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本页面可作为一个经过本地化处理的 API 手册,但不包括方法和部分对 JSON 模组没有意义的字段。 <!-- Generator 分割线 --><!-- gen --> == 类型 == === Content === 继承自 [[#Object|Object]]<br> 所有在 ContentLoader 中加载的内容的基类<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | id || short || || |- | minfo || ModContentInfo || new ModContentInfo() || 关于加载此内容模组的信息<br> |} === MappableContent === 继承自 [[#Content|Content]]<br> === UnlockableContent === 继承自 [[#MappableContent|MappableContent]]<br> 可解锁内容的基本接口<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | localizedName || String || || 本地化的正式名称。永不为null。如果在 bundle 中没有找到则设置为内部名称<br> |- | description || String || || 本地化的简介及背景。可能为null<br> |- | details || String || || Localized description & details. May be null.<br> |- | alwaysUnlocked || boolean || false || Whether this content is always unlocked in the tech tree.<br> |- | inlineDescription || boolean || true || Whether to show the description in the research dialog preview.<br> |- | hideDetails || boolean || true || Whether details of blocks are hidden in custom games if they haven't been unlocked in campaign mode.<br> |- | generateIcons || boolean || true || If false, all icon generation is disabled for this content; createIcons is not called.<br> |- | iconId || int || 0 || Special logic icon ID.<br> |- | selectionSize || float || 24 || How big the content appears in certain selection menus<br> |} === Effect === 继承自 [[#Object|Object]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lifetime || float || 50.0 || |- | clip || float || 0.0 || Clip size.<br> |- | startDelay || float || 0.0 || Time delay before the effect starts<br> |- | baseRotation || float || 0.0 || Amount added to rotation<br> |- | followParent || boolean || true || If true, parent unit is data are followed.<br> |- | rotWithParent || boolean || false || If this and followParent are true, the effect will offset and rotate with the parent's rotation.<br> |- | layer || float || 110.0 || |- | layerDuration || float || 0.0 || |} === Ability === 继承自 [[#Object|Object]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | display || boolean || true || If false, this ability does not show in unit stats.<br> |- | data || float || || |} === ArmorPlateAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || d1efffff || |- | healthMultiplier || float || 0.2 || |- | z || float || 110.0 || |} === EnergyFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 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 || spark || |- | 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 || |- | 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 || |} === ForceFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | radius || float || 60 || Shield radius.<br> |- | regen || float || 1 || Shield regen speed in damage/tick.<br> |- | max || float || 200 || Maximum shield.<br> |- | cooldown || float || 60f * 5 || Cooldown after the shield is broken, in ticks.<br> |- | sides || int || 6 || Sides of shield polygon.<br> |- | rotation || float || 0 || Rotation of shield.<br> |} === LiquidExplodeAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 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 || |} === LiquidRegenAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquid || Liquid || || |- | slurpSpeed || float || 9.0 || |- | regenPerSlurp || float || 2.9 || |- | slurpEffectChance || float || 0.4 || |- | slurpEffect || Effect || heal || |} === MoveEffectAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | minVelocity || float || 0.08 || |- | interval || float || 3.0 || |- | x || float || 0.0 || |- | y || float || 0.0 || |- | rotation || 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|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | damage || float || 35 || Lightning damage<br> |- | chance || float || 15 || Chance of firing every tick. Set >= 1 to always fire lightning every tick at max speed<br> |- | length || int || 12 || Length of the lightning. <= 0 to disable<br> |- | minSpeed || float || 8 || Speeds for when to start lightninging and when to stop getting faster<br> |- | maxSpeed || float || 2 || Speeds for when to start lightninging and when to stop getting faster<br> |- | color || Color || valueOf("a9d8ff") || Lightning color<br> |- | y || float || 0 || Shifts where the lightning spawns along the Y axis<br> |- | x || float || 0 || Offset along the X axis<br> |- | alternate || boolean || true || Whether the spawn side alternates<br> |- | heatRegion || String || "error" || Jittering heat sprite like the shield on v5 Javelin<br> |- | bullet || BulletType || || Bullet type that is fired. Can be null<br> |- | bulletAngle || float || 0 || Bullet angle parameters<br> |- | bulletSpread || float || 0 || Bullet angle parameters<br> |- | shootEffect || Effect || sparkShoot || |- | parentizeEffects || boolean || || |- | shootSound || Sound || spark || |} === RegenAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | percentAmount || float || 0.0 || Amount healed as percent per tick.<br> |- | amount || float || 0.0 || Amount healed as a flat amount per tick.<br> |} === RepairFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | amount || float || 1 || |- | reload || float || 100 || |- | range || float || 60 || |- | healEffect || Effect || heal || |- | activeEffect || Effect || healWaveDynamic || |- | parentizeEffects || boolean || false || |} === ShieldArcAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | radius || float || 60.0 || Shield radius.<br> |- | regen || float || 0.1 || Shield regen speed in damage/tick.<br> |- | max || float || 200.0 || Maximum shield.<br> |- | cooldown || float || 300.0 || Cooldown after the shield is broken, in ticks.<br> |- | angle || float || 80.0 || Angle of shield arc.<br> |- | angleOffset || float || 0.0 || Offset parameters for shield.<br> |- | x || float || 0.0 || Offset parameters for shield.<br> |- | y || float || 0.0 || Offset parameters for shield.<br> |- | whenShooting || boolean || true || If true, only activates when shooting.<br> |- | width || float || 6.0 || Width of shield line.<br> |- | drawArc || boolean || true || Whether to draw the arc line.<br> |- | region || String || || If not null, will be drawn on top.<br> |- | offsetRegion || boolean || false || If true, sprite position will be influenced by x/y.<br> |} === ShieldRegenFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 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 || |- | parentizeEffects || boolean || || |} === SpawnDeathAbility === 继承自 [[#Ability|Ability]]<br> Spawns a certain amount of units upon death.<br> {| class="wikitable" |+ 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.<br> |- | faceOutwards || boolean || true || If true, units spawned face outwards from the middle.<br> |} === StatusFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 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 || |} === SuppressionFieldAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | reload || 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 || |- | applyParticleChance || float || 13.0 || |} === UnitSpawnAbility === 继承自 [[#Ability|Ability]]<br> {| class="wikitable" |+ 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 || |} === ArtilleryBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | trailMult || float || 1.0 || |- | trailSize || float || 4.0 || |} === BasicBulletType === 继承自 [[#BulletType|BulletType]]<br> An extended BulletType for most ammo-based bullets shot from turrets and units. Draws 1-2 sprites that can spin or shrink.<br> {| class="wikitable" |+ 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 || || |} === BombBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> Template class for an unmoving shrinking bullet.<br> === BulletType === 继承自 [[#Content|Content]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lifetime || float || 40.0 || Lifetime in ticks.<br> |- | speed || float || 1.0 || Speed in units/tick.<br> |- | damage || float || 1.0 || Direct damage dealt on hit.<br> |- | hitSize || float || 4.0 || Hitbox size.<br> |- | drawSize || float || 40.0 || Clipping hitbox.<br> |- | drag || float || 0.0 || Drag as fraction of velocity.<br> |- | pierce || boolean || false || Whether to pierce units.<br> |- | pierceBuilding || boolean || false || Whether to pierce buildings.<br> |- | pierceCap || int || -1 || Maximum # of pierced objects.<br> |- | pierceDamageFactor || float || 0.0 || Multiplier of damage decreased per health pierced.<br> |- | removeAfterPierce || boolean || true || If false, this bullet isn't removed after pierceCap is exceeded. Expert usage only.<br> |- | laserAbsorb || boolean || true || For piercing lasers, setting this to true makes it get absorbed by plastanium walls.<br> |- | optimalLifeFract || float || 0.0 || Life fraction at which this bullet has the best range/damage/etc. Used for lasers and continuous turrets.<br> |- | layer || float || 100.0 || Z layer to drawn on.<br> |- | hitEffect || Effect || hitBulletSmall || Effect shown on direct hit.<br> |- | despawnEffect || Effect || hitBulletSmall || Effect shown when bullet despawns.<br> |- | shootEffect || Effect || shootSmall || Effect created when shooting.<br> |- | chargeEffect || Effect || none || Effect created when charging starts; only usable in single-shot weapons with a firstShotDelay / shotDelay.<br> |- | smokeEffect || Effect || shootSmallSmoke || Extra smoke effect created when shooting.<br> |- | hitSound || Sound || none || Sound made when hitting something or getting removed.<br> |- | despawnSound || Sound || none || Sound made when hitting something or getting removed.<br> |- | hitSoundPitch || float || 1.0 || Pitch of the sound made when hitting something<br> |- | hitSoundVolume || float || 1.0 || Volume of the sound made when hitting something<br> |- | inaccuracy || float || 0.0 || Extra inaccuracy when firing.<br> |- | ammoMultiplier || float || 2.0 || How many bullets get created per ammo item/liquid.<br> |- | reloadMultiplier || float || 1.0 || Multiplied by turret reload speed to get final shoot speed.<br> |- | buildingDamageMultiplier || float || 1.0 || Multiplier of how much base damage is done to tiles.<br> |- | recoil || float || 0.0 || Recoil from shooter entities.<br> |- | killShooter || boolean || false || Whether to kill the shooter when this is shot. For suicide bombers.<br> |- | instantDisappear || boolean || false || Whether to instantly make the bullet disappear.<br> |- | splashDamage || float || 0.0 || Damage dealt in splash. 0 to disable.<br> |- | 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.<br> |- | knockback || float || 0.0 || Knockback in velocity.<br> |- | impact || boolean || false || Should knockback follow the bullet's direction<br> |- | statusDuration || float || 480.0 || Intensity of applied status effect in terms of duration.<br> |- | collidesTiles || boolean || true || Whether this bullet type collides with tiles.<br> |- | collidesTeam || boolean || false || Whether this bullet type collides with tiles that are of the same team.<br> |- | collidesAir || boolean || true || Whether this bullet type collides with air/ground units.<br> |- | collidesGround || boolean || true || Whether this bullet type collides with air/ground units.<br> |- | collides || boolean || true || Whether this bullet types collides with anything at all.<br> |- | collideFloor || boolean || false || If true, this projectile collides with non-surface floors.<br> |- | collideTerrain || boolean || false || If true, this projectile collides with static walls<br> |- | keepVelocity || boolean || true || Whether velocity is inherited from the shooter.<br> |- | scaleLife || boolean || false || Whether to scale lifetime (not actually velocity!) to disappear at the target position. Used for artillery.<br> |- | hittable || boolean || true || Whether this bullet can be hit by point defense.<br> |- | reflectable || boolean || true || Whether this bullet can be reflected.<br> |- | absorbable || boolean || true || Whether this projectile can be absorbed by shields.<br> |- | backMove || boolean || true || Whether to move the bullet back depending on delta to fix some delta-time related issues.<br>Do not change unless you know what you're doing.<br> |- | ignoreSpawnAngle || boolean || false || If true, the angle param in create is ignored.<br> |- | createChance || float || 1.0 || Chance for this bullet to be created.<br> |- | maxRange || float || -1.0 || Bullet range positive override.<br> |- | rangeOverride || float || -1.0 || When > 0, overrides range even if smaller than base range.<br> |- | 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.<br> |- | range || float || 0.0 || Range initialized in init().<br> |- | healPercent || float || 0.0 || % of block health healed *<br> |- | healAmount || float || 0.0 || flat amount of block health healed<br> |- | makeFire || boolean || false || Whether to make fire on impact<br> |- | despawnHit || boolean || false || Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage.<br> |- | fragOnHit || boolean || true || If true, this bullet will create bullets when it hits anything, not just when it despawns.<br> |- | fragOnAbsorb || boolean || true || If false, this bullet will not create fraags when absorbed by a shield.<br> |- | pierceArmor || boolean || false || If true, unit armor is ignored in damage calculations.<br> |- | setDefaults || boolean || true || Whether status and despawnHit should automatically be set.<br> |- | hitShake || float || 0.0 || Amount of shaking produced when this bullet hits something or despawns.<br> |- | despawnShake || float || 0.0 || Amount of shaking produced when this bullet hits something or despawns.<br> |- | fragBullet || BulletType || null || Bullet type that is created when this bullet expires.<br> |- | fragRandomSpread || float || 360.0 || Degree spread range of fragmentation bullets.<br> |- | fragSpread || float || 0.0 || Uniform spread between each frag bullet in degrees.<br> |- | fragAngle || float || 0.0 || Angle offset of fragmentation bullets.<br> |- | fragBullets || int || 9 || Number of fragmentation bullets created.<br> |- | fragVelocityMin || float || 0.2 || Random range of frag velocity as a multiplier.<br> |- | fragVelocityMax || float || 1.0 || Random range of frag velocity as a multiplier.<br> |- | fragLifeMin || float || 1.0 || Random range of frag lifetime as a multiplier.<br> |- | fragLifeMax || float || 1.0 || Random range of frag lifetime as a multiplier.<br> |- | intervalBullet || BulletType || || Bullet that is created at a fixed interval.<br> |- | bulletInterval || float || 20.0 || Interval, in ticks, between which bullet spawn.<br> |- | intervalBullets || int || 1 || Number of bullet spawned per interval.<br> |- | intervalRandomSpread || float || 360.0 || Random spread of interval bullets.<br> |- | intervalSpread || float || 0.0 || Angle spread between individual interval bullets.<br> |- | intervalAngle || float || 0.0 || Angle offset for interval bullets.<br> |- | intervalDelay || float || -1.0 || Use a negative value to disable interval bullet delay.<br> |- | hitColor || Color || ffffffff || Color used for hit/despawn effects.<br> |- | healColor || Color || 98ffa9ff || Color used for block heal effects.<br> |- | healEffect || Effect || healBlockFull || Effect emitted upon blocks that are healed.<br> |- | spawnBullets || Seq<BulletType> || [] || Bullets spawned when this bullet is created. Rarely necessary, used for visuals.<br> |- | spawnUnit || UnitType || || Unit spawned _instead of_ this bullet. Useful for missiles.<br> |- | despawnUnit || UnitType || || Unit spawned when this bullet hits something or despawns due to it hitting the end of its lifetime.<br> |- | despawnUnitChance || float || 1.0 || The chance for despawn units to spawn.<br> |- | despawnUnitCount || int || 1 || Amount of units spawned when this bullet despawns.<br> |- | despawnUnitRadius || float || 0.1 || Random offset distance from the original bullet despawn/hit coordinate.<br> |- | faceOutwards || boolean || false || If true, units spawned when this bullet despawns face away from the bullet instead of the same direction as the bullet.<br> |- | parts || Seq<DrawPart> || [] || Extra visual parts for this bullet.<br> |- | trailColor || Color || e58956ff || Color of trail behind bullet.<br> |- | trailChance || float || -1.0E-4 || Chance of trail effect spawning on bullet per tick.<br> |- | trailInterval || float || 0.0 || Uniform interval in which trail effect is spawned.<br> |- | trailEffect || Effect || missileTrail || Trail effect that is spawned.<br> |- | trailParam || float || 2.0 || Rotation/size parameter that is passed to trail. Usually, this controls size.<br> |- | trailRotation || boolean || false || Whether the parameter passed to the trail is the bullet rotation, instead of a flat value.<br> |- | trailInterp || Interp || Interp.one || Interpolation for trail width as function of bullet lifetime<br> |- | trailLength || int || -1 || Length of trail quads. Any value <= 0 disables the trail.<br> |- | trailWidth || float || 2.0 || Width of trail, if trailLength > 0<br> |- | trailSinMag || float || 0.0 || If trailSinMag > 0, these values are applied as a sine curve to trail width.<br> |- | trailSinScl || float || 3.0 || If trailSinMag > 0, these values are applied as a sine curve to trail width.<br> |- | splashDamageRadius || float || -1.0 || Use a negative value to disable splash damage.<br> |- | splashDamagePierce || boolean || false || If true, splash damage pierces through tiles.<br> |- | incendAmount || int || 0 || Amount of fires attempted around bullet.<br> |- | incendSpread || float || 8.0 || Spread of fires around bullet.<br> |- | incendChance || float || 1.0 || Chance of fire being created.<br> |- | homingPower || float || 0.0 || Power of bullet ability. Usually a number between 0 and 1; try 0.1 as a starting point.<br> |- | homingRange || float || 50.0 || Range of homing effect around bullet.<br> |- | homingDelay || float || -1.0 || Use a negative value to disable homing delay.<br> |- | suppressionRange || float || -1.0 || Range of healing block suppression effect.<br> |- | suppressionDuration || float || 480.0 || Duration of healing block suppression effect.<br> |- | suppressionEffectChance || float || 50.0 || Chance of suppression effect occurring on block, scaled down by number of blocks.<br> |- | lightningColor || Color || f3e979ff || Color of lightning created by bullet.<br> |- | lightning || int || 0 || Number of separate lightning "roots".<br> |- | lightningLength || int || 5 || Length of each lightning strand.<br> |- | lightningLengthRand || int || 0 || Extra random length added onto base length of lightning.<br> |- | lightningDamage || float || -1.0 || Use a negative value to use default bullet damage.<br> |- | lightningCone || float || 360.0 || Spread of lightning, relative to bullet rotation.<br> |- | lightningAngle || float || 0.0 || Offset of lightning relative to bullet rotation.<br> |- | lightningType || BulletType || null || The bullet created at lightning points.<br> |- | weaveScale || float || 1.0 || Scale of bullet weave pattern. Higher -> less vibration.<br> |- | weaveMag || float || 0.0 || Intensity of bullet weaving. Note that this may make bullets inaccurate.<br> |- | weaveRandom || boolean || true || If true, the bullet weave will randomly switch directions on spawn.<br> |- | puddles || int || 0 || Number of individual puddles created.<br> |- | puddleRange || float || 0.0 || Range of puddles around bullet position.<br> |- | puddleAmount || float || 5.0 || Liquid count of each puddle created.<br> |- | puddleLiquid || Liquid || water || Liquid that puddles created are made of.<br> |- | displayAmmoMultiplier || boolean || true || Whether to display the ammo multiplayer for this bullet type in its stats.<br> |- | lightRadius || float || -1.0 || Radius of light emitted by this bullet; <0 to use defaults.<br> |- | lightOpacity || float || 0.3 || Opacity of light color.<br> |- | lightColor || Color || fbd367ff || Color of light emitted by this bullet.<br> |} === ContinuousBulletType === 继承自 [[#BulletType|BulletType]]<br> Basic continuous (line) bullet type that does not draw itself. Essentially abstract.<br> {| class="wikitable" |+ 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 || |} === ContinuousFlameBulletType === 继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br> {| class="wikitable" |+ 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...<br> |- | colors || Color[] || [eb7abe8ce189f5b2907ef7cc91a4ffffffffffff] || |} === ContinuousLaserBulletType === 继承自 [[#ContinuousBulletType|ContinuousBulletType]]<br> {| class="wikitable" |+ 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 || |} === EmpBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> {| class="wikitable" |+ 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 || |} === ExplosionBulletType === 继承自 [[#BulletType|BulletType]]<br> Template class for a non-drawing bullet type that makes an explosion and disappears instantly.<br> === FireBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 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|BasicBulletType]]<br> {| class="wikitable" |+ 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 || |} === LaserBoltBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | width || float || 2.0 || |- | height || float || 7.0 || |} === LaserBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 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 || |} === LightningBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lightningColor || Color || a9d8ffff || |- | lightningLength || int || 25 || |- | lightningLengthRand || int || 0 || |} === LiquidBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 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 || |} === MassDriverBolt === 继承自 [[#BulletType|BulletType]]<br> === MissileBulletType === 继承自 [[#BasicBulletType|BasicBulletType]]<br> === PointBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | trailSpacing || float || 10.0 || |} === PointLaserBulletType === 继承自 [[#BulletType|BulletType]]<br> A continuous bullet type that only damages in a point.<br> {| class="wikitable" |+ 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 || |} === RailBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 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 || |} === SapBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | length || float || 100.0 || |- | sapStrength || float || 0.5 || |- | color || Color || ffffffff || |- | width || float || 0.4 || |} === ShrapnelBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 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 || |} === SpaceLiquidBulletType === 继承自 [[#BulletType|BulletType]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | orbSize || float || 5.5 || |} === ExplosionEffect === 继承自 [[#Effect|Effect]]<br> {| class="wikitable" |+ 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 || |} === MultiEffect === 继承自 [[#Effect|Effect]]<br> Renders multiple particle effects at once.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effects || Effect[] || [] || |} === ParticleEffect === 继承自 [[#Effect|Effect]]<br> The most essential effect class. Can create particles in various shapes.<br> {| class="wikitable" |+ 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.<br> |- | cone || float || 180.0 || |- | length || float || 20.0 || |- | baseLength || float || 0.0 || |- | interp || Interp || Interp.linear || Particle size/length/radius interpolation.<br> |- | sizeInterp || Interp || null || Particle size interpolation. Null to use interp.<br> |- | 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.<br> |- | sizeFrom || float || 2.0 || Controls the initial and final sprite sizes.<br> |- | sizeTo || float || 0.0 || Controls the initial and final sprite sizes.<br> |- | useRotation || boolean || true || Whether the rotation adds with the parent<br> |- | offset || float || 0.0 || Rotation offset.<br> |- | region || String || "circle" || Sprite to draw.<br> |- | line || boolean || false || |- | strokeFrom || float || 2.0 || |- | strokeTo || float || 0.0 || |- | lenFrom || float || 4.0 || |- | lenTo || float || 2.0 || |- | cap || boolean || true || |} === RadialEffect === 继承自 [[#Effect|Effect]]<br> Renders one particle effect repeatedly at specified angle intervals.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || none || |- | rotationSpacing || float || 90.0 || |- | rotationOffset || float || 0.0 || |- | lengthOffset || float || 0.0 || |- | amount || int || 4 || |} === SeqEffect === 继承自 [[#Effect|Effect]]<br> Renders multiple particle effects in sequence.<br> Will not work correctly for effects that modify life dynamically.<br> Z layer of child effects is ignored.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effects || Effect[] || [] || |} === WaveEffect === 继承自 [[#Effect|Effect]]<br> Effect that renders a basic shockwave.<br> {| class="wikitable" |+ 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 || |} === WrapEffect === 继承自 [[#Effect|Effect]]<br> Wraps an effect with some parameters.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || none || |- | color || Color || ffffffff || |- | rotation || float || 0.0 || |} === CellLiquid === 继承自 [[#Liquid|Liquid]]<br> Liquid that draws cells in its puddle.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | colorFrom || Color || ffffffff || |- | colorTo || Color || ffffffff || |- | cells || int || 8 || |- | spreadTarget || Liquid || || |- | maxSpread || float || 0.75 || |- | spreadConversion || float || 1.2 || |- | spreadDamage || float || 0.11 || |- | removeScaling || float || 0.25 || |} === ErrorContent === 继承自 [[#Content|Content]]<br> Represents a blank type of content that has an error. Replaces anything that failed to parse.<br> === Item === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || || |- | explosiveness || float || 0.0 || how explosive this item is.<br> |- | flammability || float || 0.0 || flammability above 0.3 makes this eligible for item burners.<br> |- | radioactivity || float || 0.0 || how radioactive this item is.<br> |- | charge || float || 0.0 || how electrically potent this item is.<br> |- | hardness || int || 0 || drill hardness of the item<br> |- | cost || float || 1.0 || base material cost of this item, used for calculating place times<br>1 cost = 1 tick added to build time<br> |- | healthScaling || float || 0.0 || 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.<br> |- | lowPriority || boolean || false || if true, this item is of the lowest priority to drills.<br> |- | frames || int || 0 || If >0, this item is animated.<br> |- | transitionFrames || int || 0 || Number of generated transition frames between each frame<br> |- | frameTime || float || 5.0 || Ticks in-between animation frames.<br> |- | buildable || boolean || true || If true, this material is used by buildings. If false, this material will be incinerated in certain cores.<br> |- | hidden || boolean || false || |- | hiddenOnPlanets || Planet[] || || For mods. Adds this item to the listed planets' hidden items Seq.<br> |} === Liquid === 继承自 [[#UnlockableContent|UnlockableContent]]<br> A better name for this class would be "fluid", but it's too late for that.<br> {| class="wikitable" |+ 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)<br> |- | color || Color || || Color used in pipes and on the ground.<br> |- | gasColor || Color || bfbfbfff || Color of this liquid in gas form.<br> |- | barColor || Color || || Color used in bars.<br> |- | lightColor || Color || 00000000 || Color used to draw lights. Note that the alpha channel is used to dictate brightness.<br> |- | 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.<br> |- | temperature || float || 0.5 || temperature: 0.5 is 'room' temperature, 0 is very cold, 1 is molten hot<br> |- | 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.<br> |- | viscosity || float || 0.5 || how thick this liquid is. 0.5=water (relatively viscous), 1 would be something like tar (very slow).<br> |- | explosiveness || float || 0.0 || how prone to exploding this liquid is, when heated. 0 = nothing, 1 = nuke<br> |- | blockReactive || boolean || true || whether this fluid reacts in blocks at all (e.g. slag with water)<br> |- | coolant || boolean || true || if false, this liquid cannot be a coolant<br> |- | moveThroughBlocks || boolean || false || if true, this liquid can move through blocks as a puddle.<br> |- | incinerable || boolean || true || if true, this liquid can be incinerated in the incinerator block.<br> |- | particleEffect || Effect || none || Effect shown in puddles.<br> |- | particleSpacing || float || 60.0 || Particle effect rate spacing in ticks.<br> |- | boilPoint || float || 2.0 || Temperature at which this liquid vaporizes. This isn't just boiling.<br> |- | capPuddles || boolean || true || If true, puddle size is capped.<br> |- | vaporEffect || Effect || vapor || Effect when this liquid vaporizes.<br> |- | hidden || boolean || false || If true, this liquid is hidden in most UI.<br> |- | canStayOn || ObjectSet<Liquid> || new ObjectSet<>() || Liquids this puddle can stay on, e.g. oil on water.<br> |} === Planet === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable" |+ 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.<br> |- | generator || PlanetGenerator || || Generator that will make the planet. Can be null for planets that don't need to be landed on.<br> |- | sectors || Seq<Sector> || new Seq<>() || Array of sectors; directly maps to tiles in the grid.<br> |- | orbitSpacing || float || 12 || Default spacing between planet orbits in world units. This is defined per-parent!<br> |- | radius || float || || Radius of this planet's sphere. Does not take into account satellites.<br> |- | camRadius || float || || Camera radius offset.<br> |- | minZoom || float || 5 || Minimum camera zoom value.<br> |- | drawOrbit || boolean || true || Whether to draw the orbital circle.<br> |- | atmosphereRadIn || float || 0 || Atmosphere radius adjustment parameters.<br> |- | atmosphereRadOut || float || 3 || Atmosphere radius adjustment parameters.<br> |- | clipRadius || float || -1 || Frustum sphere clip radius.<br> |- | orbitRadius || float || || Orbital radius around the sun. Do not change unless you know exactly what you are doing.<br> |- | totalRadius || float || || Total radius of this planet and all its children.<br> |- | orbitTime || float || || Time for the planet to orbit around the sun once, in seconds. One year.<br> |- | rotateTime || float || 24f * 60 || Time for the planet to perform a full revolution, in seconds. One day.<br> |- | orbitOffset || float || || Random orbit angle offset to prevent planets from starting out in a line.<br> |- | sectorApproxRadius || float || || Approx. radius of one sector.<br> |- | tidalLock || boolean || false || Whether this planet is tidally locked relative to its parent - see https://en.wikipedia.org/wiki/Tidal_locking<br> |- | accessible || boolean || true || Whether this planet is listed in the planet access UI. *<br> |- | defaultEnv || int || oxygen || Environment flags for sectors on this planet.<br> |- | defaultAttributes || Attributes || new Attributes() || Environment attributes.<br> |- | updateLighting || boolean || true || If true, a day/night cycle is simulated.<br> |- | lightSrcFrom || float || 0 || Day/night cycle parameters.<br> |- | lightSrcTo || float || 8 || Day/night cycle parameters.<br> |- | lightDstFrom || float || 2 || Day/night cycle parameters.<br> |- | lightDstTo || float || 1 || Day/night cycle parameters.<br> |- | startSector || int || 0 || The default starting sector displayed to the map dialog.<br> |- | sectorSeed || int || -1 || Seed for sector base generation on this planet. -1 to use a random one based on ID.<br> |- | launchCapacityMultiplier || float || 25 || multiplier for core item capacity when launching<br> |- | bloom || boolean || false || Whether the bloom render effect is enabled.<br> |- | visible || boolean || true || Whether this planet is displayed.<br> |- | landCloudColor || Color || 5f) || Tint of clouds displayed when landing.<br> |- | lightColor || Color || cpy() || For suns, this is the color that shines on other planets. Does nothing for children.<br> |- | atmosphereColor || Color || 0f) || Atmosphere tint for landable planets.<br> |- | iconColor || Color || cpy() || Icon for appearance in planet list.<br> |- | hasAtmosphere || boolean || true || Whether this planet has an atmosphere.<br> |- | allowLaunchSchematics || boolean || false || Whether to allow users to specify a custom launch schematic for this map.<br> |- | allowLaunchLoadout || boolean || false || Whether to allow users to specify the resources they take to this map.<br> |- | allowWaveSimulation || boolean || false || Whether to allow sectors to simulate waves in the background.<br> |- | allowSectorInvasion || boolean || false || Whether to simulate sector invasions from enemy bases.<br> |- | clearSectorOnLose || boolean || false || If true, sectors saves are cleared when lost.<br> |- | enemyBuildSpeedMultiplier || float || 1 || Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules)<br> |- | enemyCoreSpawnReplace || boolean || false || If true, enemy cores are replaced with spawnpoints on this planet (for invasions)<br> |- | prebuildBase || boolean || true || If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing.<br> |- | allowWaves || boolean || false || If true, waves are created on sector loss. TODO remove.<br> |- | allowLaunchToNumbered || boolean || true || If false, players are unable to land on this planet's numbered sectors.<br> |- | icon || String || "planet" || Icon as displayed in the planet selection dialog. This is a string, as drawables are null at load time.<br> |- | defaultCore || Block || coreShard || Default core block for launching.<br> |- | parent || Planet || || Parent body that this planet orbits around. If null, this planet is considered to be in the middle of the solar system.<br> |- | solarSystem || Planet || || The root parent of the whole solar system this planet is in.<br> |- | children || Seq<Planet> || new Seq<>() || All planets orbiting this one, in ascending order of radius.<br> |- | launchCandidates || Seq<Planet> || new Seq<>() || TODO remove? Planets that can be launched to from this one. Made mutual in init().<br> |- | hiddenItems || Seq<Item> || new Seq<>() || Items not available on this planet. Left out for backwards compatibility.<br> |- | itemWhitelist || Seq<Item> || new Seq<>() || The only items available on this planet, if defined.<br> |} === SectorPreset === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | planet || Planet || || |- | sector || Sector || || |- | captureWave || int || 0 || |- | difficulty || float || || Difficulty, 0-10.<br> |- | startWaveTimeMultiplier || float || 2 || |- | addStartingItems || boolean || false || |- | noLighting || boolean || false || |- | isLastSector || boolean || || If true, this is the last sector in its planetary campaign.<br> |- | showSectorLandInfo || boolean || true || |- | overrideLaunchDefaults || boolean || false || If true, uses this sector's launch fields instead<br> |- | allowLaunchSchematics || boolean || false || Whether to allow users to specify a custom launch schematic for this map.<br> |- | allowLaunchLoadout || boolean || false || Whether to allow users to specify the resources they take to this map.<br> |- | attackAfterWaves || boolean || false || If true, switches to attack mode after waves end.<br> |} === StatusEffect === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | damageMultiplier || float || 1.0 || Damage dealt by the unit with the effect.<br> |- | healthMultiplier || float || 1.0 || Unit health multiplier.<br> |- | speedMultiplier || float || 1.0 || Unit speed multiplier.<br> |- | reloadMultiplier || float || 1.0 || Unit reload multiplier.<br> |- | buildSpeedMultiplier || float || 1.0 || Unit build speed multiplier.<br> |- | dragMultiplier || float || 1.0 || Unit drag multiplier.<br> |- | transitionDamage || float || 0.0 || Damage dealt upon transition to an affinity.<br> |- | disarm || boolean || false || Unit weapon(s) disabled.<br> |- | damage || float || 0.0 || Damage per frame.<br> |- | effectChance || float || 0.15 || Chance of effect appearing.<br> |- | parentizeEffect || boolean || false || Should the effect be given a parent.<br> |- | permanent || boolean || false || If true, the effect never disappears.<br> |- | reactive || boolean || false || If true, this effect will only react with other effects and cannot be applied.<br> |- | show || boolean || true || Whether to show this effect in the database.<br> |- | color || Color || ffffffff || Tint color of effect.<br> |- | effect || Effect || none || Effect that happens randomly on top of the affected unit.<br> |- | applyEffect || Effect || none || Effect that is displayed once when applied to a unit.<br> |- | applyExtend || boolean || false || Whether the apply effect should display even if effect is already on the unit.<br> |- | applyColor || Color || ffffffff || Tint color of apply effect.<br> |- | parentizeApplyEffect || boolean || false || Should the apply effect be given a parent.<br> |- | outline || boolean || true || Set to false to disable outline generation.<br> |} === TeamEntry === 继承自 [[#UnlockableContent|UnlockableContent]]<br> === UnitType === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable" |+ 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<br> |- | envEnabled || int || 1 || The environment flags that this unit can function in. If the env matches any of these, it will be enabled.<br> |- | 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.<br> |- | speed || float || 1.1 || movement speed (world units/t)<br> |- | boostMultiplier || float || 1.0 || movement speed (world units/t)<br> |- | rotateSpeed || float || 5.0 || movement speed (world units/t)<br> |- | baseRotateSpeed || float || 5.0 || movement speed (world units/t)<br> |- | drag || float || 0.3 || movement speed (world units/t)<br> |- | accel || float || 0.5 || movement speed (world units/t)<br> |- | hitSize || float || 6.0 || movement speed (world units/t)<br> |- | stepShake || float || -1.0 || movement speed (world units/t)<br> |- | rippleScale || float || 1.0 || movement speed (world units/t)<br> |- | riseSpeed || float || 0.08 || movement speed (world units/t)<br> |- | fallSpeed || float || 0.018 || movement speed (world units/t)<br> |- | missileAccelTime || float || 0.0 || movement speed (world units/t)<br> |- | health || float || 200.0 || movement speed (world units/t)<br> |- | armor || float || 0.0 || movement speed (world units/t)<br> |- | range || float || -1.0 || movement speed (world units/t)<br> |- | maxRange || float || -1.0 || movement speed (world units/t)<br> |- | mineRange || float || 70.0 || movement speed (world units/t)<br> |- | buildRange || float || 220.0 || movement speed (world units/t)<br> |- | crashDamageMultiplier || float || 1.0 || movement speed (world units/t)<br> |- | dpsEstimate || float || -1.0 || movement speed (world units/t)<br> |- | clipSize || float || -1.0 || movement speed (world units/t)<br> |- | drownTimeMultiplier || float || 1.0 || movement speed (world units/t)<br> |- | strafePenalty || float || 0.5 || movement speed (world units/t)<br> |- | researchCostMultiplier || float || 50.0 || movement speed (world units/t)<br> |- | groundLayer || float || 60.0 || movement speed (world units/t)<br> |- | payloadCapacity || float || 8.0 || movement speed (world units/t)<br> |- | buildSpeed || float || -1.0 || movement speed (world units/t)<br> |- | aimDst || float || -1.0 || movement speed (world units/t)<br> |- | buildBeamOffset || float || 3.8 || movement speed (world units/t)<br> |- | targetPriority || float || 0.0 || movement speed (world units/t)<br> |- | shadowElevation || float || -1.0 || movement speed (world units/t)<br> |- | shadowElevationScl || float || 1.0 || movement speed (world units/t)<br> |- | engineOffset || float || 5.0 || movement speed (world units/t)<br> |- | engineSize || float || 2.5 || movement speed (world units/t)<br> |- | engineLayer || float || -1.0 || movement speed (world units/t)<br> |- | itemOffsetY || float || 3.0 || movement speed (world units/t)<br> |- | lightRadius || float || -1.0 || movement speed (world units/t)<br> |- | lightOpacity || float || 0.6 || movement speed (world units/t)<br> |- | fogRadius || float || -1.0 || movement speed (world units/t)<br> |- | waveTrailX || float || 4.0 || movement speed (world units/t)<br> |- | waveTrailY || float || -3.0 || movement speed (world units/t)<br> |- | trailScl || float || 1.0 || movement speed (world units/t)<br> |- | isEnemy || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | flying || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | targetAir || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | targetGround || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | faceTarget || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | circleTarget || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | canBoost || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | logicControllable || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | playerControllable || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | allowedInPayloads || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | hittable || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | killable || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | targetable || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | vulnerableWithPayloads || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | pickupUnits || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | physics || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | canDrown || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | useUnitCap || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | coreUnitDock || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | createWreck || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | createScorch || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | lowAltitude || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | rotateToBuilding || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | allowLegStep || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | legPhysicsLayer || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | hovering || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | omniMovement || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | rotateMoveFirst || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | healFlash || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | canHeal || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | singleTarget || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | forceMultiTarget || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | canAttack || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | hidden || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | internal || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | bounded || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | naval || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | autoFindTarget || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | alwaysShootWhenMoving || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | hoverable || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | alwaysCreateOutline || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | squareShape || boolean || false || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | drawBuildBeam || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | drawCell || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | drawItems || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | drawShields || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | drawBody || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | drawMinimap || boolean || true || if true, this unit counts as an enemy in the wave counter (usually false for support-only units)<br> |- | abilities || Seq<Ability> || [] || list of "abilities", which are various behaviors that update each frame<br> |- | weapons || Seq<Weapon> || [] || All weapons that this unit will shoot with.<br> |- | healColor || Color || 98ffa9ff || color that this unit flashes when getting healed (if healFlash is true)<br> |- | lightColor || Color || fbd367ff || Color of light that this unit produces when lighting is enabled in the map.<br> |- | deathSound || Sound || bang || sound played when this unit explodes (*not* when it is shot down)<br> |- | loopSound || Sound || none || sound played on loop when this unit is around.<br> |- | loopSoundVolume || float || 0.5 || volume of loop sound<br> |- | fallEffect || Effect || fallSmoke || effect that this unit emits when falling<br> |- | fallEngineEffect || Effect || fallSmoke || effect created at engine when unit falls.<br> |- | deathExplosionEffect || Effect || dynamicExplosion || effect created when this unit dies<br> |- | treadEffect || Effect || || optional effect created when this tank moves<br> |- | parts || Seq<DrawPart> || [] || extra (usually animated) visual parts<br> |- | useEngineElevation || boolean || true || if false, the thruster is always displayed at its normal size regardless of elevation<br> |- | engineColor || Color || null || override for all engine colors<br> |- | engineColorInner || Color || ffffffff || color for inner portions of engines<br> |- | trailLength || int || 0 || length of engine trail (if flying) or wave trail (if naval)<br> |- | trailColor || Color || || override for engine trail color<br> |- | sample || Unit || || A sample of the unit that this type creates. Do not modify!<br> |- | 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.<br> |- | commands || UnitCommand[] || [] || Commands available to this unit through RTS controls. An empty array means commands will be assigned based on unit capabilities in init().<br> |- | defaultCommand || UnitCommand || || Command to assign to this unit upon creation. Null indicates the first command in the array.<br> |- | outlineColor || Color || 565666ff || color for outline generated around sprites<br> |- | outlineRadius || int || 3 || thickness for sprite outline<br> |- | outlines || boolean || true || if false, no sprite outlines are generated<br> |- | itemCapacity || int || -1 || amount of items this unit can carry; <0 to determine based on hitSize.<br> |- | ammoCapacity || int || -1 || amount of ammo this unit can hold (if the rule is enabled); <0 to determine based on weapon fire rate.<br> |- | ammoType || AmmoType || copper) || ammo this unit uses, if that system is enabled.<br> |- | mineTier || int || -1 || max hardness of ore that this unit can mine (<0 to disable)<br> |- | mineSpeed || float || 1.0 || mining speed in weird arbitrary units<br> |- | mineWalls || boolean || false || whether this unit can mine ores from floors/walls, respectively<br> |- | mineFloor || boolean || true || whether this unit can mine ores from floors/walls, respectively<br> |- | mineHardnessScaling || boolean || true || if true, harder materials will take longer to mine<br> |- | mineSound || Sound || minebeam || continuous sound emitted when mining.<br> |- | mineSoundVolume || float || 0.6 || volume of mining sound.<br> |- | mineItems || Seq<Item> || [铜铅钛钍] || Target items to mine. Used in MinerAI<br> |- | legCount || int || 4 || number of legs this unit has (must have the correct type to function!)<br> |- | legGroupSize || int || 2 || size of groups in which legs move. for example, insects (6 legs) usually move legs in groups of 3.<br> |- | legLength || float || 10.0 || total length of a leg (both segments)<br> |- | legSpeed || float || 0.1 || total length of a leg (both segments)<br> |- | legForwardScl || float || 1.0 || total length of a leg (both segments)<br> |- | legBaseOffset || float || 0.0 || total length of a leg (both segments)<br> |- | legMoveSpace || float || 1.0 || total length of a leg (both segments)<br> |- | legExtension || float || 0.0 || total length of a leg (both segments)<br> |- | legPairOffset || float || 0.0 || total length of a leg (both segments)<br> |- | legLengthScl || float || 1.0 || total length of a leg (both segments)<br> |- | legStraightLength || float || 1.0 || total length of a leg (both segments)<br> |- | legMaxLength || float || 1.75 || total length of a leg (both segments)<br> |- | legMinLength || float || 0.0 || total length of a leg (both segments)<br> |- | legSplashDamage || float || 0.0 || total length of a leg (both segments)<br> |- | legSplashRange || float || 5.0 || total length of a leg (both segments)<br> |- | baseLegStraightness || float || 0.0 || total length of a leg (both segments)<br> |- | legStraightness || float || 0.0 || total length of a leg (both segments)<br> |- | lockLegBase || boolean || false || If true, legs are locked to the base of the unit instead of being on an implicit rotating "mount".<br> |- | legContinuousMove || boolean || false || If true, legs always try to move around even when the unit is not moving (leads to more natural behavior)<br> |- | flipBackLegs || boolean || true || TODO neither of these appear to do much<br> |- | flipLegSide || boolean || false || TODO neither of these appear to do much<br> |- | mechLandShake || float || 0.0 || screen shake amount for when this mech lands after boosting<br> |- | mechSideSway || float || 0.54 || parameters for mech swaying animation<br> |- | mechFrontSway || float || 0.1 || parameters for mech swaying animation<br> |- | mechStride || float || -1.0 || parameters for mech swaying animation<br> |- | mechStepParticles || boolean || false || whether particles are created when this mech takes a step<br> |- | mechLegColor || Color || 6e7080ff || color that legs change to when moving, to simulate depth<br> |- | treadFrames || int || 18 || number of frames of movement in a tread<br> |- | treadPullOffset || int || 0 || how much of a top part of a tread sprite is "cut off" relative to the pattern; this is corrected for<br> |- | segments || int || 0 || number of independent segments<br> |- | segmentMag || float || 2.0 || magnitude of sine offset between segments<br> |- | segmentScl || float || 4.0 || magnitude of sine offset between segments<br> |- | segmentPhase || float || 5.0 || magnitude of sine offset between segments<br> |- | segmentRotSpeed || float || 1.0 || magnitude of sine offset between segments<br> |- | segmentMaxRot || float || 30.0 || magnitude of sine offset between segments<br> |- | crawlSlowdown || float || 0.5 || magnitude of sine offset between segments<br> |- | crushDamage || float || 0.0 || magnitude of sine offset between segments<br> |- | crawlSlowdownFrac || float || 0.55 || magnitude of sine offset between segments<br> |- | lifetime || float || 300.0 || lifetime of this missile.<br> |- | homingDelay || float || 10.0 || ticks that must pass before this missile starts homing.<br> |} === Weapon === 继承自 [[#Object|Object]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | name || String || || displayed weapon region<br> |- | bullet || BulletType || placeholder || bullet shot<br> |- | ejectEffect || Effect || none || shell ejection effect<br> |- | display || boolean || true || whether weapon should appear in the stats of a unit with this weapon<br> |- | useAmmo || boolean || true || whether to consume ammo when ammo is enabled in rules<br> |- | mirror || boolean || true || whether to create a flipped copy of this weapon upon initialization. default: true<br> |- | flipSprite || boolean || false || whether to flip the weapon's sprite when rendering<br> |- | alternate || boolean || true || whether to shoot the weapons in different arms one after another, rather than all at once; only valid when mirror = true<br> |- | rotate || boolean || false || whether to rotate toward the target independently of unit<br> |- | showStatSprite || boolean || true || Whether to show the sprite of the weapon in the database.<br> |- | baseRotation || float || 0.0 || rotation at which this weapon starts at. TODO buggy!<br> |- | top || boolean || true || whether to draw the outline on top.<br> |- | continuous || boolean || false || whether to hold the bullet in place while firing; it will still require reload.<br> |- | alwaysContinuous || boolean || false || whether this weapon uses continuous fire without reloading; implies continuous = true<br> |- | controllable || boolean || true || whether this weapon can be aimed manually by players<br> |- | aiControllable || boolean || true || whether this weapon can be automatically aimed by the unit<br> |- | alwaysShooting || boolean || false || whether this weapon is always shooting, regardless of targets ore cone<br> |- | autoTarget || boolean || false || whether to automatically target relevant units in update(); only works when controllable = false.<br> |- | predictTarget || boolean || true || whether to perform target trajectory prediction<br> |- | useAttackRange || boolean || true || if true, this weapon is used for attack range calculations<br> |- | targetInterval || float || 40.0 || ticks to wait in-between targets<br> |- | targetSwitchInterval || float || 70.0 || ticks to wait in-between targets<br> |- | rotateSpeed || float || 20.0 || rotation speed of weapon when rotation is enabled, in degrees/t<br> |- | reload || float || 1.0 || weapon reload in frames<br> |- | inaccuracy || float || 0.0 || inaccuracy of degrees of each shot<br> |- | shake || float || 0.0 || intensity and duration of each shot's screen shake<br> |- | recoil || float || 1.5 || visual weapon knockback.<br> |- | recoils || int || -1 || Number of additional counters for recoil.<br> |- | recoilTime || float || -1.0 || time taken for weapon to return to starting position in ticks. uses reload time by default<br> |- | recoilPow || float || 1.8 || power curve applied to visual recoil<br> |- | cooldownTime || float || 20.0 || ticks to cool down the heat region<br> |- | shootX || float || 0.0 || projectile/effect offsets from center of weapon<br> |- | shootY || float || 3.0 || projectile/effect offsets from center of weapon<br> |- | x || float || 5.0 || offsets of weapon position on unit<br> |- | y || float || 0.0 || offsets of weapon position on unit<br> |- | xRand || float || 0.0 || Random spread on the X axis.<br> |- | shoot || ShootPattern || new ShootPattern() || pattern used for bullets<br> |- | shadow || float || -1.0 || radius of shadow drawn under the weapon; <0 to disable<br> |- | velocityRnd || float || 0.0 || fraction of velocity that is random<br> |- | shootCone || float || 5.0 || The half-radius of the cone in which shooting will start.<br> |- | rotationLimit || float || 361.0 || Cone in which the weapon can rotate relative to its mount.<br> |- | minWarmup || float || 0.0 || minimum weapon warmup before firing (this is not linear, do NOT use 1!)<br> |- | shootWarmupSpeed || float || 0.1 || lerp speed for shoot warmup, only used for parts<br> |- | smoothReloadSpeed || float || 0.15 || lerp speed for shoot warmup, only used for parts<br> |- | linearWarmup || boolean || false || If true, shoot warmup is linear instead of a curve.<br> |- | soundPitchMin || float || 0.8 || random sound pitch range<br> |- | soundPitchMax || float || 1.0 || random sound pitch range<br> |- | ignoreRotation || boolean || false || whether shooter rotation is ignored when shooting.<br> |- | noAttack || boolean || false || If true, this weapon cannot be used to attack targets.<br> |- | minShootVelocity || float || -1.0 || min velocity required for this weapon to shoot<br> |- | parentizeEffects || boolean || false || should the shoot effects follow the unit (effects need followParent set to true for this to work)<br> |- | otherSide || int || -1 || internal value used for alternation - do not change!<br> |- | layerOffset || float || 0.0 || draw Z offset relative to the default value<br> |- | shootSound || Sound || pew || sound used for shooting<br> |- | chargeSound || Sound || none || sound used for weapons that have a delay<br> |- | noAmmoSound || Sound || noammo || sound played when there is nothing to shoot<br> |- | heatColor || Color || ab3400ff || heat region tint<br> |- | shootStatusDuration || float || 300.0 || status effect duration when shot<br> |- | shootOnDeath || boolean || false || whether this weapon should fire when its owner dies<br> |- | parts || Seq<DrawPart> || [] || extra animated parts<br> |} === Weather === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | duration || float || 36000.0 || Default duration of this weather event in ticks.<br> |- | 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 || |} === ErekirUnitType === 继承自 [[#UnitType|UnitType]]<br> Config class for special Erekir unit properties.<br> === MissileUnitType === 继承自 [[#UnitType|UnitType]]<br> Field template for unit types. No new functionality.<br> === NeoplasmUnitType === 继承自 [[#UnitType|UnitType]]<br> This is just a preset. Contains no new behavior.<br> === TankUnitType === 继承自 [[#ErekirUnitType|ErekirUnitType]]<br> === BuildWeapon === 继承自 [[#Weapon|Weapon]]<br> Purely visual turret. Does not shoot anything.<br> === PointDefenseWeapon === 继承自 [[#Weapon|Weapon]]<br> Note that this requires several things:<br> - A bullet with positive maxRange<br> - A bullet with positive damage<br> - Rotation<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || ffffffff || |- | beamEffect || Effect || pointBeam || |} === RepairBeamWeapon === 继承自 [[#Weapon|Weapon]]<br> Note that this weapon requires a bullet with a positive maxRange.<br> Rotation must be set to true. Fixed repair points are not supported.<br> {| class="wikitable" |+ 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 || |} === MagneticStorm === 继承自 [[#Weather|Weather]]<br> === ParticleWeather === 继承自 [[#Weather|Weather]]<br> {| class="wikitable" |+ 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" || |} === RainWeather === 继承自 [[#Weather|Weather]]<br> {| class="wikitable" |+ 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 || |} === SolarFlare === 继承自 [[#Weather|Weather]]<br> === Block === 继承自 [[#UnlockableContent|UnlockableContent]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | hasItems || boolean || false || If true, buildings have an ItemModule.<br> |- | hasLiquids || boolean || false || If true, buildings have a LiquidModule.<br> |- | hasPower || boolean || false || If true, buildings have a PowerModule.<br> |- | outputsLiquid || boolean || false || Flag for determining whether this block outputs liquid somewhere; used for connections.<br> |- | 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.<br> |- | outputsPower || boolean || false || If true, this block is a generator that can produce power.<br> |- | connectedPower || boolean || true || If false, power nodes cannot connect to this block.<br> |- | conductivePower || boolean || false || If true, this block can conduct power like a cable.<br> |- | outputsPayload || boolean || false || If true, this block can output payloads; affects blending.<br> |- | acceptsPayload || boolean || false || If true, payloads will attempt to move into this block.<br> |- | acceptsItems || boolean || false || Visual flag use for blending of certain transportation blocks.<br> |- | separateItemCapacity || boolean || false || If true, all item capacities of this block are separate instead of pooled as one number.<br> |- | itemCapacity || int || 10 || maximum items this block can carry (usually, this is per-type of item)<br> |- | liquidCapacity || float || 10.0 || maximum total liquids this block can carry if hasLiquids = true<br> |- | liquidPressure || float || 1.0 || higher numbers increase liquid output speed; TODO remove and replace with better liquids system<br> |- | outputFacing || boolean || true || If true, this block outputs to its facing direction, when applicable.<br>Used for blending calculations.<br> |- | noSideBlend || boolean || false || if true, this block does not accept input from the sides (used for armored conveyors)<br> |- | displayFlow || boolean || true || whether to display flow rate<br> |- | inEditor || boolean || true || whether this block is visible in the editor<br> |- | lastConfig || Object || || the last configuration value applied to this block.<br> |- | saveConfig || boolean || false || whether to save the last config and apply it to newly placed blocks<br> |- | copyConfig || boolean || true || whether to allow copying the config through middle click<br> |- | clearOnDoubleTap || boolean || false || if true, double-tapping this configurable block clears configuration.<br> |- | update || boolean || false || whether this block has a tile entity that updates<br> |- | destructible || boolean || false || whether this block has health and can be destroyed<br> |- | unloadable || boolean || true || whether unloaders work on this block<br> |- | isDuct || boolean || false || if true, this block acts a duct and will connect to armored ducts from the side.<br> |- | allowResupply || boolean || false || whether units can resupply by taking items from this block<br> |- | solid || boolean || false || whether this is solid<br> |- | solidifes || boolean || false || whether this block CAN be solid.<br> |- | teamPassable || boolean || false || if true, this counts as a non-solid block to this team.<br> |- | underBullets || boolean || false || if true, this block cannot be hit by bullets unless explicitly targeted.<br> |- | rotate || boolean || false || whether this is rotatable<br> |- | rotateDraw || boolean || true || if rotate is true and this is false, the region won't rotate when drawing<br> |- | lockRotation || boolean || true || if rotate = false and this is true, rotation will be locked at 0 when placing (default); advanced use only<br> |- | invertFlip || boolean || false || if true, schematic flips with this block are inverted.<br> |- | variants || int || 0 || number of different variant regions to use<br> |- | drawArrow || boolean || true || whether to draw a rotation arrow - this does not apply to lines of blocks<br> |- | drawTeamOverlay || boolean || true || whether to draw the team corner by default<br> |- | saveData || boolean || false || for static blocks only: if true, tile data() is saved in world data.<br> |- | breakable || boolean || false || whether you can break this with rightclick<br> |- | rebuildable || boolean || true || whether to add this block to brokenblocks<br> |- | privileged || boolean || false || if true, this logic-related block can only be used with privileged processors (or is one itself)<br> |- | requiresWater || boolean || false || whether this block can only be placed on water<br> |- | placeableLiquid || boolean || false || whether this block can be placed on any liquids, anywhere<br> |- | placeablePlayer || boolean || true || whether this block can be placed directly by the player via PlacementFragment<br> |- | placeableOn || boolean || true || whether this floor can be placed on.<br> |- | insulated || boolean || false || whether this block has insulating properties.<br> |- | squareSprite || boolean || true || whether the sprite is a full square.<br> |- | absorbLasers || boolean || false || whether this block absorbs laser attacks.<br> |- | enableDrawStatus || boolean || true || if false, the status is never drawn<br> |- | drawDisabled || boolean || true || whether to draw disabled status<br> |- | autoResetEnabled || boolean || true || whether to automatically reset enabled status after a logic block has not interacted for a while.<br> |- | noUpdateDisabled || boolean || false || if true, the block stops updating when disabled<br> |- | updateInUnits || boolean || true || if true, this block updates when it's a payload in a unit.<br> |- | alwaysUpdateInUnits || boolean || false || if true, this block updates in payloads in units regardless of the experimental game rule<br> |- | useColor || boolean || true || Whether to use this block's color in the minimap. Only used for overlays.<br> |- | itemDrop || Item || null || item that drops from this block, used for drills<br> |- | playerUnmineable || boolean || false || if true, this block cannot be mined by players. useful for annoying things like sand.<br> |- | attributes || Attributes || new Attributes() || Array of affinities to certain things.<br> |- | 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.<br> |- | health || int || -1 || building health; -1 to use scaledHealth<br> |- | armor || float || 0.0 || damage absorption, similar to unit armor<br> |- | baseExplosiveness || float || 0.0 || base block explosiveness<br> |- | destroyBullet || BulletType || null || bullet that this block spawns when destroyed<br> |- | destroyBulletSameTeam || boolean || false || if true, destroyBullet is spawned on the block's team instead of Derelict team<br> |- | lightLiquid || Liquid || || liquid used for lighting<br> |- | drawCracks || boolean || true || whether cracks are drawn when this block is damaged<br> |- | createRubble || boolean || true || whether rubble is created when this block is destroyed<br> |- | floating || boolean || false || whether this block can be placed on edges of liquids.<br> |- | size || int || 1 || multiblock size<br> |- | offset || float || 0.0 || multiblock offset<br> |- | sizeOffset || int || 0 || offset for iteration (internal use only)<br> |- | clipSize || float || -1.0 || Clipping size of this block. Should be as large as the block will draw.<br> |- | placeOverlapRange || float || 50.0 || When placeRangeCheck is enabled, this is the range checked for enemy blocks.<br> |- | crushDamageMultiplier || float || 1.0 || Multiplier of damage dealt to this block by tanks. Does not apply to crawlers.<br> |- | timers || int || 1 || Max of timers used.<br> |- | cacheLayer || CacheLayer || normal || Cache layer. Only used for 'cached' rendering.<br> |- | fillsTile || boolean || true || Special flag; if false, floor will be drawn under this block even if it is cached.<br> |- | forceDark || boolean || false || If true, this block can be covered by darkness / fog even if synthetic.<br> |- | alwaysReplace || boolean || false || whether this block can be replaced in all cases<br> |- | replaceable || boolean || true || if false, this block can never be replaced.<br> |- | group || BlockGroup || none || The block group. Unless {@link #canReplace} is overridden, blocks in the same group can replace each other.<br> |- | flags || EnumSet<BlockFlag> || [] || List of block flags. Used for AI indexing.<br> |- | priority || float || 0.0 || Targeting priority of this block, as seen by enemies.<br> |- | unitCapModifier || int || 0 || How much this block affects the unit cap by.<br>The block flags must contain unitModifier in order for this to work.<br> |- | configurable || boolean || false || Whether the block can be tapped and selected to configure.<br> |- | commandable || boolean || false || If true, this building can be selected like a unit when commanding.<br> |- | allowConfigInventory || boolean || true || If true, the building inventory can be shown with the config.<br> |- | selectionRows || int || 5 || Defines how large selection menus, such as that of sorters, should be.<br> |- | selectionColumns || int || 4 || Defines how large selection menus, such as that of sorters, should be.<br> |- | logicConfigurable || boolean || false || If true, this block can be configured by logic.<br> |- | consumesTap || boolean || false || Whether this block consumes touchDown events when tapped.<br> |- | drawLiquidLight || boolean || true || Whether to draw the glow of the liquid for this block, if it has one.<br> |- | envRequired || int || 0 || Environmental flags that are *all* required for this block to function. 0 = any environment<br> |- | envEnabled || int || 1 || The environment flags that this block can function in. If the env matches any of these, it will be enabled.<br> |- | envDisabled || int || 0 || The environment flags that this block *cannot* function in. If the env matches any of these, it will be *disabled*.<br> |- | sync || boolean || false || Whether to periodically sync this block across the network.<br> |- | conveyorPlacement || boolean || false || Whether this block uses conveyor-type placement mode.<br> |- | allowDiagonal || boolean || true || If false, diagonal placement (ctrl) for this block is not allowed.<br> |- | swapDiagonalPlacement || boolean || false || Whether to swap the diagonal placement modes.<br> |- | schematicPriority || int || 0 || Build queue priority in schematics.<br> |- | mapColor || Color || 000000ff || The color of this block when displayed on the minimap or map preview.<br>Do not set manually! This is overridden when loading for most blocks.<br> |- | hasColor || boolean || false || Whether this block has a minimap color.<br> |- | targetable || boolean || true || Whether units target this block.<br> |- | attacks || boolean || false || If true, this block attacks and is considered a turret in the indexer. Building must implement Ranged.<br> |- | suppressable || boolean || false || If true, this block is mending-related and can be suppressed with special units/missiles.<br> |- | canOverdrive || boolean || true || Whether the overdrive core has any effect on this block.<br> |- | outlineColor || Color || 404049ff || Outlined icon color.<br> |- | outlineIcon || boolean || false || Whether any icon region has an outline added.<br> |- | outlineRadius || int || 4 || Outline icon radius.<br> |- | outlinedIcon || int || -1 || Which of the icon regions gets the outline added. Uses last icon if <= 0.<br> |- | hasShadow || boolean || true || Whether this block has a shadow under it.<br> |- | customShadow || boolean || false || If true, a custom shadow (name-shadow) is drawn under this block.<br> |- | placePitchChange || boolean || true || Should the sound made when this block is built change in pitch.<br> |- | breakPitchChange || boolean || true || Should the sound made when this block is deconstructed change in pitch.<br> |- | placeSound || Sound || place || Sound made when this block is built.<br> |- | breakSound || Sound || breaks || Sound made when this block is deconstructed.<br> |- | destroySound || Sound || boom || Sounds made when this block is destroyed.<br> |- | albedo || float || 0.0 || How reflective this block is.<br> |- | lightColor || Color || ffffffff || Environmental passive light color.<br> |- | emitLight || boolean || false || Whether this environmental block passively emits light.<br>Does not change behavior for non-environmental blocks, but still updates clipSize.<br> |- | lightRadius || float || 60.0 || Radius of the light emitted by this block.<br> |- | fogRadius || int || -1 || How much fog this block uncovers, in tiles. Cannot be dynamic. <= 0 to disable.<br> |- | loopSound || Sound || none || The sound that this block makes while active. One sound loop. Do not overuse.<br> |- | loopSoundVolume || float || 0.5 || Active sound base volume.<br> |- | ambientSound || Sound || none || The sound that this block makes while idle. Uses one sound loop for all blocks.<br> |- | ambientSoundVolume || float || 0.05 || Idle sound base volume.<br> |- | requirements || ItemStack[] || [] || Cost of constructing this block.<br> |- | category || Category || distribution || Category in place menu.<br> |- | buildCost || float || 20.0 || Time to build this block in ticks; do not modify directly!<br> |- | buildCostMultiplier || float || 1.0 || Multiplier for speed of building this block.<br> |- | deconstructThreshold || float || 0.0 || Build completion at which deconstruction finishes.<br> |- | instantDeconstruct || boolean || false || If true, this block deconstructs immediately. Instant deconstruction implies no resource refund.<br> |- | placeEffect || Effect || placeBlock || Effect for placing the block. Passes size as rotation.<br> |- | breakEffect || Effect || breakBlock || Effect for breaking the block. Passes size as rotation.<br> |- | destroyEffect || Effect || dynamicExplosion || Effect for destroying the block.<br> |- | researchCostMultiplier || float || 1.0 || Multiplier for cost of research in tech tree.<br> |- | researchCost || ItemStack[] || || Override for research cost. Uses multipliers above and building requirements if not set.<br> |- | instantTransfer || boolean || false || Whether this block has instant transfer.<br> |- | quickRotate || boolean || true || Whether you can rotate this block after it is placed.<br> |- | selectScroll || float || 0.0 || Scroll position for certain blocks.<br> |- | itemFilter || boolean[] || [] || Consumption filters.<br> |- | liquidFilter || boolean[] || [] || Consumption filters.<br> |- | hasConsumers || boolean || false || Set to true if this block has any consumers in its array.<br> |- | 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.<br> |- | 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.<br> |} === ConstructBlock === 继承自 [[#Block|Block]]<br> A block in the process of construction.<br> === Accelerator === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | launching || Block || coreNucleus || |- | capacities || int[] || [] || |} === LaunchPad === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | launchTime || float || 1.0 || Time inbetween launches.<br> |- | launchSound || Sound || none || |- | lightColor || Color || eab678ff || |} === AutoDoor === 继承自 [[#Wall|Wall]]<br> {| class="wikitable" |+ 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|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | radius || float || 200.0 || |- | sides || int || 24 || |} === BuildTurret === 继承自 [[#BaseTurret|BaseTurret]]<br> {| class="wikitable" |+ 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 || |} === DirectionalForceProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |} === Door === 继承自 [[#Wall|Wall]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | openfx || Effect || dooropen || |- | closefx || Effect || doorclose || |- | doorSound || Sound || door || |} === ForceProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |- | absorbEffect || Effect || absorb || |- | shieldBreakEffect || Effect || shieldBreak || |} === MendProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |} === OverdriveProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |} === Radar === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |} === RegenProjector === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |} === ShieldWall === 继承自 [[#Wall|Wall]]<br> {| class="wikitable" |+ 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|Block]]<br> {| class="wikitable" |+ 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|Block]]<br> {| class="wikitable" |+ 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 || bang || |- | 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 || |} === Thruster === 继承自 [[#Wall|Wall]]<br> === Wall === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | lightningChance || float || -1.0 || Lighting chance. -1 to disable<br> |- | lightningDamage || float || 20.0 || |- | lightningLength || int || 17 || |- | lightningColor || Color || f3e979ff || |- | lightningSound || Sound || spark || |- | chanceDeflect || float || -1.0 || Bullet deflection chance. -1 to disable<br> |- | flashHit || boolean || false || |- | flashColor || Color || ffffffff || |- | deflectSound || Sound || none || |} === BaseTurret === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |- | coolEffect || Effect || fuelburn || Effect displayed when coolant is used.<br> |- | coolantMultiplier || float || 5.0 || How much reload is lowered by for each unit of liquid of heat capacity.<br> |} === ContinuousLiquidTurret === 继承自 [[#ContinuousTurret|ContinuousTurret]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquidConsumed || float || 0.016666668 || |} === 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.<br> {| class="wikitable" |+ 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.<br> |} === ItemTurret === 继承自 [[#Turret|Turret]]<br> === LaserTurret === 继承自 [[#PowerTurret|PowerTurret]]<br> A turret that fires a continuous beam with a delay between shots. Liquid coolant is required. Yes, this class name is awful.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | firingMoveFract || float || 0.25 || |- | shootDuration || float || 100.0 || |} === LiquidTurret === 继承自 [[#Turret|Turret]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | extinguish || boolean || true || |} === PayloadAmmoTurret === 继承自 [[#Turret|Turret]]<br> Do not use this class!<br> === PointDefenseTurret === 继承自 [[#ReloadTurret|ReloadTurret]]<br> {| class="wikitable" |+ 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 || lasershoot || |- | shootCone || float || 5.0 || |- | bulletDamage || float || 10.0 || |- | shootLength || float || 3.0 || |} === PowerTurret === 继承自 [[#Turret|Turret]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shootType || BulletType || || |} === ReloadTurret === 继承自 [[#BaseTurret|BaseTurret]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | reload || float || 10.0 || |} === TractorBeamTurret === 继承自 [[#BaseTurret|BaseTurret]]<br> {| class="wikitable" |+ 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 || tractorbeam || |- | shootSoundVolume || float || 0.9 || |} === Turret === 继承自 [[#ReloadTurret|ReloadTurret]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | targetInterval || float || 20.0 || Ticks between attempt at finding a target.<br> |- | maxAmmo || int || 30 || Maximum ammo units stored.<br> |- | ammoPerShot || int || 1 || Ammo units used per shot.<br> |- | consumeAmmoOnce || boolean || true || If true, ammo is only consumed once per shot regardless of bullet count.<br> |- | heatRequirement || float || -1.0 || Minimum input heat required to fire.<br> |- | maxHeatEfficiency || float || 3.0 || Maximum efficiency possible, if this turret uses heat.<br> |- | inaccuracy || float || 0.0 || Bullet angle randomness in degrees.<br> |- | velocityRnd || float || 0.0 || Fraction of bullet velocity that is random.<br> |- | shootCone || float || 8.0 || Maximum angle difference in degrees at which turret will still try to shoot.<br> |- | shootX || float || 0.0 || Turret shoot point.<br> |- | shootY || float || -Infinity || Turret shoot point.<br> |- | xRand || float || 0.0 || Random spread on the X axis.<br> |- | minRange || float || 0.0 || Minimum bullet range. Used for artillery only.<br> |- | minWarmup || float || 0.0 || Minimum warmup needed to fire.<br> |- | accurateDelay || boolean || true || If true, this turret will accurately target moving targets with respect to charge time.<br> |- | moveWhileCharging || boolean || true || If false, this turret can't move while charging.<br> |- | warmupMaintainTime || float || 0.0 || How long warmup is maintained even if this turret isn't shooting.<br> |- | shoot || ShootPattern || new ShootPattern() || pattern used for bullets<br> |- | targetAir || boolean || true || If true, this block targets air units.<br> |- | targetGround || boolean || true || If true, this block targets ground units and structures.<br> |- | targetHealing || boolean || false || If true, this block targets friend blocks, to heal them.<br> |- | playerControllable || boolean || true || If true, this turret can be controlled by players.<br> |- | displayAmmoMultiplier || boolean || true || If true, this block will display ammo multipliers in its stats (irrelevant for certain types of turrets).<br> |- | targetUnderBlocks || boolean || true || If false, 'under' blocks like conveyors are not targeted.<br> |- | alwaysShooting || boolean || false || If true, the turret will always shoot when it has ammo, regardless of targets in range or any control.<br> |- | predictTarget || boolean || true || Whether this turret predicts unit movement.<br> |- | unitSort || Sortf || closest || Function for choosing which unit to target.<br> |- | heatColor || Color || ab3400ff || Color of heat region drawn on top (if found)<br> |- | shootEffect || Effect || || Optional override for all shoot effects.<br> |- | smokeEffect || Effect || || Optional override for all smoke effects.<br> |- | ammoUseEffect || Effect || none || Effect created when ammo is used. Not optional.<br> |- | shootSound || Sound || shoot || Sound emitted when a single bullet is shot.<br> |- | chargeSound || Sound || none || Sound emitted when shoot.firstShotDelay is >0 and shooting begins.<br> |- | soundPitchMin || float || 0.9 || Range for pitch of shoot sound.<br> |- | soundPitchMax || float || 1.1 || Range for pitch of shoot sound.<br> |- | ammoEjectBack || float || 1.0 || Backwards Y offset of ammo eject effect.<br> |- | shootWarmupSpeed || float || 0.1 || Lerp speed of turret warmup.<br> |- | linearWarmup || boolean || false || If true, turret warmup is linear instead of a curve.<br> |- | recoil || float || 1.0 || Visual amount by which the turret recoils back per shot.<br> |- | recoils || int || -1 || Number of additional counters for recoil.<br> |- | recoilTime || float || -1.0 || ticks taken for turret to return to starting position in ticks. uses reload time by default<br> |- | recoilPow || float || 1.8 || power curve applied to visual recoil<br> |- | cooldownTime || float || 20.0 || ticks to cool down the heat region<br> |- | elevation || float || -1.0 || Visual elevation of turret shadow, -1 to use defaults.<br> |- | shake || float || 0.0 || How much the screen shakes per shot.<br> |- | drawer || DrawBlock || new DrawTurret() || Defines drawing behavior for this turret.<br> |} === ArmoredConveyor === 继承自 [[#Conveyor|Conveyor]]<br> === BufferedItemBridge === 继承自 [[#ItemBridge|ItemBridge]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 40.0 || |- | bufferCapacity || int || 50 || |} === Conveyor === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 0.0 || |- | displayedSpeed || float || 0.0 || |- | junctionReplacement || Block || || |- | bridgeReplacement || Block || || |} === DirectionBridge === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || int || 4 || |} === DirectionLiquidBridge === 继承自 [[#DirectionBridge|DirectionBridge]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 5.0 || |- | liquidPadding || float || 1.0 || |} === DirectionalUnloader === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 1.0 || |- | allowCoreUnload || boolean || false || |} === Duct === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 5.0 || |- | armored || boolean || false || |- | transparentColor || Color || 66666619 || |- | bridgeReplacement || Block || || |} === DuctBridge === 继承自 [[#DirectionBridge|DirectionBridge]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 5.0 || |} === DuctRouter === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 5.0 || |} === ItemBridge === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || int || 0 || |- | transportTime || float || 2.0 || |- | 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 || |} === Junction === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 26.0 || |- | capacity || int || 6 || |} === MassDriver === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || shootBig || |- | shake || float || 3.0 || |} === OverflowDuct === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 5.0 || |- | invert || boolean || false || |} === OverflowGate === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 1.0 || |- | invert || boolean || false || |} === Router === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 8.0 || |} === Sorter === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | invert || boolean || false || |} === StackConveyor === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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.<br> |- | loadEffect || Effect || conveyorPoof || |- | unloadEffect || Effect || conveyorPoof || |} === StackRouter === 继承自 [[#DuctRouter|DuctRouter]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | baseEfficiency || float || 0.0 || |- | glowAlpha || float || 1.0 || |- | glowColor || Color || feb380ff || |} === AirBlock === 继承自 [[#Floor|Floor]]<br> === Cliff === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | size || float || 11.0 || |} === 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.<br> === Floor === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | edge || String || "stone" || edge fallback, used mainly for ores<br> |- | speedMultiplier || float || 1.0 || Multiplies unit velocity by this when walked on.<br> |- | dragMultiplier || float || 1.0 || Multiplies unit drag by this when walked on.<br> |- | damageTaken || float || 0.0 || Damage taken per tick on this tile.<br> |- | drownTime || float || 0.0 || How many ticks it takes to drown on this. 0 to disable.<br> |- | walkEffect || Effect || none || Effect when walking on this floor.<br> |- | walkSound || Sound || none || Sound made when walking.<br> |- | walkSoundVolume || float || 0.1 || Volume of sound made when walking.<br> |- | walkSoundPitchMin || float || 0.8 || Volume of sound made when walking.<br> |- | walkSoundPitchMax || float || 1.2 || Volume of sound made when walking.<br> |- | drownUpdateEffect || Effect || bubble || Effect displayed when drowning on this floor.<br> |- | statusDuration || float || 60.0 || Intensity of applied status effect.<br> |- | liquidDrop || Liquid || null || liquids that drop from this block, used for pumps.<br> |- | liquidMultiplier || float || 1.0 || Multiplier for pumped liquids, used for deep water.<br> |- | isLiquid || boolean || false || whether this block is liquid.<br> |- | overlayAlpha || float || 0.65 || for liquid floors, this is the opacity of the overlay drawn on top.<br> |- | supportsOverlay || boolean || false || whether this floor supports an overlay floor<br> |- | shallow || boolean || false || shallow water flag used for generation<br> |- | blendGroup || Block || this || Group of blocks that this block does not draw edges on.<br> |- | oreDefault || boolean || false || Whether this ore generates in maps by default.<br> |- | oreScale || float || 24.0 || Ore generation params.<br> |- | oreThreshold || float || 0.828 || Ore generation params.<br> |- | wall || Block || air || Wall variant of this block. May be Blocks.air if not found.<br> |- | decoration || Block || air || Decoration block. Usually a rock. May be air.<br> |- | canShadow || boolean || true || Whether units can draw shadows over this.<br> |- | needsSurface || boolean || true || Whether this overlay needs a surface to be on. False for floating blocks, like spawns.<br> |- | allowCorePlacement || boolean || false || If true, cores can be placed on this floor.<br> |- | wallOre || boolean || false || If true, this ore is allowed on walls.<br> |- | blendId || int || -1 || Actual ID used for blend groups. Internal.<br> |} === OreBlock === 继承自 [[#OverlayFloor|OverlayFloor]]<br> An overlay ore for a specific item type.<br> === OverlayFloor === 继承自 [[#Floor|Floor]]<br> A type of floor that is overlaid on top of other floors.<br> === Prop === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | layer || float || 32.0 || |} === SeaBush === 继承自 [[#Prop|Prop]]<br> {| class="wikitable" |+ 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|Prop]]<br> === ShallowLiquid === 继承自 [[#Floor|Floor]]<br> Blends water together with a standard floor. No new mechanics.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquidBase || Floor || || |- | floorBase || Floor || || |- | liquidOpacity || float || 0.35 || |} === SpawnBlock === 继承自 [[#OverlayFloor|OverlayFloor]]<br> === StaticTree === 继承自 [[#StaticWall|StaticWall]]<br> === StaticWall === 继承自 [[#Prop|Prop]]<br> === SteamVent === 继承自 [[#Floor|Floor]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | parent || Block || air || |- | effect || Effect || ventSteam || |- | effectColor || Color || 6b4e4eff || |- | effectSpacing || float || 15.0 || |} === TallBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shadowOffset || float || -3.0 || |- | layer || float || 71.0 || |- | rotationRand || float || 20.0 || |- | shadowAlpha || float || 0.6 || |} === TreeBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | shadowOffset || float || -4.0 || |} === WobbleProp === 继承自 [[#Prop|Prop]]<br> {| class="wikitable" |+ 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 || |} === HeatConductor === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | visualMaxHeat || float || 15.0 || |- | drawer || DrawBlock || new DrawDefault() || |- | splitHeat || boolean || false || |} === HeatProducer === 继承自 [[#GenericCrafter|GenericCrafter]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | heatOutput || float || 10.0 || |- | warmupRate || float || 0.15 || |} === LegacyBlock === 继承自 [[#Block|Block]]<br> Any subclass of this will be removed upon world load.<br> === LegacyCommandCenter === 继承自 [[#LegacyBlock|LegacyBlock]]<br> === LegacyMechPad === 继承自 [[#LegacyBlock|LegacyBlock]]<br> === LegacyUnitFactory === 继承自 [[#LegacyBlock|LegacyBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | replacement || Block || air || |} === ArmoredConduit === 继承自 [[#Conduit|Conduit]]<br> === Conduit === 继承自 [[#LiquidBlock|LiquidBlock]]<br> {| class="wikitable" |+ 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.<br> |- | leaks || boolean || true || |- | junctionReplacement || Block || || |- | bridgeReplacement || Block || || |- | rotBridgeReplacement || Block || || |} === LiquidBlock === 继承自 [[#Block|Block]]<br> === LiquidBridge === 继承自 [[#ItemBridge|ItemBridge]]<br> === LiquidJunction === 继承自 [[#LiquidBlock|LiquidBlock]]<br> === LiquidRouter === 继承自 [[#LiquidBlock|LiquidBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | liquidPadding || float || 0.0 || |} === CanvasBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |} === LogicBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxSides || int || 25 || |- | displaySize || int || 64 || |- | scaleFactor || float || 1.0 || |} === MemoryBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | memoryCapacity || int || 32 || |} === MessageBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | maxTextLength || int || 220 || |- | maxNewlines || int || 24 || |} === SwitchBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | clickSound || Sound || click || |} === BlockProducer === 继承自 [[#PayloadBlock|PayloadBlock]]<br> Generic building that produces other buildings.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | buildSpeed || float || 4 || |} === Constructor === 继承自 [[#BlockProducer|BlockProducer]]<br> Configurable BlockProducer variant.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | filter || Seq<Block> || [] || Empty seq for no filter.<br> |- | minBlockSize || int || 1 || |- | maxBlockSize || int || 2 || |} === PayloadBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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|Block]]<br> {| class="wikitable" |+ 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 || |} === PayloadDeconstructor === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable" |+ 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|PayloadBlock]]<br> {| class="wikitable" |+ 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|PayloadBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | range || float || 100.0 || |- | rotateSpeed || float || 2.0 || |- | 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 || shootBig || |- | shake || float || 3.0 || |} === PayloadRouter === 继承自 [[#PayloadConveyor|PayloadConveyor]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | invert || boolean || false || |} === PayloadSource === 继承自 [[#PayloadBlock|PayloadBlock]]<br> Generic building that produces other buildings.<br> === PayloadUnloader === 继承自 [[#PayloadLoader|PayloadLoader]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | offloadSpeed || int || 4 || |- | maxPowerUnload || float || 80.0 || |} === PayloadVoid === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | incinerateEffect || Effect || blastExplosion || |- | incinerateSound || Sound || bang || |} === Battery === 继承自 [[#PowerDistributor|PowerDistributor]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drawer || DrawBlock || || |- | emptyLightColor || Color || f8c266ff || |- | fullLightColor || Color || fb9567ff || |} === BeamNode === 继承自 [[#PowerBlock|PowerBlock]]<br> {| class="wikitable" |+ 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 || |} === ConsumeGenerator === 继承自 [[#PowerGenerator|PowerGenerator]]<br> A generator that just takes in certain items or liquids.<br> {| class="wikitable" |+ 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.<br> |- | warmupSpeed || float || 0.05 || |- | effectChance || float || 0.01 || |- | generateEffect || Effect || none || |- | consumeEffect || Effect || none || |- | generateEffectRange || float || 3.0 || |- | outputLiquid || LiquidStack || || |- | explodeOnFull || boolean || false || If true, this block explodes when outputLiquid exceeds capacity.<br> |} === HeaterGenerator === 继承自 [[#ConsumeGenerator|ConsumeGenerator]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | heatOutput || float || 10.0 || |- | warmupRate || float || 0.15 || |} === ImpactReactor === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | warmupSpeed || float || 0.001 || |- | itemDuration || float || 60.0 || |} === LightBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | brightness || float || 0.9 || |- | radius || float || 200.0 || |} === LongPowerNode === 继承自 [[#PowerNode|PowerNode]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | glowColor || Color || cbfd8172 || |- | glowScl || float || 16.0 || |- | glowMag || float || 0.6 || |} === NuclearReactor === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable" |+ 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<br> |- | heating || float || 0.01 || heating per frame * fullness<br> |- | smokeThreshold || float || 0.3 || threshold at which block starts smoking<br> |- | flashThreshold || float || 0.46 || heat threshold at which lights start flashing<br> |- | coolantPower || float || 0.5 || heat removed per unit of coolant<br> |- | fuelItem || Item || thorium || |} === PowerBlock === 继承自 [[#Block|Block]]<br> === PowerDiode === 继承自 [[#Block|Block]]<br> === PowerDistributor === 继承自 [[#PowerBlock|PowerBlock]]<br> === PowerGenerator === 继承自 [[#PowerDistributor|PowerDistributor]]<br> {| class="wikitable" |+ 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%.<br> |- | 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|PowerBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | laserRange || float || 6.0 || |- | maxNodes || int || 3 || |- | autolink || boolean || true || |- | drawRange || boolean || true || |- | laserScale || float || 0.25 || |- | laserColor1 || Color || ffffffff || |- | laserColor2 || Color || fbd367ff || |} === SolarGenerator === 继承自 [[#PowerGenerator|PowerGenerator]]<br> === ThermalGenerator === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable" |+ 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 || |} === VariableReactor === 继承自 [[#PowerGenerator|PowerGenerator]]<br> {| class="wikitable" |+ 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.<br> |- | 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 || |} === AttributeCrafter === 继承自 [[#GenericCrafter|GenericCrafter]]<br> A crafter that gains efficiency from attribute tiles.<br> {| class="wikitable" |+ 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 || |} === BeamDrill === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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.<br> |- | 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 || |} === BurstDrill === 继承自 [[#Drill|Drill]]<br> {| class="wikitable" |+ 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 || |} === Drill === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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.<br> |- | drillTime || float || 300.0 || Base time to drill one ore, in frames.<br> |- | liquidBoostIntensity || float || 1.6 || How many times faster the drill will progress when boosted by liquid.<br> |- | warmupSpeed || float || 0.015 || Speed at which the drill speeds up.<br> |- | blockedItem || Item || || Special exemption item that this drill can't mine.<br> |- | drawMineItem || boolean || true || Whether to draw the item this drill is mining.<br> |- | drillEffect || Effect || mine || Effect played when an item is produced. This is colored.<br> |- | drillEffectRnd || float || -1.0 || Drill effect randomness. Block size by default.<br> |- | drillEffectChance || float || 1.0 || Chance of displaying the effect. Useful for extremely fast drills.<br> |- | rotateSpeed || float || 2.0 || Speed the drill bit rotates at.<br> |- | updateEffect || Effect || pulverizeSmall || Effect randomly played while drilling.<br> |- | updateEffectChance || float || 0.02 || Chance the update effect will appear.<br> |- | drawRim || boolean || false || |- | drawSpinSprite || boolean || true || |- | heatColor || Color || ff5512ff || |} === Fracker === 继承自 [[#SolidPump|SolidPump]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | itemUseTime || float || 100.0 || |} === GenericCrafter === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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.<br> |- | outputItems || ItemStack[] || || Overwrites outputItem if not null.<br> |- | outputLiquid || LiquidStack || || Written to outputLiquids as a single-element array if outputLiquids is null.<br> |- | outputLiquids || LiquidStack[] || || Overwrites outputLiquid if not null.<br> |- | 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.<br> |- | dumpExtraLiquid || boolean || true || if true, crafters with multiple liquid outputs will dump excess when there's still space for at least one liquid type<br> |- | ignoreLiquidFullness || boolean || false || |- | craftTime || float || 80.0 || |- | craftEffect || Effect || none || |- | updateEffect || Effect || none || |- | updateEffectChance || float || 0.04 || |- | warmupSpeed || float || 0.019 || |- | legacyReadWarmup || boolean || false || Only used for legacy cultivator blocks.<br> |- | drawer || DrawBlock || new DrawDefault() || |} === HeatCrafter === 继承自 [[#GenericCrafter|GenericCrafter]]<br> A crafter that requires contact from heater blocks to craft.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | heatRequirement || float || 10.0 || Base heat requirement for 100% efficiency.<br> |- | overheatScale || float || 1.0 || After heat meets this requirement, excess heat will be scaled by this number.<br> |- | maxEfficiency || float || 4.0 || Maximum possible efficiency after overheat.<br> |} === Incinerator === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || fuelburn || |- | flameColor || Color || ffad9dff || |} === ItemIncinerator === 继承自 [[#Block|Block]]<br> Incinerator that accepts only items and optionally requires a liquid, e.g. slag.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | effect || Effect || incinerateSlag || |- | effectChance || float || 0.2 || |} === Pump === 继承自 [[#LiquidBlock|LiquidBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | pumpAmount || float || 0.2 || Pump amount per tile.<br> |- | consumeTime || float || 300.0 || Interval in-between item consumptions, if applicable.<br> |- | warmupSpeed || float || 0.019 || |- | drawer || DrawBlock || new DrawMulti(new DrawDefault(), new DrawPumpLiquid()) || |} === Separator === 继承自 [[#Block|Block]]<br> Extracts a random list of items from an input item and an input liquid.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | results || ItemStack[] || || |- | craftTime || float || 0.0 || |- | drawer || DrawBlock || new DrawDefault() || |} === SingleBlockProducer === 继承自 [[#BlockProducer|BlockProducer]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | result || Block || router || |} === SolidPump === 继承自 [[#Pump|Pump]]<br> Pump that makes liquid from solids and takes in power. Only works on solid floor blocks.<br> {| class="wikitable" |+ 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.<br> |} === WallCrafter === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drillTime || float || 150.0 || Time to produce one item at 100% efficiency.<br> |- | updateEffect || Effect || mineWallSmall || Effect randomly played while drilling.<br> |- | updateEffectChance || float || 0.02 || |- | rotateSpeed || float || 2.0 || |- | attribute || Attribute || sand || Attribute to check for wall output.<br> |- | output || Item || sand || |} === ItemSource === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | itemsPerSecond || int || 100 || |} === ItemVoid === 继承自 [[#Block|Block]]<br> === LiquidSource === 继承自 [[#Block|Block]]<br> === LiquidVoid === 继承自 [[#Block|Block]]<br> === PowerSource === 继承自 [[#PowerNode|PowerNode]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | powerProduction || float || 10000.0 || |} === PowerVoid === 继承自 [[#PowerBlock|PowerBlock]]<br> === CoreBlock === 继承自 [[#StorageBlock|StorageBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | thrusterLength || float || 3.5 || |- | isFirstTier || boolean || false || |- | incinerateNonBuildable || boolean || false || |- | unitType || UnitType || alpha || |- | captureInvicibility || float || 900.0 || |} === StorageBlock === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | coreMerge || boolean || true || |} === Unloader === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | speed || float || 1.0 || |} === DroneCenter === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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 || |} === Reconstructor === 继承自 [[#UnitBlock|UnitBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | constructTime || float || 120.0 || |- | upgrades || Seq<UnitType[]> || [] || |- | capacities || int[] || [] || |} === RepairTower === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 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|Block]]<br> {| class="wikitable" |+ 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.<br> |- | coolantMultiplier || float || 1.0 || How much healing is increased by with heat capacity.<br> |- | laserColor || Color || 98ffa9ff || |- | laserTopColor || Color || ffffffff || |} === UnitAssembler === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | areaSize || int || 11 || |- | droneType || UnitType || assemblyDrone || |- | dronesCreated || int || 4 || |- | droneConstructTime || float || 240.0 || |- | plans || Seq<AssemblerUnitPlan> || [] || |} === UnitAssemblerModule === 继承自 [[#PayloadBlock|PayloadBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | tier || int || 1 || |} === UnitBlock === 继承自 [[#PayloadBlock|PayloadBlock]]<br> === UnitCargoLoader === 继承自 [[#Block|Block]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | unitType || UnitType || manifold || |- | buildTime || 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|Block]]<br> {| class="wikitable" |+ 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.<br> |} === UnitFactory === 继承自 [[#UnitBlock|UnitBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | capacities || int[] || [] || |- | plans || Seq<UnitPlan> || [] || |} === DrawArcSmelt === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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 || |- | 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|Object]]<br> An implementation of custom rendering behavior for a crafter block.<br> This is used mostly for mods.<br> {| class="wikitable" |+ 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.<br> |} === DrawBlurSpin === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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 || |- | 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> === DrawFade === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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 || |} === DrawFrames === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | frames || int || 3 || Number of frames to draw.<br> |- | interval || float || 5.0 || Ticks between frames.<br> |- | sine || boolean || true || If true, frames wil alternate back and forth in a sine wave.<br> |} === DrawGlowRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> This must be used in conjunction with another DrawBlock; it only draws outputs.<br> === DrawLiquidRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> combined several DrawBlocks into one<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | drawers || DrawBlock[] || [] || |} === DrawMultiWeave === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || f2d585ff || |- | 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 || 3.0 || |- | reverse || boolean || false || |- | particleInterp || Interp || new PowIn(1.5f) || |- | particleSizeInterp || Interp || Interp.slope || |- | blending || Blending || normal || |} === DrawPistons === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawFlame]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> {| class="wikitable" |+ 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.<br> |- | emptyLightColor || Color || f8c266ff || |- | fullLightColor || Color || fb9567ff || |- | layer || float || -1.0 || Any number <=0 disables layer changes.<br> |} === DrawPulseShape === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> === DrawRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | suffix || String || "" || |- | spinSprite || boolean || false || |- | drawPlan || boolean || true || |- | 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.<br> |} === DrawShape === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> === DrawSoftParticles === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | color || Color || e3ae6fff || |- | color2 || Color || d04d46ff || |- | 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|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br> Extend to implement custom drawing behavior for a turret.<br> {| class="wikitable" |+ 字段 |- ! 名称 !! 类型 !! 默认值 !! 注释 |- | parts || Seq<DrawPart> || [] || |- | basePrefix || String || "" || Prefix to use when loading base region.<br> |- | liquidDraw || Liquid || || Overrides the liquid to draw in the liquid region.<br> |} === DrawWarmupRegion === 继承自 [[#DrawBlock|DrawBlock]]<br> {| class="wikitable" |+ 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|DrawBlock]]<br>
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