编辑本页后请点击“保存”。请参阅 syntax 了解维基语法。只有在您能 改进 该页面的前提下才编辑它。如果您想尝试语法,请先到 playground 里热身。 媒体文件====== 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://mindustrygame.github.io/docs/deprecated-list.html|Mindustry Javadoc]](随即跟进)查看**不推荐使用**的类和方法。 所有的 json 示例都来自 BuleWolf3682 的[[https://github.com/BlueWolf3682/Exotic-Mod| Exotic Mod]](已经没了)。仅供参考,不要直接粘贴到你的 mod 中,可能不会工作! 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/java支持,用于显示生命值之类的条| |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/液体流速| |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/java支持 此值是为了saveConfig,没必要手动赋值| |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/蓝图时保存建筑配置(效果类似桥在蓝图中保存连接)| |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/斜线建造时绘制箭头| |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/根本没用到| |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/java支持| |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"replaceable"字段设置为 false ,否则相同组里的方块可以互相覆盖)| |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<?>|class mindustry.world.Block|如果值为true,那么| |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<Class<?>,Cons2>|new ObjectMap<>()|如果值为true,那么| |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 ===== ''artilleryDense artilleryPlastic artilleryPlasticFrag artilleryHoming artilleryIncendiary artilleryExplosive flakScrap flakLead flakGlass flakGlassFrag fragGlass fragExplosive fragPlastic fragSurge fragGlassFrag fragPlasticFrag missileExplosive missileIncendiary missileSurge standardCopper standardDense standardThorium standardHoming standardIncendiary standardDenseBig standardThoriumBig standardIncendiaryBig waterShot cryoShot slagShot oilShot heavyWaterShot heavyCryoShot heavySlagShot heavyOilShot damageLightning damageLightningGround fireball basicFlame pyraFlame '' ==== 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 ===== 请填入算式的结果以证明您不是机器人。 54 +4 = 请将此区域留空:保存预览取消 编辑摘要 当您选择开始编辑本页,即寓示你同意将你贡献的内容按下列许可协议发布: CC Attribution-Share Alike 4.0 International