塞普罗区块 230
来自Mindustry中文wiki
区域与胜利条件
本区块启用进攻规则,需要摧毁敌方核心。本页按原版 v160.7 的实际区块加载流程生成,包含地图过滤器、基地生成与最终战役规则。
初始建筑
| 队伍内部名 | 建筑 | 数量 |
|---|---|---|
| crux | 4 | |
| crux | 58 | |
| crux | 32 | |
| crux | 1 | |
| crux | 12 | |
| crux | 56 | |
| crux | 134 | |
| crux | 2 | |
| crux | 28 | |
| crux | 15 | |
| crux | 18 | |
| crux | 11 | |
| crux | 2 | |
| crux | 1 | |
| crux | 1 | |
| crux | 6 | |
| crux | 18 | |
| crux | 2 | |
| crux | 30 | |
| crux | 5 | |
| crux | 2 | |
| crux | 13 | |
| crux | 8 | |
| crux | 7 | |
| crux | 2 | |
| crux | 4 | |
| crux | 1 | |
| crux | 2 | |
| crux | 75 | |
| crux | 7 | |
| crux | 7 | |
| crux | 19 | |
| crux | 5 | |
| crux | 1 | |
| crux | 36 | |
| crux | 4 | |
| crux | 1 | |
| crux | 26 | |
| crux | 39 | |
| crux | 12 | |
| crux | 6 | |
| crux | 3 | |
| crux | 3 | |
| crux | 1 | |
| crux | 2 | |
| crux | 3 | |
| crux | 2 | |
| crux | 11 | |
| crux | 13 | |
| crux | 4 | |
| crux | 4 | |
| crux | 3 | |
| crux | 123 | |
| crux | 91 | |
| crux | 18 | |
| crux | 249 | |
| crux | 2 | |
| crux | 32 | |
| crux | 1 | |
| crux | 110 | |
| crux | 22 | |
| crux | 42 | |
| crux | 104 | |
| crux | 3 | |
| crux | 126 | |
| crux | 3 | |
| crux | 13 | |
| crux | 18 | |
| crux | 7 | |
| crux | 5 | |
| crux | 3 | |
| crux | 4 | |
| crux | 4 | |
| crux | 6 | |
| crux | 165 | |
| crux | 116 | |
| crux | 1769 | |
| crux | 400 | |
| crux | 207 | |
| crux | 1 | |
| crux | 39 | |
| crux | 12 | |
| crux | 44 | |
| crux | 2 | |
| sharded | 1 | |
| sharded | 5 | |
| sharded | 1 | |
| sharded | 3 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 6 | |
| sharded | 1 | |
| sharded | 2 | |
| sharded | 23 | |
| sharded | 17 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 2 | |
| sharded | 4 | |
| sharded | 1 | |
| sharded | 1 | |
| sharded | 4 | |
| sharded | 224 | |
| sharded | 3 | |
| sharded | 4 | |
| sharded | 1 | |
| sharded | 4 |
按建筑中心计数。sharded 通常为玩家队伍,crux 为敌方队伍,derelict 为废弃队伍。玩家建筑采用默认发射蓝图示例,实际开局取决于所选载荷。
波次数量参考(每个适用出生点)
| 波次 | 生成组数量合计 |
|---|---|
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 | |
| 11 | |
| 12 | |
| 13 | |
| 14 | |
| 15 | |
| 16 | |
| 17 | |
| 18 | |
| 19 | |
| 20 | |
| 21 | |
| 22 | |
| 23 | |
| 24 | |
| 25 | |
| 26 | |
| 27 | |
| 28 | |
| 29 | |
| 30 |
按 SpawnGroup.getSpawned 计算,每个适用出生点分别出兵;实际全图总量还受有效出生点、路径与规则影响。此表不包含工厂生产和脚本增援。
目标的依赖关系、触发顺序和实际完成状态以游戏内提示为准。
生成条件与版本
数据版本:原版 v160.7;种子偏移为 0,使用无历史存档的初始星球状态,加载 37 组敌方核心基地蓝图。本区块使用游戏内置固定地图,并应用正式区块加载过滤器。威胁、敌军及部分生成内容可能随邻区基地和存档状态变化。游戏版本、发射蓝图或规则改变后,实际地图应以游戏为准。
数据来源与说明
数据版本:Mindustry 原版 v160.7,来自已核验 SHA-256 的官方游戏包初始化数据。
所有时间按 60 tick/秒换算,距离按 8 世界单位/格换算。数值为默认定义,地图规则、供给、状态及模组可能改变实际表现。
