More copper

This commit is contained in:
Anuken 2018-08-19 22:47:46 -04:00
parent 9d654c1f18
commit a79d072aaf
5 changed files with 68 additions and 92 deletions

View File

@ -10,7 +10,7 @@ import io.anuke.mindustry.type.AmmoType;
import io.anuke.mindustry.type.ContentList;
public class AmmoTypes implements ContentList{
public static AmmoType bulletTungsten, bulletLead, bulletCarbide, bulletThorium, bulletSilicon, bulletPyratite,
public static AmmoType bulletCopper, bulletCarbide, bulletThorium, bulletSilicon, bulletPyratite,
shotgunTungsten, bombExplosive, bombIncendiary, bombOil, shellCarbide, flamerThermite, weaponMissile,
flakLead, flakExplosive, flakPlastic, flakSurge, missileExplosive, missileIncindiary, missileSurge,
artilleryCarbide, artilleryPlastic, artilleryHoming, artilleryIncindiary, artilleryExplosive,
@ -21,37 +21,37 @@ public class AmmoTypes implements ContentList{
//weapon specific
shotgunTungsten = new AmmoType(Items.tungsten, WeaponBullets.tungstenShotgun, 2){{
shotgunTungsten = new AmmoType(WeaponBullets.tungstenShotgun){{
shootEffect = ShootFx.shootBig;
smokeEffect = ShootFx.shootBigSmoke;
recoil = 1f;
}};
shellCarbide = new AmmoType(Items.carbide, WeaponBullets.shellCarbide, 2){{
shellCarbide = new AmmoType(WeaponBullets.shellCarbide){{
shootEffect = ShootFx.shootBig;
smokeEffect = ShootFx.shootBigSmoke;
}};
bombExplosive = new AmmoType(Items.blastCompound, WeaponBullets.bombExplosive, 3){{
bombExplosive = new AmmoType(WeaponBullets.bombExplosive){{
shootEffect = Fx.none;
smokeEffect = Fx.none;
}};
bombIncendiary = new AmmoType(Items.pyratite, WeaponBullets.bombIncendiary, 3){{
bombIncendiary = new AmmoType(WeaponBullets.bombIncendiary){{
shootEffect = Fx.none;
smokeEffect = Fx.none;
}};
bombOil = new AmmoType(Items.coal, WeaponBullets.bombOil, 3){{
bombOil = new AmmoType(WeaponBullets.bombOil){{
shootEffect = Fx.none;
smokeEffect = Fx.none;
}};
flamerThermite = new AmmoType(Items.pyratite, TurretBullets.basicFlame, 3){{
flamerThermite = new AmmoType(TurretBullets.basicFlame){{
shootEffect = ShootFx.shootSmallFlame;
}};
weaponMissile = new AmmoType(Items.carbide, MissileBullets.javelin, 2){{
weaponMissile = new AmmoType(MissileBullets.javelin){{
shootEffect = BulletFx.hitBulletSmall;
smokeEffect = Fx.none;
reloadMultiplier = 1.2f;
@ -59,19 +59,13 @@ public class AmmoTypes implements ContentList{
//bullets
bulletLead = new AmmoType(Items.lead, StandardBullets.lead, 5){{
bulletCopper = new AmmoType(Items.copper, StandardBullets.copper, 5){{
shootEffect = ShootFx.shootSmall;
smokeEffect = ShootFx.shootSmallSmoke;
reloadMultiplier = 1.6f;
reloadMultiplier = 1f;
inaccuracy = 5f;
}};
bulletTungsten = new AmmoType(Items.tungsten, StandardBullets.tungsten, 2){{
shootEffect = ShootFx.shootSmall;
smokeEffect = ShootFx.shootSmallSmoke;
reloadMultiplier = 0.8f;
}};
bulletCarbide = new AmmoType(Items.carbide, StandardBullets.carbide, 2){{
shootEffect = ShootFx.shootSmall;
smokeEffect = ShootFx.shootSmallSmoke;
@ -183,7 +177,7 @@ public class AmmoTypes implements ContentList{
meltdownLaser = new AmmoType(TurretBullets.lancerLaser);
fuseShotgun = new AmmoType(Items.tungsten, TurretBullets.fuseShot, 0.1f);
fuseShotgun = new AmmoType(Items.copper, TurretBullets.fuseShot, 0.1f);
//liquid

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@ -1,21 +1,21 @@
package io.anuke.mindustry.content;
import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.content.blocks.DebugBlocks;
import io.anuke.mindustry.content.blocks.*;
import io.anuke.mindustry.game.Content;
import io.anuke.mindustry.game.GameMode;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.Block;
import static io.anuke.mindustry.type.Category.units;
import static io.anuke.mindustry.type.Category.*;
public class Recipes implements ContentList{
@Override
public void load(){
//WALLS
/*
new Recipe(defense, DefenseBlocks.tungstenWall, new ItemStack(Items.tungsten, 12));
new Recipe(defense, DefenseBlocks.tungstenWallLarge, new ItemStack(Items.tungsten, 12 * 4));
new Recipe(defense, DefenseBlocks.copperWall, new ItemStack(Items.copper, 12));
new Recipe(defense, DefenseBlocks.copperWallLarge, new ItemStack(Items.copper, 12 * 4));
new Recipe(defense, DefenseBlocks.carbideWall, new ItemStack(Items.carbide, 12));
new Recipe(defense, DefenseBlocks.carbideWallLarge, new ItemStack(Items.carbide, 12 * 4));
@ -30,15 +30,15 @@ public class Recipes implements ContentList{
new Recipe(defense, DefenseBlocks.doorLarge, new ItemStack(Items.carbide, 12 * 4), new ItemStack(Items.silicon, 8 * 4));
//TURRETS
new Recipe(weapon, TurretBlocks.duo, new ItemStack(Items.tungsten, 40));
new Recipe(weapon, TurretBlocks.scorch, new ItemStack(Items.tungsten, 50), new ItemStack(Items.carbide, 20));
new Recipe(weapon, TurretBlocks.hail, new ItemStack(Items.tungsten, 60), new ItemStack(Items.carbide, 35));
new Recipe(weapon, TurretBlocks.duo, new ItemStack(Items.copper, 40));
new Recipe(weapon, TurretBlocks.scorch, new ItemStack(Items.copper, 50), new ItemStack(Items.carbide, 20));
new Recipe(weapon, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.carbide, 35));
new Recipe(weapon, TurretBlocks.lancer, new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
new Recipe(weapon, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
new Recipe(weapon, TurretBlocks.wave, new ItemStack(Items.carbide, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150));
new Recipe(weapon, TurretBlocks.swarmer, new ItemStack(Items.carbide, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60));
new Recipe(weapon, TurretBlocks.salvo, new ItemStack(Items.tungsten, 210), new ItemStack(Items.carbide, 190), new ItemStack(Items.thorium, 130));
new Recipe(weapon, TurretBlocks.ripple, new ItemStack(Items.tungsten, 300), new ItemStack(Items.carbide, 220), new ItemStack(Items.thorium, 120));
new Recipe(weapon, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.carbide, 190), new ItemStack(Items.thorium, 130));
new Recipe(weapon, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.carbide, 220), new ItemStack(Items.thorium, 120));
//DISTRIBUTION
new Recipe(distribution, DistributionBlocks.conveyor, new ItemStack(Items.lead, 1));
@ -50,18 +50,18 @@ public class Recipes implements ContentList{
new Recipe(distribution, DistributionBlocks.router, new ItemStack(Items.lead, 6));
//advanced carbide transporation
new Recipe(distribution, DistributionBlocks.distributor, new ItemStack(Items.carbide, 8), new ItemStack(Items.tungsten, 8));
new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.carbide, 4), new ItemStack(Items.tungsten, 4));
new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.carbide, 4), new ItemStack(Items.tungsten, 8));
new Recipe(distribution, DistributionBlocks.bridgeConveyor, new ItemStack(Items.carbide, 8), new ItemStack(Items.tungsten, 8));
new Recipe(distribution, DistributionBlocks.distributor, new ItemStack(Items.carbide, 8), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.carbide, 4), new ItemStack(Items.copper, 4));
new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.carbide, 4), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.bridgeConveyor, new ItemStack(Items.carbide, 8), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.carbide, 400), new ItemStack(Items.silicon, 300), new ItemStack(Items.lead, 400), new ItemStack(Items.thorium, 250));
//CRAFTING
//smelting
new Recipe(crafting, CraftingBlocks.smelter, new ItemStack(Items.tungsten, 70));
new Recipe(crafting, CraftingBlocks.arcsmelter, new ItemStack(Items.tungsten, 90), new ItemStack(Items.carbide, 60), new ItemStack(Items.lead, 50));
new Recipe(crafting, CraftingBlocks.siliconsmelter, new ItemStack(Items.tungsten, 60), new ItemStack(Items.lead, 50));
new Recipe(crafting, CraftingBlocks.smelter, new ItemStack(Items.copper, 70));
new Recipe(crafting, CraftingBlocks.arcsmelter, new ItemStack(Items.copper, 90), new ItemStack(Items.carbide, 60), new ItemStack(Items.lead, 50));
new Recipe(crafting, CraftingBlocks.siliconsmelter, new ItemStack(Items.copper, 60), new ItemStack(Items.lead, 50));
//advanced fabrication
new Recipe(crafting, CraftingBlocks.plastaniumCompressor, new ItemStack(Items.silicon, 160), new ItemStack(Items.lead, 230), new ItemStack(Items.carbide, 120), new ItemStack(Items.titanium, 160));
@ -71,34 +71,34 @@ public class Recipes implements ContentList{
//new Recipe(crafting, CraftingBlocks.alloySmelter, new ItemStack(Items.silicon, 160), new ItemStack(Items.lead, 160), new ItemStack(Items.thorium, 140));
//misc
new Recipe(crafting, CraftingBlocks.pulverizer, new ItemStack(Items.tungsten, 60), new ItemStack(Items.lead, 50));
new Recipe(crafting, CraftingBlocks.pyratiteMixer, new ItemStack(Items.tungsten, 100), new ItemStack(Items.lead, 50));
new Recipe(crafting, CraftingBlocks.pulverizer, new ItemStack(Items.copper, 60), new ItemStack(Items.lead, 50));
new Recipe(crafting, CraftingBlocks.pyratiteMixer, new ItemStack(Items.copper, 100), new ItemStack(Items.lead, 50));
new Recipe(crafting, CraftingBlocks.blastMixer, new ItemStack(Items.lead, 60), new ItemStack(Items.carbide, 40));
new Recipe(crafting, CraftingBlocks.cryofluidmixer, new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 80), new ItemStack(Items.thorium, 90));
new Recipe(crafting, CraftingBlocks.solidifier, new ItemStack(Items.carbide, 30), new ItemStack(Items.tungsten, 20));
new Recipe(crafting, CraftingBlocks.melter, new ItemStack(Items.tungsten, 60), new ItemStack(Items.lead, 70), new ItemStack(Items.carbide, 90));
new Recipe(crafting, CraftingBlocks.solidifier, new ItemStack(Items.carbide, 30), new ItemStack(Items.copper, 20));
new Recipe(crafting, CraftingBlocks.melter, new ItemStack(Items.copper, 60), new ItemStack(Items.lead, 70), new ItemStack(Items.carbide, 90));
new Recipe(crafting, CraftingBlocks.incinerator, new ItemStack(Items.carbide, 10), new ItemStack(Items.lead, 30));
//processing
new Recipe(crafting, CraftingBlocks.biomatterCompressor, new ItemStack(Items.lead, 70), new ItemStack(Items.silicon, 60));
new Recipe(crafting, CraftingBlocks.separator, new ItemStack(Items.tungsten, 60), new ItemStack(Items.carbide, 50));
new Recipe(crafting, CraftingBlocks.centrifuge, new ItemStack(Items.tungsten, 130), new ItemStack(Items.carbide, 130), new ItemStack(Items.silicon, 60), new ItemStack(Items.titanium, 50));
new Recipe(crafting, CraftingBlocks.separator, new ItemStack(Items.copper, 60), new ItemStack(Items.carbide, 50));
new Recipe(crafting, CraftingBlocks.centrifuge, new ItemStack(Items.copper, 130), new ItemStack(Items.carbide, 130), new ItemStack(Items.silicon, 60), new ItemStack(Items.titanium, 50));
//POWER
new Recipe(power, PowerBlocks.powerNode, new ItemStack(Items.tungsten, 2), new ItemStack(Items.lead, 6))
new Recipe(power, PowerBlocks.powerNode, new ItemStack(Items.copper, 2), new ItemStack(Items.lead, 6))
.setDependencies(PowerBlocks.combustionGenerator);
new Recipe(power, PowerBlocks.powerNodeLarge, new ItemStack(Items.carbide, 10), new ItemStack(Items.lead, 20), new ItemStack(Items.silicon, 6))
.setDependencies(PowerBlocks.powerNode);
new Recipe(power, PowerBlocks.battery, new ItemStack(Items.tungsten, 8), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 4))
new Recipe(power, PowerBlocks.battery, new ItemStack(Items.copper, 8), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 4))
.setDependencies(PowerBlocks.powerNode);
new Recipe(power, PowerBlocks.batteryLarge, new ItemStack(Items.carbide, 40), new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 30))
.setDependencies(PowerBlocks.powerNode);
//generators - combustion
new Recipe(power, PowerBlocks.combustionGenerator, new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 30));
new Recipe(power, PowerBlocks.turbineGenerator, new ItemStack(Items.tungsten, 70), new ItemStack(Items.carbide, 50), new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 60));
new Recipe(power, PowerBlocks.thermalGenerator, new ItemStack(Items.tungsten, 80), new ItemStack(Items.carbide, 70), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 70), new ItemStack(Items.thorium, 70));
new Recipe(power, PowerBlocks.combustionGenerator, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 30));
new Recipe(power, PowerBlocks.turbineGenerator, new ItemStack(Items.copper, 70), new ItemStack(Items.carbide, 50), new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 60));
new Recipe(power, PowerBlocks.thermalGenerator, new ItemStack(Items.copper, 80), new ItemStack(Items.carbide, 70), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 70), new ItemStack(Items.thorium, 70));
//generators - solar
new Recipe(power, PowerBlocks.solarPanel, new ItemStack(Items.lead, 20), new ItemStack(Items.silicon, 30));
@ -112,14 +112,14 @@ public class Recipes implements ContentList{
new Recipe(distribution, StorageBlocks.vault, new ItemStack(Items.carbide, 500), new ItemStack(Items.thorium, 350));
//DRILLS, PRODUCERS
new Recipe(production, ProductionBlocks.tungstenDrill, new ItemStack(Items.tungsten, 50));
new Recipe(production, ProductionBlocks.carbideDrill, new ItemStack(Items.tungsten, 60), new ItemStack(Items.carbide, 50));
new Recipe(production, ProductionBlocks.laserdrill, new ItemStack(Items.tungsten, 70), new ItemStack(Items.carbide, 90), new ItemStack(Items.silicon, 60), new ItemStack(Items.titanium, 50));
new Recipe(production, ProductionBlocks.blastdrill, new ItemStack(Items.tungsten, 130), new ItemStack(Items.carbide, 180), new ItemStack(Items.silicon, 120), new ItemStack(Items.titanium, 100), new ItemStack(Items.thorium, 60));
new Recipe(production, ProductionBlocks.mechanicalDrill, new ItemStack(Items.copper, 50));
new Recipe(production, ProductionBlocks.pneumaticDrill, new ItemStack(Items.copper, 60), new ItemStack(Items.carbide, 50));
new Recipe(production, ProductionBlocks.laserdrill, new ItemStack(Items.copper, 70), new ItemStack(Items.carbide, 90), new ItemStack(Items.silicon, 60), new ItemStack(Items.titanium, 50));
new Recipe(production, ProductionBlocks.blastdrill, new ItemStack(Items.copper, 130), new ItemStack(Items.carbide, 180), new ItemStack(Items.silicon, 120), new ItemStack(Items.titanium, 100), new ItemStack(Items.thorium, 60));
new Recipe(production, ProductionBlocks.waterextractor, new ItemStack(Items.tungsten, 50), new ItemStack(Items.carbide, 50), new ItemStack(Items.lead, 40));
new Recipe(production, ProductionBlocks.cultivator, new ItemStack(Items.tungsten, 20), new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 20));
new Recipe(production, ProductionBlocks.oilextractor, new ItemStack(Items.tungsten, 300), new ItemStack(Items.carbide, 350), new ItemStack(Items.lead, 230), new ItemStack(Items.thorium, 230), new ItemStack(Items.silicon, 150));
new Recipe(production, ProductionBlocks.waterextractor, new ItemStack(Items.copper, 50), new ItemStack(Items.carbide, 50), new ItemStack(Items.lead, 40));
new Recipe(production, ProductionBlocks.cultivator, new ItemStack(Items.copper, 20), new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 20));
new Recipe(production, ProductionBlocks.oilextractor, new ItemStack(Items.copper, 300), new ItemStack(Items.carbide, 350), new ItemStack(Items.lead, 230), new ItemStack(Items.thorium, 230), new ItemStack(Items.silicon, 150));
//UNITS
@ -128,10 +128,10 @@ public class Recipes implements ContentList{
new Recipe(units, UpgradeBlocks.javelinFactory, new ItemStack(Items.lead, 200), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 300), new ItemStack(Items.plastanium, 200));
new Recipe(units, UpgradeBlocks.deltaFactory, new ItemStack(Items.carbide, 160), new ItemStack(Items.silicon, 220), new ItemStack(Items.titanium, 250)).setDesktop();
//new Recipe(units, UpgradeBlocks.deltaFactory, new ItemStack(Items.tungsten, 30), new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 30));
//new Recipe(units, UpgradeBlocks.deltaFactory, new ItemStack(Items.copper, 30), new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 30));
//actual unit related stuff
new Recipe(units, UnitBlocks.dronePad, new ItemStack(Items.tungsten, 70), new ItemStack(Items.lead, 110), new ItemStack(Items.silicon, 130));
new Recipe(units, UnitBlocks.dronePad, new ItemStack(Items.copper, 70), new ItemStack(Items.lead, 110), new ItemStack(Items.silicon, 130));
new Recipe(units, UnitBlocks.fabricatorPad, new ItemStack(Items.carbide, 90), new ItemStack(Items.thorium, 80), new ItemStack(Items.lead, 110), new ItemStack(Items.silicon, 210));
new Recipe(units, UnitBlocks.daggerPad, new ItemStack(Items.lead, 90), new ItemStack(Items.silicon, 80)).setMode(GameMode.noWaves);
@ -140,7 +140,7 @@ public class Recipes implements ContentList{
new Recipe(units, UnitBlocks.interceptorPad, new ItemStack(Items.titanium, 60), new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 90)).setMode(GameMode.noWaves);
new Recipe(units, UnitBlocks.monsoonPad, new ItemStack(Items.plastanium, 80), new ItemStack(Items.titanium, 100), new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 220)).setMode(GameMode.noWaves);
new Recipe(units, UnitBlocks.repairPoint, new ItemStack(Items.lead, 30), new ItemStack(Items.tungsten, 30), new ItemStack(Items.silicon, 30));
new Recipe(units, UnitBlocks.repairPoint, new ItemStack(Items.lead, 30), new ItemStack(Items.copper, 30), new ItemStack(Items.silicon, 30));
new Recipe(units, UnitBlocks.commandCenter, new ItemStack(Items.lead, 100), new ItemStack(Items.carbide, 100), new ItemStack(Items.silicon, 200)).setMode(GameMode.noWaves);
//LIQUIDS
@ -153,18 +153,16 @@ public class Recipes implements ContentList{
new Recipe(liquid, LiquidBlocks.liquidJunction, new ItemStack(Items.carbide, 4), new ItemStack(Items.lead, 4));
new Recipe(liquid, LiquidBlocks.bridgeConduit, new ItemStack(Items.carbide, 8), new ItemStack(Items.lead, 8));
new Recipe(liquid, LiquidBlocks.mechanicalPump, new ItemStack(Items.tungsten, 30), new ItemStack(Items.lead, 20)).setDependencies(CraftingBlocks.smelter);
new Recipe(liquid, LiquidBlocks.rotaryPump, new ItemStack(Items.tungsten, 140), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 40), new ItemStack(Items.titanium, 70));
new Recipe(liquid, LiquidBlocks.thermalPump, new ItemStack(Items.tungsten, 160), new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 60), new ItemStack(Items.titanium, 80), new ItemStack(Items.thorium, 70));
new Recipe(liquid, LiquidBlocks.mechanicalPump, new ItemStack(Items.copper, 30), new ItemStack(Items.lead, 20)).setDependencies(CraftingBlocks.smelter);
new Recipe(liquid, LiquidBlocks.rotaryPump, new ItemStack(Items.copper, 140), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 40), new ItemStack(Items.titanium, 70));
new Recipe(liquid, LiquidBlocks.thermalPump, new ItemStack(Items.copper, 160), new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 60), new ItemStack(Items.titanium, 80), new ItemStack(Items.thorium, 70));
//DEBUG
new Recipe(units, DebugBlocks.itemSource, new ItemStack(Items.carbide, 10)).setDebug();
new Recipe(units, DebugBlocks.itemVoid, new ItemStack(Items.carbide, 10)).setDebug();
new Recipe(units, DebugBlocks.liquidSource, new ItemStack(Items.carbide, 10)).setDebug();
new Recipe(units, DebugBlocks.powerVoid, new ItemStack(Items.carbide, 10)).setDebug();
new Recipe(units, DebugBlocks.powerInfinite, new ItemStack(Items.carbide, 10), new ItemStack(Items.surgealloy, 5)).setDebug();*/
init(units, DebugBlocks.itemSource, Items.carbide, 10);
new Recipe(units, DebugBlocks.powerInfinite, new ItemStack(Items.carbide, 10), new ItemStack(Items.surgealloy, 5)).setDebug();
}
static void init(Object... objects){

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@ -9,18 +9,18 @@ import io.anuke.mindustry.world.blocks.defense.Door;
import io.anuke.mindustry.world.blocks.defense.PhaseWall;
public class DefenseBlocks extends BlockList implements ContentList{
public static Block tungstenWall, tungstenWallLarge, carbideWall, carbideWallLarge, thoriumWall, thoriumWallLarge, door, doorLarge, deflectorwall, deflectorwalllarge,
public static Block copperWall, copperWallLarge, carbideWall, carbideWallLarge, thoriumWall, thoriumWallLarge, door, doorLarge, deflectorwall, deflectorwalllarge,
phaseWall, phaseWallLarge;
@Override
public void load(){
int wallHealthMultiplier = 4;
tungstenWall = new Wall("tungsten-wall"){{
copperWall = new Wall("copper-wall"){{
health = 80 * wallHealthMultiplier;
}};
tungstenWallLarge = new Wall("tungsten-wall-large"){{
copperWallLarge = new Wall("copper-wall-large"){{
health = 80 * 4 * wallHealthMultiplier;
size = 2;
}};

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@ -12,18 +12,18 @@ import io.anuke.mindustry.world.blocks.production.Fracker;
import io.anuke.mindustry.world.blocks.production.SolidPump;
public class ProductionBlocks extends BlockList implements ContentList{
public static Block tungstenDrill, carbideDrill, laserdrill, blastdrill, plasmadrill, waterextractor, oilextractor, cultivator;
public static Block mechanicalDrill, pneumaticDrill, laserdrill, blastdrill, plasmadrill, waterextractor, oilextractor, cultivator;
@Override
public void load(){
tungstenDrill = new Drill("tungsten-drill"){{
mechanicalDrill = new Drill("mechanical-drill"){{
tier = 2;
drillTime = 300;
size = 2;
drawMineItem = true;
}};
carbideDrill = new Drill("carbide-drill"){{
pneumaticDrill = new Drill("carbide-drill"){{
tier = 3;
drillTime = 240;
size = 2;

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@ -11,42 +11,26 @@ public class AmmoType implements Content{
private static Array<AmmoType> allTypes = new Array<>(32);
public final byte id;
/**
* The item used. Always null if liquid isn't.
*/
/**The item used. Always null if liquid isn't.*/
public final Item item;
/**
* The liquid used. Always null if item isn't.
*/
/**The liquid used. Always null if item isn't.*/
public final Liquid liquid;
/**
* The resulting bullet. Never null.
*/
/**The resulting bullet. Never null.*/
public final BulletType bullet;
/**
* For item ammo, this is amount given per ammo item.
* For liquid ammo, this is amount used per shot.
*/
public final float quantityMultiplier;
/**
* Reload speed multiplier.
*/
/**Reload speed multiplier.*/
public float reloadMultiplier = 1f;
/**
* Bullet recoil strength.
*/
/**Bullet recoil strength.*/
public float recoil = 0f;
/**
* Additional inaccuracy in degrees.
*/
/**Additional inaccuracy in degrees.*/
public float inaccuracy;
/**
* Effect created when shooting.
*/
/**Effect created when shooting.*/
public Effect shootEffect = Fx.none;
/**
* Extra smoke effect created when shooting.
*/
/**Extra smoke effect created when shooting.*/
public Effect smokeEffect = Fx.none;
{