TRACTOR

TRACTOR defines that the block will collect R. Resource collection is at a distance based on tractorRange. The amount of resources a ship can Tractor … Read more

seedLifetime

A SEED attribute that determines how long a seed exists before ungrowing.If no value is defined, the default will be 60. Example:seedLifetime=60.0, If you want … Read more

launchResources

A SEED attribute that determines how much R a seed has when it forms. Example:launchResources=5.0, Data type: float

launchLifetime

A SEED attribute that determines how long a seed exists before ejecting. Example:launchLifetime=10.0, Can be set to -1. Data type: float

launchSpeed

A SEED attribute that determines how much velocity a seed uses to eject from it’s parent.If no value is defined, the default will be 100. … Read more

SEED

Defines the block as a Seed that will root to an ENVIRONMENTAL block. A SEED block is expected to use a shape that has Root … Read more

replicateBlock

An attribute applied to a LAUNCHER that defines a block for it to produce. Example: replicateBlock={shape=MISSILE, features=THRUSTER|EXPLODE, group=8, lifetime=5.000, points=2, durability=0.500, density=0.150, fillColor=0x113077, fillColor1=0x1f56a5, lineColor=0x3390eb, … Read more

launcherAngVel

An attribute applied to a LAUNCHER that causes a projectile to spin on launch. Example:launcherAngVel=12.0, An example would be the Bee Shard Launchers. Data type: … Read more

launcherOutSpeed

An attribute applied to a LAUNCHER that determines how much velocity a projectile leaves the launcher. Example:launcherOutSpeed=700.0, Be aware that projectiles with too much velocity … Read more

launcherPower

An attribute applied to a LAUNCHER to determine how much energy is used when it launches a projectile. Example:launcherPower=50.0, Data type: float

replicateTime

An attribute applied to a LAUNCHER to determine how quickly it will build a new projectile.A value of 1 would be 1 second. Example:replicateTime=1.0, Data … Read more

lifetime

Determines how long a block exists before dying. Normally applied to a projectile to determine how far it travels before detonating.A value of 1 would … Read more

LAUNCHER

LAUNCHER defines that the block will create other blocks, presumably projectiles to fire at an enemy. Only shapes with LAUNCHER nodes can be Launchers. Shapes … Read more

linearForce

Requires LASER Creates a push or pull on the target. A negative value will cause the laser to act like a tractor beam. Example:linearForce=1000.0, Be … Read more

immobilizeForce

Requires LASER Causes the target to gain mass and become slower or immobile. Example:immobilizeForce=5000.0, Data type: float

decay

The rate at which the laser fades away. The default value for lasers is 0.35. Example:decay=0.35, A decay of 1 would be 100%, or no … Read more

pulseAvailability

Defines how often LASER pulses can fire. Higher values would be more often. A value of 1 would be 100 percent. Example:pulseAvailability=0.3, Data type: float

LASER

LASER defines that the block has a laser weapon. Can be either a continuous beam, or a pulsing burst. A laser weapon that is not … Read more