All Classes and Interfaces

Class
Description
 
 
 
 
 
Allows or disallows player actions.
 
Handles chat messages from players and changes their contents.
Server configuration definition.
Defines a (potentially dangerous) action that a player has done in the world.
 
 
 
 
 
Type of ammo that a unit uses.
 
 
 
 
 
 
 
 
 
 
 
 
 
Updates and stores attack indicators for the minimap.
 
A crafter that gains efficiency from attribute tiles.
 
 
 
Holds some static temporary variables, required due to some RoboVM bugs
The mode to slice a texture at.
 
 
 
 
 
 
 
 
 
 
An extended BulletType for most ammo-based bullets shot from turrets and units.
 
 
 
 
Handles control of bleeding edge builds.
 
A planet generator that provides no weather, height, color or bases.
 
 
 
Stores special flags of blocks for easy querying.
 
Class used for indexing special target blocks for AI.
 
A class that represents compartmentalized tile entity state.
Generic building that produces other buildings.
 
 
 
Template class for an unmoving shrinking bullet.
 
 
Algorithm taken from TreeLayout.
 
 
 
 
 
 
Class for storing build plans.
 
 
Purely visual turret.
Class for holding special internal bullets.
 
 
A tile which does not trigger change events and whose entity types are cached.
 
 
 
 
 
 
 
 
Liquid that draws cells in its puddle.
 
 
 
Generated class.
 
 
 
 
 
 
 
 
 
A block in the process of construction.
Configurable BlockProducer variant.
An abstract class that defines a type of resource that a block can consume.
A ConsumeLiquidFilter that consumes specific coolant, selected based on stats.
A generator that just takes in certain items or liquids.
For mods.
 
 
Causes a block to explode when explosive items are moved into it.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Consumer class for blocks which consume power while being connected to a power graph.
A power consumer that only activates sometimes.
A power consumer that uses a dynamic amount of power.
Base class for a content type that is loaded in ContentLoader.
 
 
Loads all game content.
 
 
Do not rearrange, ever!
Basic continuous (line) bullet type that does not draw itself.
 
 
 
A turret that fires a continuous beam bullet with no reload or coolant necessary.
Control module.
Any block that has a proxy unit that can be controlled by a player.
An object that can be controlled with logic.
 
 
 
 
Selects X spawns from the core spawn pool.
 
 
 
 
 
Utility class for damaging in an area.
 
 
 
 
 
 
 
 
 
 
 
An interface for things that can be displayed when hovered over.
 
 
 
An implementation of custom rendering behavior for a crafter block.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This must be used in conjunction with another DrawBlock; it only draws outputs.
 
 
combined several DrawBlocks into one
 
 
 
 
 
 
Parameters for drawing a part in draw().
 
 
 
 
 
 
 
 
 
 
 
 
Extend to implement custom drawing behavior for a turret.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Spawns effects in a rectangle centered on x and y.
 
 
Empty floor is *not* equivalent to air.
Selects X spawns from the spawn pool.
 
 
 
EntityGroup<T extends mindustry.gen.Entityc>
Represents a group of a certain type of entity.
 
Environmental flags for different types of locations.
 
 
 
Config class for special Erekir unit properties.
Represents a blank type of content that has an error.
 
 
Called *after* all content has been added to the atlas, but before its pixmaps are disposed.
Called when block building begins by placing down the ConstructBlock.
 
Called right before a block is destroyed.
Called when the player opens info for a specific block.
Called when a bullet damages a building.
Called when a building is directly killed by a bullet.
 
 
Called when a player or drone begins building something.
Called after a building's team changes.
Called when the client sends a chat message.
 
Called when the client game is first loaded.
 
 
Called when a specific building has its configuration changed.
Called when a connection is established to a client.
Called when a player sends a connection packet.
Called *after* all content has been initialized.
Called when a core block is placed/removed or its team is changed.
Called when a core receives ammo, but only when the tutorial is active!
Called when a player deposits items to a block.
 
Called *after* all the modded files have been added into Vars.tree
 
Called when a neoplasia (or other pressure-based block, from mods) reactor explodes due to pressure.
 
 
Called when the player places a line, mobile or desktop.
 
 
 
Consider using Menus.registerMenu instead.
Called *after* all mod content has been loaded, but before it has been initialized.
Called after SoundControl registers its music.
 
 
 
 
Called when a player connects, but has not joined the game yet.
Called after player confirmed it has received world data and is ready to play.
 
 
Called after connecting; when a player receives world data and is ready to play.
Called before a player leaves the game.
 
 
 
 
 
 
 
 
Called when a sector is conquered, e.g.
Called when a sector is destroyed by waves when you're not there.
 
 
Called when a sector is destroyed by waves when you're not there.
 
 
Called when a player taps any tile.
Consider using Menus.registerTextInput instead.
Called *after* a tile has changed.
Called when a tile changes its floor.
Called *before* a tile has changed.
 
 
Called when a turret receives ammo, but only when the tutorial is active!
Called when a unit is directly killed by a bullet.
 
 
Called when a unit is created in a reconstructor, factory or other unit.
Called when a unit is hit by a bullet.
 
 
Called when a unit is spawned by wave.
Called when a unit is dumped from any payload block.
 
 
 
Called when the player withdraws items from a block.
Called when the world begin to load, just set `generating = true`.
Called when a game begins and the world tiles are initiated.
Called when a game begins and the world tiles are loaded, just set `generating = false`.
Template class for a non-drawing bullet type that makes an explosion and disappears instantly.
 
 
Fades in a black overlay.
 
 
 
Handles files in a modded context.
 
 
 
 
 
 
 
general implementation: caching: 1.
 
AI/wave team only! This is used for wave support flyers.
 
 
 
 
 
 
 
 
Defines preset rule sets.
 
Interface for handling game service across multiple platforms.
 
 
 
 
an input for generating at a certain coordinate.
 
 
Generates a scorch pixmap based on parameters.
 
 
Stores global logic variables for logic processors.
An entry that describes a variable for documentation purposes.
 
 
 
 
Basic interface for any block that produces heat.
 
 
A crafter that requires contact from heater blocks to craft.
 
 
 
Defines color and height for a planet mesh.
 
 
 
Hint interface for defining any sort of message appearing at the left.
 
 
 
 
 
 
 
 
 
 
 
 
This class can only be used with PointDefenseBulletWeapon.
A low-garbage way to format bundle strings.
 
 
 
 
 
Incinerator that accepts only items and optionally requires a liquid, e.g.
 
 
 
 
Displays a list of items, e.g.
 
 
 
 
 
 
 
 
 
 
 
 
Setter/getter enum for logic-controlled objects.
 
 
 
 
A turret that fires a continuous beam with a delay between shots.
"Compiles" a sequence of statements into instructions.
 
Dialog for selecting loadout at sector launch.
 
Stores constants for sorting layers.
 
 
 
 
 
Any subclass of this will be removed upon world load.
 
 
 
This version does not read custom chunk data (<= 6).
 
This version did not read/write entity IDs to the save.
 
 
 
 
 
Controls a building's state.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Binds the processor to a unit based on some filters.
Controls the unit based on some parameters.
Uses a unit to find something that may not be in its range.
 
 
 
 
 
Renders overlay lights.
 
 
A better name for this class would be "fluid", but it's too late for that.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Logic module.
 
 
 
 
 
 
 
 
 
 
 
 
 
A statement is an intermediate representation of an instruction, to be used mostly in UI.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Reads and writes map files.
 
 
Class for storing map-specific locale bundles
 
 
Handles and executes in-map objectives.
Build a certain amount of a block.
Command any unit to do anything.
Get a certain item in your core (through a block, not manually.)
 
 
Destroy all enemy core(s).
Produce a certain amount of units.
Wait until a logic flag is set.
For arrays or Seqs; does not add the new and delete buttons
Have a certain amount of item in your core.
For byte; treats it as a world label flag.
Displays a line from pos1 to pos2.
Base abstract class for any in-map objective.
For String; indicates that a text area should be used.
Marker used for drawing various content to indicate something along with an objective.
Displays a circle in the world.
A marker that has a position in the world in world coordinates.
Produce a specific piece of content in the tech tree (essentially research with different text).
 
For UnlockableContent; filters all un-researchable content.
Research a specific piece of content in the tech tree.
For float; multiplies the UI input by 60.
Displays a shape with an outline and color.
Displays text above a shape.
For Block; filters all un-buildable blocks.
Displays text at a location.
Displays a texture with specified name.
For float or similar data structures, such as Vec2; multiplies the UI input by Vars.tilesize.
 
Produce a certain amount of a unit.
For arrays or Seqs; does not create element rearrangement buttons.
For float[]; treats it as an array of vertices.
 
 
 
 
Stores parameterized or array type information for convenience.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A GenericMesh that wraps and applies an additional transform to a generic mesh.
 
 
 
 
Represents a menu button definition.
 
Class for handling menus and notifications across the network.
 
 
 
 
 
 
 
 
 
 
 
 
 
Field template for unit types.
 
 
 
 
Mod listing as a data class.
 
Represents a mod's state.
 
 
Mod metadata information.
 
 
 
 
 
Applies custom movement to a bullet.
A fake bullet type that spawns multiple sub-bullets when "fired".
Renders multiple particle effects at once.
 
 
 
 
This is just a preset.
 
Networking implementation.
 
 
 
 
 
 
 
 
 
 
Nvidia-specific utility class for querying GPU VRAM information.
Holds objective classes.
Defines a specific objective for a game.
 
 
 
 
 
 
An overlay ore for a specific item type.
 
 
 
 
 
A type of floor that is overlaid on top of other floors.
 
 
Class for storing all packets.
 
Generic client connection event.
 
Generic client disconnection event.
 
Marks the beginning of a stream.
 
 
 
 
The most essential effect class.
 
 
 
Data for a flow field to some set of destinations.
 
 
A priority queue.
 
 
Do not use this class!
 
 
 
 
 
 
 
 
 
Generic building that produces other buildings.
 
 
 
Simple per-frame time counter.
 
 
 
 
 
 
 
 
 
 
Displays the configuration UI for build plans before they have been placed.
 
 
 
 
 
 
 
 
Defines a mesh that is rendered for a planet.
Parameters for rendering a solar system.
 
 
 
 
 
 
Defines a special type of mod that is always hidden.
 
Fires a bullet to intercept enemy bullets.
 
Note that this requires several things: - A bullet with positive maxRange - A bullet with positive damage - Rotation
A continuous bullet type that only damages in a point.
 
 
 
 
 
 
 
 
 
 
 
 
Class for predicting shoot angles based on velocities of targets.
 
Defines a piece of content that can be published on the Workshop.
 
 
 
 
 
 
 
Renders one particle effect repeatedly at specified angle intervals.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Note that this weapon requires a bullet with a positive maxRange.
 
 
 
 
 
 
 
Any block that has 360-degree rotation
 
 
 
Defines current rules on how the game should function.
A team-specific ruleset.
A simple map for storing TeamRules in an efficient way without hashing.
 
 
 
 
This version only reads entities, no entity ID mappings.
Uses the legacy readWorldEntities function without entity IDs.
This version does not read custom chunk data.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Handles schematics.
 
 
 
 
 
 
A small section of a planet.
 
 
 
 
 
 
 
 
Extracts a random list of items from an input item and an input liquid.
Renders multiple particle effects in sequence.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Blends water together with a standard floor.
 
 
 
 
 
 
 
 
 
 
Handles different types of bullet patterns for shooting.
 
 
 
 
 
 
 
 
 
Pump that makes liquid from solids and takes in power.
 
Controls playback of multiple audio tracks.
 
Plays a sound effect when created and simultaneously renders an effect.
A simple class for playing a looping sound at a position.
 
 
Spawns a certain amount of units upon death.
A spawn group defines spawn information for a specific type of unit, with optional extra information like weapon equipped, ammo used, and status effects.
Selects X spawns from the spawn pool.
 
 
 
Describes one type of stat for content.
A specific category for a stat.
 
 
Hold and organizes a list of block stats.
Defines a unit of measurement for block stats.
 
 
 
 
 
A base interface for a value of a stat that is displayed.
Utilities for displaying certain stats in a table.
 
 
 
 
 
 
 
 
 
 
 
 
Higher priority blocks will always get targeted over those of lower priority, regardless of distance.
 
 
This class is only for displaying team lore in the content database.
Class for various team-based utilities.
Represents a block made by this team that was destroyed somewhere on the map.
 
Class for storing a list of TechNodes with some utility tree builder methods; context dependent.
 
 
 
 
 
 
 
 
A tile container.
 
 
 
 
 
 
 
 
 
Class for specifying read/write methods for code generation.
 
Represents a building that has not been resolved yet.
Represents a unit that has not been resolved yet.
 
 
 
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Defines a pattern of behavior that an RTS-controlled unit should follow.
 
 
 
 
 
Utility class for unit and team interactions.
 
 
 
 
 
 
 
 
 
 
Updates and handles state of the campaign universe.
 
 
Base interface for an unlockable content type.
Thrown when a client sends invalid information.
 
 
 
 
 
 
 
 
Effect that renders a basic shockwave.
 
 
 
 
 
 
 
 
 
 
 
 
 
Component/entity for labels in world space.
Handles player state for sending to every connected player
Wraps an effect with some parameters.