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两侧同时换到之前的修订记录前一修订版后一修订版 | 前一修订版 | ||
modding:type [2022/08/19 01:03] – old revision restored (2022/03/20 15:01) 111.225.149.232 | modding:type [2022/08/19 04:51] (当前版本) – old revision restored (2022/03/27 17:31) 111.225.148.88 | ||
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+ | ====== 类型 ====== | ||
+ | 注意:此处没有列出**不推荐使用**的类型,并且也强烈不建议使用它们,尽可能使用推荐使用的等价类型。 | ||
+ | |||
+ | 在[[https:// | ||
+ | |||
+ | 所有的 json 示例都来自 BuleWolf3682 的[[https:// | ||
+ | 译者注:本文的英文原文全部使用脚本生成,信息源来自源代码及其注释。 | ||
+ | |||
+ | ===== Block ===== | ||
+ | ==== Block ==== | ||
+ | ^键名^类型^默认值^解释^ | ||
+ | |hasItems|boolean|false|如果值为true,那么方块将会有物品栏并可以接受物品| | ||
+ | |hasLiquids|boolean|false|如果值为true,那么方块将会有液体栏并可以接受液体| | ||
+ | |hasPower|boolean|false|如果值为true,那么方块将会有电力栏并可以接受电力| | ||
+ | |outputsLiquid|boolean|false|如果值为true,那么方块将能输出液体| | ||
+ | |consumesPower|boolean|true|如果值为true,那么方块将消耗电力| | ||
+ | |outputsPower|boolean|false|如果值为true,那么方块将会发电| | ||
+ | |acceptsPayload|boolean|false|如果值为true,那么方块将可以接受载荷| | ||
+ | |acceptsItems|boolean|false|如果值为true,那么方块将可以接受物品| | ||
+ | |separateItem Capacity|boolean|false|如果值为true,那么方块的物品容量会被分割。注:原类型名无空格,此处排版需要| | ||
+ | |itemCapacity|int|10|值为方块中物品栏**每种**物品容量| | ||
+ | |LiquidCapacity|float|10.0|值为方块中液体栏**每种**液体容量,为float浮点数可以带小数点| | ||
+ | |liquidPressure|float|1.0|值为方块液压,或许和液体传输速度有关| | ||
+ | |bars|BlockBars|new BlockBars()|值意义不明,需要js/ | ||
+ | |comsumes|Consumers|new Consumers()|值为物品的消耗器,内部值在下方说明| | ||
+ | |outputFacing|boolean|true|如果值为false,那么方块将只向朝向输出。应用情景为载荷方面| | ||
+ | |noSideBlend|boolean|false|如果值为true,那么方块将不接受侧面输入,用于实现装甲传送带| | ||
+ | |displayFlow|boolean|true|如果值为true,那么方块可以显示物品/ | ||
+ | |inEditor|boolean|true|如果值为true,那么方块可以出现在(游戏外)编辑器里| | ||
+ | |lastConfig|Object|null|值为对象,需要js/ | ||
+ | |saveConfig|boolean|false|如果值为true,那么方块将保存配置以供下一个同样方块使用(效果类似分类器)| | ||
+ | |copyConfig|boolean|true|如果值为true,那么方块将允许在复制/ | ||
+ | |update|boolean|false|如果值为true,那么方块将时刻更新实体渲染| | ||
+ | |destructible|boolean|false|如果值为false,那么方块拥有血量并可以被破坏| | ||
+ | |unloadable|boolean|true|如果值为true,那么方块可以使用卸载器卸货| | ||
+ | |allowResupply|boolean|false|如果值为true,那么方块可以通过从此方块去除物品的方法重新提供(意味深| | ||
+ | |solid|boolean|false|如果值为true,那么方块为坚固的(意味深| | ||
+ | |solidifes|boolean|false|如果值为true,那么方块**能**为坚固的(意味深| | ||
+ | |rotate|boolean|false|如果值为true,那么方块可以不重新建造而旋转| | ||
+ | |variants|int|0|值为使用的不同变种个数| | ||
+ | |drawArrow|boolean|true|如果值为flase,那么方块将绘制箭头。请注意,并不在直线/ | ||
+ | |saveData|boolean|false|仅供静态方块使用,如果值为true,那么方块的data()会存入world data| | ||
+ | |breakable|boolean|false|如果值为true,那么方块可以右键拆除| | ||
+ | |rebuildable|boolean|false|如果值为true,那么被损毁的此类方块加入 brokenblocks,false则产生钍反应堆破坏不重建的效果| | ||
+ | |requiresWater|boolean|false|如果值为true,那么只能放置在水上| | ||
+ | |placeableLiquid|boolean|false|如果值为true,那么方块可以放置在液体上,即任何位置| | ||
+ | |placeablePlayer|boolean|true|如果值为true,那么方块可以直接被玩家放置通过放置碎片(意味深| | ||
+ | |placeableOn|boolean|true|如果值为true,那么这个地板可以放置在上面| | ||
+ | |insulates|boolean|false|如果值为true,那么方块的配置已经被保护(意味深| | ||
+ | |squareSprite|boolean|false|如果值为true,那么方块贴图为正方形| | ||
+ | |absorbLasers|boolean|false|如果值为true,那么方块可以像塑钢墙一样吸收激光| | ||
+ | |enableDrawStatus|boolean|true|如果值为true,那么方块可以被绘制状态(就是右下角的带颜色菱形)| | ||
+ | |drawDisables|boolean|true|如果值为true,那么方块可以被绘制禁用状态| | ||
+ | |autoResetEnabled|boolean|true|如果值为true,那么方块将会在逻辑处理器禁用之后的一段时间里自动启用| | ||
+ | |noUpdateDisabled|boolean|false|如果值为true,那么方块将在禁用时停止更新| | ||
+ | |updateInUnits|boolean|true|如果值为true,那么方块将会在变成单位的载荷时更新。根本没有用/ | ||
+ | |useColor|boolean|true|如果值为true,那么方块将会在小地图绘制颜色| | ||
+ | |itemDrop|Item|null|值为从该方块掉落的物品,用于钻头| | ||
+ | |attributes|Attributes|new Attributes()|值为特定物品的属性表,疑需要js/ | ||
+ | |health|int|-1|值为方块的血量| | ||
+ | |baseExplosiveness|float|0.0|值为方块的爆炸性| | ||
+ | |destoryBullet|BulletType|null|值为方块被破坏时发射的子弹,类似钍反应堆的爆炸效果| | ||
+ | |floating|boolean|false|如果值为true,可以放置在液体边缘,类似液体管道| | ||
+ | |size|int|1|值为方块的边长| | ||
+ | |offset|float|0.0|值为方块的迭代| | ||
+ | |expended|boolean|false|不推荐使用,请改用clipSize。它不起任何作用,保留它是为了保持与 v6 模组的兼容性。| | ||
+ | |clipSize|float|-1.0|值为这个方块的蓝图尺寸,应该和方块绘制地一样大| | ||
+ | |timers|int|1|值为计时器最大使用时长| | ||
+ | |cacheLayer|CacheLayer|normal|值为缓存层。仅用于缓存渲染。| | ||
+ | |fillsTile|boolean|true|如果值为false,则即使缓存了地板,也会在该块下绘制地板| | ||
+ | |alwaysReplace|boolean|false|如果值为true,那么方块可以随时转向,而不耗费材料(效果类似传送带、兵工厂)| | ||
+ | |replaceable|boolean|false|如果值为false,那么方块不可能被覆盖| | ||
+ | |group|BlockGroup|false|值为方块所在的组,除非" | ||
+ | |flags|EnumSet|of()|值为方块的标志,用于 AI 索引| | ||
+ | |priority|TargetPriority|base|这个方块的寻路成本,用于实体寻路| | ||
+ | |unitCapModifier|int|0|这个区块对单位上限的影响程度,必须同时拥有 unitModifier 才能工作!| | ||
+ | |configurable|boolean|false|如果值为true,那么| | ||
+ | |allowConfigInventory|boolean|true|如果值为true,那么| | ||
+ | |logicConfigurable|boolean|false|如果值为true,那么| | ||
+ | |consumesTap|boolean|true |如果值为true,那么| | ||
+ | |drawLiquidLight|boolean|true|如果值为true,那么| | ||
+ | |envRequired|int|0|如果值为true,那么| | ||
+ | |envEnabled|int|1|如果值为true,那么| | ||
+ | |envDisabled|int|0|如果值为true,那么| | ||
+ | |sync|boolean|false|如果值为true,那么| | ||
+ | |conveyorPlacement|boolean|false|如果值为true,那么| | ||
+ | |swapDiagonalPlacement|boolean|false|如果值为true,那么| | ||
+ | |schematicPriority|int|1|如果值为true,那么| | ||
+ | |mapColor|Color|000000ff|如果值为true,那么| | ||
+ | |hasColor|boolean|false|如果值为true,那么| | ||
+ | |targetable|boolean|true|如果值为true,那么| | ||
+ | |canOverdrive|boolean|true|如果值为true,那么| | ||
+ | |outlineColor|Color|404049ff|如果值为true,那么| | ||
+ | |outlineIcon|boolean|false|如果值为true,那么| | ||
+ | |outlineRadius|int|4|如果值为true,那么| | ||
+ | |outlinedIcon|int|-1|如果值为true,那么| | ||
+ | |hasShadow|boolean|false|如果值为true,那么| | ||
+ | |placePitchChange|boolean|true|如果值为true,那么| | ||
+ | |breakPitchChange|boolean|true|如果值为true,那么| | ||
+ | |placeSound|Sound|place|如果值为true,那么| | ||
+ | |breakSound|Sound|breaks|如果值为true,那么| | ||
+ | |destroySound|Sound|boom|如果值为true,那么| | ||
+ | |albedo|float|0.0|如果值为true,那么| | ||
+ | |lightColor|Color|ffffffff|如果值为true,那么| | ||
+ | |emitLight|boolean|false|如果值为true,那么| | ||
+ | |lightRadius|float|60.0|如果值为true,那么| | ||
+ | |loopSound|Sound|none|如果值为true,那么| | ||
+ | |loopSoundVolume|float|0.5|如果值为true,那么| | ||
+ | |ambientSound|Sound|none|如果值为true,那么| | ||
+ | |ambientSoundVolume|float|0.05|如果值为true,那么| | ||
+ | |requirements|ItemStack[]|[]|如果值为true,那么| | ||
+ | |category|Caredory|distribution|如果值为true,那么| | ||
+ | |buildCost|float|20.0|如果值为true,那么| | ||
+ | |buildVisibility|BuildVisibility|hidden|如果值为true,那么| | ||
+ | |buildCostMultiplier|float|1.0|如果值为true,那么| | ||
+ | |deconstructThreshold|float|0.0|如果值为true,那么| | ||
+ | |instantDeconstruct|boolean|false|如果值为true,那么| | ||
+ | |breakEffect|Effect|breakBlock|如果值为true,那么| | ||
+ | |destroyEffect|Effect|dymaticExplosion|如果值为true,那么| | ||
+ | |researchCostMultiplier|float|1.0|如果值为true,那么| | ||
+ | |instantTransfer|boolean|false|如果值为true,那么| | ||
+ | |quickRotate|boolean|true|如果值为true,那么| | ||
+ | |subclass|Class<?> | ||
+ | |highUnloadPriority|boolean|false|如果值为true,那么| | ||
+ | |selectScroll|float|0.0|如果值为true,那么| | ||
+ | |buildType|Prov|null|如果值为true,那么| | ||
+ | |configurations|ObjectMap< | ||
+ | |region|boolean|false|如果值为true,那么| | ||
+ | |editorIcon|boolean|false|如果值为true,那么| | ||
+ | |teamRegion|boolean|false|如果值为true,那么| | ||
+ | |teamRegions|boolean|false|如果值为true,那么| | ||
+ | |variantRegions|boolean|false|如果值为true,那么| | ||
+ | ==== Accelerator ==== | ||
+ | ==== Airblock === | ||
+ | ==== ArmoredConduit ==== | ||
+ | ==== ArmoredConveyor ==== | ||
+ | ==== AttributeCrafter ==== | ||
+ | ==== BallisticSilo ==== | ||
+ | ==== BaseTurret ==== | ||
+ | ==== Battery ==== | ||
+ | ==== BeamDrill ==== | ||
+ | ==== BufferedItemBridge ==== | ||
+ | ==== BurnerGenerator ==== | ||
+ | TODO | ||
+ | ==== Bush ==== | ||
+ | ==== Cliff ==== | ||
+ | 悬崖 | ||
+ | ==== CommandCenter ==== | ||
+ | ==== Conduit ==== | ||
+ | ==== Constructor ==== | ||
+ | ==== Conveyor ==== | ||
+ | ==== CoreBlock ==== | ||
+ | 核心 | ||
+ | ==== DecayGenerator ==== | ||
+ | ==== Door ==== | ||
+ | ==== Drill ==== | ||
+ | TODO | ||
+ | ==== Duct ==== | ||
+ | ==== DuctBridge ==== | ||
+ | ==== DuctRouter ==== | ||
+ | ==== Floor ==== | ||
+ | ==== EmptyFloor ==== | ||
+ | ==== ForceProjector ==== | ||
+ | TODO | ||
+ | |||
+ | ==== Fracker ==== | ||
+ | todo | ||
+ | ==== GenericCrafter ==== | ||
+ | todossss | ||
+ | ==== ImpactReactor ==== | ||
+ | /todossss | ||
+ | ==== Incinerator ==== | ||
+ | ==== ItemBridge ==== | ||
+ | ==== ItemLiquidGenerator ==== | ||
+ | may to do | ||
+ | ==== ItemSource ==== | ||
+ | ==== ItemTurret ==== | ||
+ | todossss | ||
+ | ==== ItemVoid ==== | ||
+ | ==== Junction ==== | ||
+ | todo something new here to find out | ||
+ | ==== LaserTurret ==== | ||
+ | todosss | ||
+ | ==== LaunchPad ==== | ||
+ | ==== LightBlock ==== | ||
+ | todo | ||
+ | ==== LiquidBlock ==== | ||
+ | ==== LiquidBridge==== | ||
+ | ==== LiquidConverter ==== | ||
+ | ==== LiquidJunction ==== | ||
+ | ==== LiquidRouter ==== | ||
+ | ==== LiquidSource ==== | ||
+ | ==== LiquidTurret ==== | ||
+ | todossss | ||
+ | ==== LiquidVoid ==== | ||
+ | ==== LogicBlock ==== | ||
+ | ==== LogicDisplay ==== | ||
+ | ==== MassDriver ==== | ||
+ | todossss | ||
+ | ==== MemoryBlock ==== | ||
+ | ==== MendProjector ==== | ||
+ | todossss | ||
+ | ==== MessageBlock ==== | ||
+ | cando | ||
+ | ==== PowerGenerator ==== | ||
+ | ? | ||
+ | ==== NuclearReactor ==== | ||
+ | todossss | ||
+ | ==== NuclearWarhead ==== | ||
+ | ==== OreBlock ==== | ||
+ | ==== OverdriveProjector ==== | ||
+ | todo | ||
+ | ==== OverflowGate ==== | ||
+ | ==== OverlayFloor ==== | ||
+ | ==== PayloadBlock ==== | ||
+ | ==== PayloadConveyor ==== | ||
+ | todo | ||
+ | ==== PayloadDeconstructor ==== | ||
+ | ==== PayloadLoader ==== | ||
+ | ==== PayloadMassDriver ==== | ||
+ | todoss | ||
+ | ==== PayloadRouter ==== | ||
+ | ==== PayloadSource ==== | ||
+ | ==== PayloadUnloader ==== | ||
+ | ==== PayloadVoid ==== | ||
+ | ==== PointDefenseTurret ==== | ||
+ | todosss | ||
+ | ==== PowerBlock ==== | ||
+ | ==== PowerDiode ==== | ||
+ | ==== PowerDistributor ==== | ||
+ | ==== PowerNode ==== | ||
+ | todossss | ||
+ | ==== PowerSource ==== | ||
+ | something differnt | ||
+ | ==== PowerTurret ==== | ||
+ | todossss | ||
+ | ==== PowerVoid ==== | ||
+ | ==== Prop ==== | ||
+ | ==== Pump ==== | ||
+ | todo | ||
+ | ==== Reconstructor ==== | ||
+ | todo | ||
+ | ==== ReloadTurret ==== | ||
+ | ? | ||
+ | ==== RepairPoint ==== | ||
+ | todossss | ||
+ | ==== **Router** ==== | ||
+ | todossssssssssssssssssssssssssss | ||
+ | ==== Separator ==== | ||
+ | ==== ShallowLiquid ==== | ||
+ | Do not use in mods | ||
+ | ==== ShockMine ==== | ||
+ | ==== SingleBlockProducer ==== | ||
+ | ==== SingleTypeGenerator ==== | ||
+ | todo | ||
+ | ==== SolarGenerator ==== | ||
+ | ==== SolidPump ==== | ||
+ | ==== Sorter ==== | ||
+ | cando | ||
+ | ==== SpawnBlock ==== | ||
+ | ==== StackConveyor ==== | ||
+ | todossss | ||
+ | ==== StaticWall ==== | ||
+ | todossss | ||
+ | ==== StaticClusterWall ==== | ||
+ | ==== StaticTree ==== | ||
+ | ==== StorageBlock ==== | ||
+ | ==== SwitchBlock ==== | ||
+ | ==== ThermalGenerator ==== | ||
+ | todo | ||
+ | ==== Thruster ==== | ||
+ | ==== TractorBeamTurret ==== | ||
+ | todossss | ||
+ | ==== TreeBlock ==== | ||
+ | ==== Turret ==== | ||
+ | todo | ||
+ | ==== UnitBlock ==== | ||
+ | ==== UnitFactory ==== | ||
+ | |||
+ | ==== Unloader ==== | ||
+ | |||
+ | ==== Wall ==== | ||
+ | |||
+ | ==== WallOreBlock ==== | ||
+ | ==== WavingProp ==== | ||
+ | ==== WobbleProp ==== | ||
+ | ===== Bullet ===== | ||
+ | '' | ||
+ | ==== BulletType ==== | ||
+ | ==== BasicBulletType ==== | ||
+ | ==== ArtilleryBulletType ==== | ||
+ | ==== BombBulletType ==== | ||
+ | ==== ContinuousLaserBulletType ==== | ||
+ | ==== EmpBulletType ==== | ||
+ | ==== FireBulletType ==== | ||
+ | ==== FlakBulletType ==== | ||
+ | ==== LaserBoltBulletType ==== | ||
+ | ==== LaserBulletType ==== | ||
+ | ==== LightningBulletType ==== | ||
+ | ==== LiquidBulletType ==== | ||
+ | ==== MassDriverBolt ==== | ||
+ | ==== MissileBulletType ==== | ||
+ | ==== PointBulletType ==== | ||
+ | ==== RailBulletType ==== | ||
+ | ==== SapBulletType ==== | ||
+ | ==== ShrapnelBulletType ==== | ||
+ | ===== Effect ===== | ||
+ | ==== Effect ==== | ||
+ | ==== ExplosionEffect ==== | ||
+ | ==== MultiEffect ==== | ||
+ | ==== ParticleEffect ==== | ||
+ | ==== WaveEffect ==== | ||
+ | ===== Item ===== | ||
+ | 物品 | ||
+ | mindustry.type.Item | ||
+ | ===== Liquid ===== | ||
+ | ===== Status ===== | ||
+ | ===== Unit ===== | ||
+ | ===== Weather ===== | ||
+ | ==== Weather ==== | ||
+ | ==== MagneticStorm ==== | ||
+ | ==== ParticleWeather ==== | ||
+ | ==== RainWeather ==== | ||
+ | ==== SolarFlare ==== | ||
+ | ===== Other ===== | ||
+ | ==== Ability ==== | ||
+ | ==== DrawBlock ==== | ||
+ | ==== DrawAnimation ==== | ||
+ | ==== DrawArcSmelter ==== | ||
+ | ==== DrawCells ==== | ||
+ | ==== DrawCultivator ==== | ||
+ | ==== DrawGlow ==== | ||
+ | ==== DrawLiquid ==== | ||
+ | ==== DrawMixer ==== | ||
+ | ==== DrawRotator ==== | ||
+ | ==== DrawSmelter ==== | ||
+ | ==== DrawWeave ==== | ||
+ | ==== EnergyFieldAbility ==== | ||
+ | ==== ForceFieldAbility ==== | ||
+ | ==== MoveLightningAbility ==== | ||
+ | ==== Weapon ==== | ||
+ | ==== PointDefenseWeapon ==== | ||
+ | ==== RepairBeamWeapon ==== | ||
+ | ==== RepairFieldAbility ==== | ||
+ | ==== ShieldRegenFieldAbility ==== | ||
+ | ==== StatusFieldAbility ==== | ||
+ | ==== UnitSpawnAbility ==== | ||
+ | ===== BuildVisibility ===== | ||
+ | ===== BlockGroup ===== | ||
+ | ===== ItemStack ===== | ||
+ | ===== LiquidStack ===== | ||
+ | ===== Category ===== | ||
+ | 方块所属分类 | ||
+ | ===== Color ===== | ||
+ | ===== CacheLayer ===== | ||
+ | ===== TargetPriority ===== | ||