ||  
| 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
|-
|-
| circleStroke || float || <code> 1.5 </code> ||  
| maxHeat || float || <code> 100.0 </code> ||  
|-
|-
| x || float || <code> 0.0 </code> ||  
| unstableSpeed || float || <code> 0.0055555557 </code> || How quickly instability moves towards 1, per frame.
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| warmupSpeed || float || <code> 0.1 </code> ||  
|-
|-
| alpha || float || <code> 0.5 </code> ||  
| effect || Effect || <code> fluxVapor </code> ||  
|-
|-
| particles || int || <code> 30 </code> ||  
| effectChance || float || <code> 0.05 </code> ||  
|-
|-
| particleLife || float || <code> 70.0 </code> ||  
| effectColor || Color || <code> ffdf9dff </code> ||  
|-
|-
| particleRad || float || <code> 7.0 </code> ||  
| flashThreshold || float || <code> 0.01 </code> ||  
|-
|-
| particleSize || float || <code> 3.0 </code> ||  
| flashAlpha || float || <code> 0.4 </code> ||  
|-
|-
| fadeMargin || float || <code> 0.4 </code> ||  
| flashSpeed || float || <code> 7.0 </code> ||  
|-
|-
| rotateScl || float || <code> 1.5 </code> ||  
| flashColor1 || Color || <code> ff0000ff </code> ||  
|-
|-
| particleInterp || Interp || <code> new PowIn(1.5f) </code> ||  
| flashColor2 || Color || <code> 89e8b6ff </code> ||  
|}
|}
=== DrawCultivator ===
=== Wall ===
继承自 [[#DrawBlock|DrawBlock]]<br>
继承自 [[#Block|Block]]<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
|-
|-
| plantColor || Color || <code> 5541b1ff </code> ||  
| lightningChance || float || <code> -1.0 </code> || Lighting chance. -1 to disable
 
|-
|-
| plantColorLight || Color || <code> 7457ceff </code> ||  
| lightningDamage || float || <code> 20.0 </code> ||  
|-
|-
| bottomColor || Color || <code> 474747ff </code> ||  
| lightningLength || int || <code> 17 </code> ||  
|-
|-
| bubbles || int || <code> 12 </code> ||  
| lightningColor || Color || <code> f3e979ff </code> ||  
|-
|-
| sides || int || <code> 8 </code> ||  
| lightningSound || Sound || <code> shootArc </code> ||  
|-
|-
| strokeMin || float || <code> 0.2 </code> ||  
| chanceDeflect || float || <code> -1.0 </code> || Bullet deflection chance. -1 to disable
 
|-
|-
| spread || float || <code> 3.0 </code> ||  
| flashHit || boolean || <code> false </code> ||  
|-
|-
| timeScl || float || <code> 70.0 </code> ||  
| flashColor || Color || <code> ffffffff </code> ||  
|-
|-
| recurrence || float || <code> 6.0 </code> ||
| deflectSound || Sound || <code> none </code> ||  
|-
| radius || float || <code> 3.0 </code> ||  
|}
|}
=== DrawDefault ===
=== WallCrafter ===
继承自 [[#DrawBlock|DrawBlock]]<br>
继承自 [[#Block|Block]]<br>
<br>
=== DrawFade ===
继承自 [[#DrawBlock|DrawBlock]]<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
|-
|-
| suffix || String || <code> "-top" </code> ||  
| 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> ||  
|-
|-
| alpha || float || <code> 0.6 </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.
 
|-
|-
| scale || float || <code> 3.0 </code> ||  
| hasLiquidBooster || boolean || <code> false </code> ||  
|}
|}
=== DrawFlame ===
=== WaveEffect ===
继承自 [[#DrawBlock|DrawBlock]]<br>
继承自 [[#Effect|Effect]]<br>
<br>
Effect that renders a basic shockwave.
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ 字段
|+ 字段
第5,859行: 第6,713行:
! 名称 !! 类型 !! 默认值 !! 注释
! 名称 !! 类型 !! 默认值 !! 注释
|-
|-
| flameColor || Color || <code> ffc999ff </code> ||  
| colorFrom || Color || <code> ffffffff </code> ||  
|-
|-
| lightRadius || float || <code> 60.0 </code> ||  
| colorTo || Color || <code> ffffffff </code> ||  
|-
|-
| lightAlpha || float || <code> 0.65 </code> ||  
| lightColor || Color || <code> </code> ||  
|-
|-
| lightSinScl || float || <code> 10.0 </code> ||  
| sizeFrom || float || <code> 0.0 </code> ||  
|-
|-
| lightSinMag || float || <code> 5.0 </code> ||  
| sizeTo || float || <code> 100.0 </code> ||  
|-
|-
| flameRadius || float || <code> 3.0 </code> ||  
| lightScl || float || <code> 3.0 </code> ||  
|-
|-
| flameRadiusIn || float || <code> 1.9 </code> ||  
| lightOpacity || float || <code> 0.8 </code> ||  
|-
|-
| flameRadiusScl || float || <code> 5.0 </code> ||  
| sides || int || <code> -1 </code> ||  
|-
|-
| flameRadiusMag || float || <code> 2.0 </code> ||  
| rotation || float || <code> 0.0 </code> ||  
|-
|-
| flameRadiusInMag || float || <code> 1.0 </code> ||  
| strokeFrom || float || <code> 2.0 </code> ||  
|-
|-
| flameX || float || <code> 0.0 </code> ||  
| strokeTo || float || <code> 0.0 </code> ||  
|-
|-
| flameY || float || <code> 0.0 </code> ||  
| interp || Interp || <code> Interp.linear </code> ||  
|}
=== DrawFrames ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| lightInterp || Interp || <code> Interp.reverse </code> ||
|-
|-
| frames || int || <code> 3 </code> ||  
| offsetX || float || <code> 0.0 </code> ||  
|-
|-
| interval || float || <code> 5.0 </code> ||
| offsetY || float || <code> 0.0 </code> ||  
|-
| sine || boolean || <code> true </code> ||  
|}
|}
=== DrawGlowRegion ===
=== Weapon ===
继承自 [[#DrawBlock|DrawBlock]]<br>
继承自 [[#Object|Object]]<br>
<br>
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|-
|-
| blending || Blending || <code> additive </code> ||  
| name || String || <code> </code> || displayed weapon region
 
|-
|-
| suffix || String || <code> "-glow" </code> ||  
| bullet || BulletType || <code> placeholder </code> || bullet shot
 
|-
|-
| alpha || float || <code> 0.9 </code> ||  
| ejectEffect || Effect || <code> none </code> || shell ejection effect
 
|-
|-
| glowScale || float || <code> 10.0 </code> ||  
| display || boolean || <code> true </code> || whether weapon should appear in the stats of a unit with this weapon
 
|-
|-
| glowIntensity || float || <code> 0.5 </code> ||  
| useAmmo || boolean || <code> true </code> || whether to consume ammo when ammo is enabled in rules
 
|-
|-
| rotateSpeed || float || <code> 0.0 </code> ||  
| mirror || boolean || <code> true </code> || whether to create a flipped copy of this weapon upon initialization. default: true
 
|-
|-
| layer || float || <code> 31.0 </code> ||  
| flipSprite || boolean || <code> false </code> || whether to flip the weapon's sprite when rendering. internal use only - do not set!
 
|-
|-
| rotate || boolean || <code> false </code> ||  
| 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
 
|-
|-
| color || Color || <code> ff0000ff </code> ||  
| rotate || boolean || <code> false </code> || whether to rotate toward the target independently of unit
|}
 
=== DrawHeatInput ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| showStatSprite || boolean || <code> true </code> || Whether to show the sprite of the weapon in the database.
 
|-
|-
| suffix || String || <code> "-heat" </code> ||  
| baseRotation || float || <code> 0.0 </code> || rotation at which this weapon starts at.
 
|-
|-
| heatColor || Color || <code> ff3838cc </code> ||  
| top || boolean || <code> true </code> || whether to draw the outline on top.
 
|-
|-
| heatPulse || float || <code> 0.3 </code> ||  
| continuous || boolean || <code> false </code> || whether to hold the bullet in place while firing; it will still require reload.
 
|-
|-
| heatPulseScl || float || <code> 10.0 </code> ||  
| alwaysContinuous || boolean || <code> false </code> || whether this weapon uses continuous fire without reloading; implies continuous = true
|}
 
=== DrawHeatOutput ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| aimChangeSpeed || float || <code> Infinity </code> || Speed at which the turret can change its bullet "aim" distance. This is only used for point laser bullets.
 
|-
|-
| heatColor || Color || <code> ff3838cc </code> ||  
| controllable || boolean || <code> true </code> || whether this weapon can be aimed manually by players
 
|-
|-
| heatPulse || float || <code> 0.3 </code> ||  
| aiControllable || boolean || <code> true </code> || whether this weapon can be automatically aimed by the unit
 
|-
|-
| heatPulseScl || float || <code> 10.0 </code> ||  
| alwaysShooting || boolean || <code> false </code> || whether this weapon is always shooting, regardless of targets ore cone
 
|-
|-
| glowMult || float || <code> 1.2 </code> ||  
| autoTarget || boolean || <code> false </code> || whether to automatically target relevant units in update(); only works when controllable = false.
 
|-
|-
| rotOffset || int || <code> 0 </code> ||  
| predictTarget || boolean || <code> true </code> || whether to perform target trajectory prediction
 
|-
|-
| drawGlow || boolean || <code> true </code> ||  
| useAttackRange || boolean || <code> true </code> || if true, this weapon is used for attack range calculations
|}
 
=== DrawHeatRegion ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| targetInterval || float || <code> 40.0 </code> || ticks to wait in-between targets
 
|-
|-
| color || Color || <code> ff3838cc </code> ||  
| targetSwitchInterval || float || <code> 70.0 </code> || ticks to wait in-between targets
 
|-
|-
| pulse || float || <code> 0.3 </code> ||  
| rotateSpeed || float || <code> 20.0 </code> || rotation speed of weapon when rotation is enabled, in degrees/t
 
|-
|-
| pulseScl || float || <code> 10.0 </code> ||  
| reload || float || <code> 1.0 </code> || weapon reload in frames
 
|-
|-
| layer || float || <code> 31.0 </code> ||  
| inaccuracy || float || <code> 0.0 </code> || inaccuracy of degrees of each shot
 
|-
|-
| suffix || String || <code> "-glow" </code> ||  
| shake || float || <code> 0.0 </code> || intensity and duration of each shot's screen shake
|}
 
=== DrawLiquidOutputs ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
=== DrawLiquidRegion ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| recoil || float || <code> 1.5 </code> || visual weapon knockback.
 
|-
|-
| drawLiquid || Liquid || <code> </code> ||  
| recoils || int || <code> -1 </code> || Number of additional counters for recoil.
 
|-
|-
| suffix || String || <code> "-liquid" </code> ||  
| recoilTime || float || <code> -1.0 </code> || time taken for weapon to return to starting position in ticks. uses reload time by default
 
|-
|-
| alpha || float || <code> 1.0 </code> ||  
| recoilPow || float || <code> 1.8 </code> || power curve applied to visual recoil
|}
 
=== DrawLiquidTile ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| cooldownTime || float || <code> 20.0 </code> || ticks to cool down the heat region
 
|-
|-
| drawLiquid || Liquid || <code> </code> ||  
| shootX || float || <code> 0.0 </code> || projectile/effect offsets from center of weapon
 
|-
|-
| padding || float || <code> 0.0 </code> ||  
| shootY || float || <code> 3.0 </code> || projectile/effect offsets from center of weapon
 
|-
|-
| padLeft || float || <code> -1.0 </code> ||  
| x || float || <code> 5.0 </code> || offsets of weapon position on unit
 
|-
|-
| padRight || float || <code> -1.0 </code> ||  
| y || float || <code> 0.0 </code> || offsets of weapon position on unit
 
|-
|-
| padTop || float || <code> -1.0 </code> ||  
| xRand || float || <code> 0.0 </code> || Random spread on the X/Y axis.
 
|-
|-
| padBottom || float || <code> -1.0 </code> ||  
| yRand || float || <code> 0.0 </code> || Random spread on the X/Y axis.
 
|-
|-
| alpha || float || <code> 1.0 </code> ||  
| shoot || ShootPattern || <code> new ShootPattern() </code> || pattern used for bullets
|}
 
=== DrawMulti ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| shadow || float || <code> -1.0 </code> || radius of shadow drawn under the weapon; <0 to disable
 
|-
|-
| drawers || DrawBlock[] || <code> [] </code> ||  
| velocityRnd || float || <code> 0.0 </code> || fraction of velocity that is random
|}
 
=== DrawMultiWeave ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| extraVelocity || float || <code> 0.0 </code> || extra velocity that is added as a fraction
 
|-
|-
| rotateSpeed || float || <code> 1.0 </code> ||  
| shootCone || float || <code> 5.0 </code> || The half-radius of the cone in which shooting will start.
 
|-
|-
| rotateSpeed2 || float || <code> -0.9 </code> ||  
| rotationLimit || float || <code> 361.0 </code> || Cone in which the weapon can rotate relative to its mount.
 
|-
|-
| fadeWeave || boolean || <code> false </code> ||  
| minWarmup || float || <code> 0.0 </code> || minimum weapon warmup before firing (this is not linear, do NOT use 1!)
 
|-
|-
| glowColor || Color || <code> ff6666cc </code> ||  
| shootWarmupSpeed || float || <code> 0.1 </code> || lerp speed for shoot warmup, only used for parts
 
|-
|-
| weaveColor || Color || <code> ffffffff </code> ||  
| smoothReloadSpeed || float || <code> 0.15 </code> || lerp speed for shoot warmup, only used for parts
 
|-
|-
| pulse || float || <code> 0.3 </code> ||  
| linearWarmup || boolean || <code> false </code> || If true, shoot warmup is linear instead of a curve.
 
|-
|-
| pulseScl || float || <code> 10.0 </code> ||  
| soundPitchMin || float || <code> 0.8 </code> || random sound pitch range
|}
 
=== DrawParticles ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
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|-
|-
! 名称 !! 类型 !! 默认值 !! 注释
| soundPitchMax || float || <code> 1.0 </code> || random sound pitch range
 
|-
|-
| color || Color || <code> f2d585ff </code> ||  
| ignoreRotation || boolean || <code> false </code> || whether shooter rotation is ignored when shooting.
 
|-
|-
| sides || int || <code> 12 </code> ||  
| noAttack || boolean || <code> false </code> || If true, this weapon cannot be used to attack targets.
 
|-
|-
| x || float || <code> 0.0 </code> ||  
| minShootVelocity || float || <code> -1.0 </code> || min velocity required for this weapon to shoot
 
|-
|-
| y || float || <code> 0.0 </code> ||  
| parentizeEffects || boolean || <code> false </code> || should the shoot effects follow the unit (effects need followParent set to true for this to work)
 
|-
|-
| alpha || float || <code> 0.5 </code> ||  
| otherSide || int || <code> -1 </code> || internal value used for alternation - do not change!
 
|-
|-
| particles || int || <code> 30 </code> ||  
| layerOffset || float || <code> 0.0 </code> || draw Z offset relative to the default value
 
|-
|-
| particleRotation || float || <code> 0.0 </code> ||  
| activeSound || Sound || <code> none </code> || sound looped when shooting
 
|-
|-
| particleLife || float || <code> 70.0 </code> ||  
| activeSoundVolume || float || <code> 1.0 </code> || volume of active sound
 
|-
|-
| particleRad || float || <code> 7.0 </code> ||  
| shootSound || Sound || <code> shoot </code> || sound used for shooting
 
|-
|-
| particleSize || float || <code> 3.0 </code> ||  
| shootSoundVolume || float || <code> 1.0 </code> || volume of the shoot sound
 
|-
|-
| fadeMargin || float || <code> 0.4 </code> ||  
| initialShootSound || Sound || <code> none </code> || sound used when this weapon first fires; for continuous weapons only
 
|-
|-
| rotateScl || float || <code> 3.0 </code> ||  
| chargeSound || Sound || <code> none </code> || sound used for weapons that have a delay
 
|-
|-
| reverse || boolean || <code> false </code> ||  
| heatColor || Color || <code> ab3400ff </code> || heat region tint
 
|-
|-
| poly || boolean || <code> false </code> ||  
| shootStatusDuration || float || <code> 300.0 </code> || status effect duration when shot
 
|-
|-
| particleInterp || Interp || <code> new PowIn(1.5f) </code> ||  
| shootOnDeath || boolean || <code> false </code> || whether this weapon should fire when its owner dies
 
|-
|-
| particleSizeInterp || Interp || <code> Interp.slope </code> ||  
| shootOnDeathEffect || Effect || <code> null </code> || If not null and shootOnDeath == true, overrides the weapon's shoot effect only when its owner dies.
 
|-
|-
| blending || Blending || <code> normal </code> ||  
| parts || Seq<DrawPart> || <code> [] </code> || extra animated parts
 
|}
|}
=== DrawPistons ===
=== Weather ===
继承自 [[#DrawBlock|DrawBlock]]<br>
继承自 [[#UnlockableContent|UnlockableContent]]<br>
<br>
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|-
|-
| sinMag || float || <code> 4.0 </code> ||  
| duration || float || <code> 36000.0 </code> || Default duration of this weather event in ticks.
 
|-
|-
| sinScl || float || <code> 6.0 </code> ||  
| opacityMultiplier || float || <code> 1.0 </code> ||  
|-
|-
| sinOffset || float || <code> 50.0 </code> ||  
| attrs || Attributes || <code> new Attributes() </code> ||  
|-
|-
| sideOffset || float || <code> 0.0 </code> ||  
| sound || Sound || <code> none </code> ||
|-
| soundVol || float || <code> 0.1 </code> ||
|-
| soundVolMin || float || <code> 0.0 </code> ||
|-
| soundVolOscMag || float || <code> 0.0 </code> ||  
|-
|-
| lenOffset || float || <code> -1.0 </code> ||  
| soundVolOscScl || float || <code> 20.0 </code> ||  
|-
|-
| horiOffset || float || <code> 0.0 </code> ||  
| hidden || boolean || <code> false </code> ||  
|-
|-
| angleOffset || float || <code> 0.0 </code> ||  
| statusDuration || float || <code> 120.0 </code> ||  
|-
|-
| sides || int || <code> 4 </code> ||  
| statusAir || boolean || <code> true </code> ||  
|-
|-
| suffix || String || <code> "-piston" </code> ||  
| statusGround || boolean || <code> true </code> ||  
|}
|}
=== DrawPlasma ===
=== WobbleProp ===
继承自 [[#DrawFlame|DrawFlame]]<br>
继承自 [[#Prop|Prop]]<br>
<br>
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|-
|-
| suffix || String || <code> "-plasma-" </code> ||  
| wscl || float || <code> 25.0 </code> ||  
|-
|-
| plasmas || int || <code> 4 </code> ||  
| wmag || float || <code> 0.4 </code> ||  
|-
|-
| plasma1 || Color || <code> ffd06bff </code> ||  
| wtscl || float || <code> 1.0 </code> ||  
|-
|-
| plasma2 || Color || <code> ff361bff </code> ||  
| wmag2 || float || <code> 1.0 </code> ||  
|}
|}
=== DrawPower ===
=== WrapEffect ===
继承自 [[#DrawBlock|DrawBlock]]<br>
继承自 [[#Effect|Effect]]<br>
<br>
Wraps an effect with some parameters.
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|-
|-
| suffix || String || <code> "-power" </code> ||  
| effect || Effect || <code> none </code> ||  
|-
|-
| drawPlan || boolean || <code> true </code> ||  
| color || Color || <code> ffffffff </code> ||  
|-
|-
| mixcol || boolean || <code> true </code> ||
| rotation || float || <code> 0.0 </code> ||  
|-
| emptyLightColor || Color || <code> f8c266ff </code> ||
|-
| fullLightColor || Color || <code> fb9567ff </code> ||
|-
| layer || float || <code> -1.0 </code> ||  
|}
|}
=== DrawPulseShape ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<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>
<br>
=== DrawRegion ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<br>
{| class="wikitable sortable"
|+ 字段
|-
! 名称 !! 类型 !! 默认值 !! 注释
|-
| suffix || String || <code> "" </code> ||
|-
| name || String || <code>  </code> ||
|-
| 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> ||
|}
=== DrawShape ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<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>
<br>
=== DrawSoftParticles ===
继承自 [[#DrawBlock|DrawBlock]]<br>
<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>
<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>
<br>
{| class="wikitable sortable"
|+ 字段
|-
! 名称 !! 类型 !! 默认值 !! 注释
|-
| parts || Seq<DrawPart> || <code> [] </code> ||
|-
| basePrefix || String || <code> "" </code> ||
|-
| liquidDraw || Liquid || <code>  </code> ||
|-
| 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>
<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>
<br>

2026年2月19日 (四) 21:40的最新版本

类型

Ability

继承自 Object

字段
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

字段
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

字段
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

字段
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.

字段
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

字段
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

字段
名称 类型 默认值 注释
radius float 200.0
sides int 24
shieldColor Color

BaseTurret

继承自 Block

字段
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.

字段
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

字段
名称 类型 默认值 注释
drawer DrawBlock
emptyLightColor Color f8c266ff
fullLightColor Color fb9567ff

BeamDrill

继承自 Block

字段
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

字段
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

继承自 UnlockableContent

字段
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.

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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.

字段
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

字段
名称 类型 默认值 注释
color Color ffffffff

Cliff

继承自 Block

字段
名称 类型 默认值 注释
size float 11.0

ColoredFloor

继承自 Floor

字段
名称 类型 默认值 注释
defaultColor Color ffffffff

ColoredWall

继承自 StaticWall

字段
名称 类型 默认值 注释
defaultColor Color ffffffff

Conduit

继承自 LiquidBlock

字段
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.

字段
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.

字段
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.

字段
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

继承自 ContinuousBulletType

字段
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

继承自 ContinuousBulletType

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
range int 4

DirectionLiquidBridge

继承自 DirectionBridge

字段
名称 类型 默认值 注释
speed float 5.0
liquidPadding float 1.0

DirectionalForceProjector

继承自 Block

字段
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

字段
名称 类型 默认值 注释
speed float 1.0
allowCoreUnload boolean false

Door

继承自 Wall

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
drawLiquid Liquid
suffix String "-liquid"
alpha float 1.0

DrawLiquidTile

继承自 DrawBlock

字段
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

字段
名称 类型 默认值 注释
drawers DrawBlock[] []

DrawMultiWeave

继承自 DrawBlock

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
speed float 5.0

DuctJunction

继承自 Block

字段
名称 类型 默认值 注释
transparentColor Color 66666619
speed float 5.0

DuctRouter

继承自 Block

字段
名称 类型 默认值 注释
speed float 5.0

Effect

继承自 Object

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
itemUseTime float 100.0

GenericCrafter

继承自 Block

字段
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

字段
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.

字段
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

字段
名称 类型 默认值 注释
heatOutput float 10.0
warmupRate float 0.15

HeaterGenerator

继承自 ConsumeGenerator

字段
名称 类型 默认值 注释
heatOutput float 10.0
warmupRate float 0.15

ImpactReactor

继承自 PowerGenerator

字段
名称 类型 默认值 注释
warmupSpeed float 0.001
itemDuration float 60.0

Incinerator

继承自 Block

字段
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

继承自 UnlockableContent

字段
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

字段
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.

字段
名称 类型 默认值 注释
effect Effect incinerateSlag
effectChance float 0.2

ItemSource

继承自 Block

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
width float 2.0
height float 7.0

LaserBulletType

继承自 BulletType

字段
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.

字段
名称 类型 默认值 注释
firingMoveFract float 0.25
shootDuration float 100.0

LaunchPad

继承自 Block

字段
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

字段
名称 类型 默认值 注释
replacement Block air

LightBlock

继承自 Block

字段
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.

字段
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

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
liquidPadding float 0.0

LiquidSource

继承自 Block

LiquidTurret

继承自 Turret

字段
名称 类型 默认值 注释
extinguish boolean true

LiquidVoid

继承自 Block

LogicBlock

继承自 Block

字段
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

字段
名称 类型 默认值 注释
maxSides int 25
displaySize int 64
scaleFactor float 1.0

LongPowerNode

继承自 PowerNode

字段
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

字段
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

字段
名称 类型 默认值 注释
memoryCapacity int 32

MendProjector

继承自 Block

字段
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

字段
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

字段
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

字段
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".

字段
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.

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
speed float 5.0
invert boolean false

OverflowGate

继承自 Block

字段
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.

字段
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

字段
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

字段
名称 类型 默认值 注释
payloadSpeed float 0.7
payloadRotateSpeed float 5.0
regionSuffix String ""

PayloadConveyor

继承自 Block

字段
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

字段
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

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
offloadSpeed int 4
maxPowerUnload float 80.0

PayloadVoid

继承自 PayloadBlock

字段
名称 类型 默认值 注释
incinerateEffect Effect blastExplosion
incinerateSound Sound unitExplode1

Planet

继承自 UnlockableContent

字段
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

字段
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.

字段
名称 类型 默认值 注释
damageTargetWeight float 10.0

PointDefenseTurret

继承自 ReloadTurret

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
powerProduction float 10000.0

PowerTurret

继承自 Turret

字段
名称 类型 默认值 注释
shootType BulletType

PowerVoid

继承自 PowerBlock

Prop

继承自 Block

字段
名称 类型 默认值 注释
layer float 32.0

Pump

继承自 LiquidBlock

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
speed float 8.0

RuneOverlay

继承自 OverlayFloor

字段
名称 类型 默认值 注释
color Color ffffffff

SapBulletType

继承自 BulletType

字段
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

字段
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

继承自 UnlockableContent

字段
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.

字段
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.

字段
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.

字段
名称 类型 默认值 注释
liquidBase Floor
floorBase Floor
liquidOpacity float 0.35

ShieldArcAbility

继承自 Ability

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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

字段
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.

字段
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

字段
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.

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
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

继承自 UnlockableContent

字段
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

字段
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

字段
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

字段
名称 类型 默认值 注释
coreMerge boolean true

SuppressionFieldAbility

继承自 Ability

字段
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

字段
名称 类型 默认值 注释
clickSound Sound click

TallBlock

继承自 Block

字段
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

继承自 UnlockableContent

ThermalGenerator

继承自 PowerGenerator

字段
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

字段
名称 类型 默认值 注释
maxDisplayDimensions int 16
frameSize int 6

TractorBeamTurret

继承自 BaseTurret

字段
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

字段
名称 类型 默认值 注释
shadowOffset float -4.0

Turret

继承自 ReloadTurret

字段
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

字段
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

字段
名称 类型 默认值 注释
tier int 1

UnitBlock

继承自 PayloadBlock

UnitCargoLoader

继承自 Block

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
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

继承自 UnlockableContent

字段
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

字段
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.

字段
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

字段
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

字段
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

字段
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.

字段
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

字段
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

继承自 UnlockableContent

字段
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

字段
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.

字段
名称 类型 默认值 注释
effect Effect none
color Color ffffffff
rotation float 0.0