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This has been implemented to better support fluid networks or partial consumption in the future.If you want to get the efficiency a block would have had if shouldConsume was true, use potentialEfficiency.If a block's shouldConsume returns false or it has no items, this efficiency is now 0, even if it has power.efficiency has been changed to reflect a block's "real" efficiency, not just power.#THIS IS VERY IMPORTANT AND CAN LEAD TO BIZZARRE BUGS IF YOU DO NOT HANDLE IT PROPERLY reloadTime -> reloadĬhargeEffect/chargeBeginEffect -> moved into bulletĬooldown, restitution -> no direct equivalent, either remove or use cooldownTime and recoilTime instead (see javadoc) Most fields have been renamed to match weapons.
#Mindustry mods github codes how to
DrawDefault draws the default block sprites (in this case, the top with its glass cover)įor a variety of examples on how to use DrawBlocks, consult the source code.
#Mindustry mods github codes full
DrawLiquidTile draws an animated square region of cryofluid liquid, with opacity depending on how full the block is.DrawRegion draws a region named cryofluid-mixer-bottom as the first layer.DrawMulti simply combines multiple draw implementations.Block drawers are now modular, which means you can compose different layers instead of using one specific DrawBlock type.Īs an example, here is how a cryofluid mixer's drawer is implemented:ĭrawer = new DrawMulti( new DrawRegion( "-bottom"), new DrawLiquidTile( Liquids. Many DrawBlock subclasses have been removed, as they are now redundant.
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