- Read
- col
- Enabled
- Shoot
- Shootp
- Config
- +
- -
- *
- /
- //
- %
- ^
- Sqrt
- ==
- Not
- And
- <
- <=
- >
- >=
- log
- log 10
- abs
- floor
- ceil
- <<
- >>
- or
- b-and
- XOR
- flip
- max
- min
- angle
- angle diff
- len
- rand
- sin
- cos
- tan
- asin
- acos
- atan
- Jump
- ==
- Not
- <
- <=
- >
- >=
- ===
- Always
Mods
Self Promotion
My Micro Processor only Bad Apple!!!
Bad Apple!! in Mindustry!Raycasting and DDA Raycasting
Mindustry Raycasting DDA RaycastingPerspective Projection
Perspective Projection | MindustryPower Monitor with Numbers
Appendix
Mlog Invention
is in a seperate page Yrueii.github.io/MlogDocs/MlogInvention
Built in variables
Global
Environment
Sensors
Blocks
Items
Liquids
Units
Text form instruction
or you can just write the instruction in game and “copy to clipboard”
Normal processor
read result cell1 0
write result cell1 0
draw clear r g b
color r b g a
col n
stroke n
line x y x2 y2
rect x y width height
lineRect x y width height
poly x y sides radius rotation
linePoly x y sides radius rotation
triangle x y x2 y2 x3 y3
image x y @copper size rotation
print "frog"
drawflush display1
printflush message1
getlink result index
control enabled block1 enable
shoot block1 x y shoot
shootp block1 unit shoot
config block1 to
color block1 to
radar filter filter filter distance turret1 order result
any health
enemy shield
ally armor
player maxHealth
attacker
flying
boss
ground
sensor result block1 @copper
set result 0
op add result a b
sub
mul
div
idiv
mod
pow
equal
notEqual
land
lessThan
lessThanEq
greaterThan
greaterThanEq
strictEqual
shl
shr
or
and
xor
not
max
min
angle
angleDiff
len
noise
abs
log
log10
floor
ceil
sqrt
rand
sin
cos
tan
asin
acos
atan
lookup block result index
unit
item
liquid
packcolor result r g b a
wait 0.5
stop
end
jump -1 equal v1 v2
notEqual
lessThan
lessThanEq
greaterThan
greaterThanEq
strictEqual
always
ubind @poly
ucontrol idle
stop
move x y
approach x y radius
pathfind x y
autoPathfind
boost enable
target x y shoot
targetp unit shoot
itemDrop to amount
itemTake from amount
payDrop
payTake takeUnits
payEnter
mine x y
flag value
build x y block rotation config
getBlock x y type building floor
within x y radius result
unbind
uradar any any any distance 0 1 result
enemy distance
ally health
player shield
attacker armor
flying maxHealth
boss
ground
ulocate building core enemy @copper outx outy found building
core
storage
generator
turret
factory
repair
battery
reactor
ulocate ore core true @copper outx outy found building
ulocate spawn core true @copper outx outy found building
ulocate damaged core true @copper outx outy found building
World Processor
getblock floor result x y
ore
block
building
setblock floor @block x y @team rotation
ore
block
spawn @unit x y rotation @team result
status false wet unit duration
true burning
freezing
unmoving
wet
melting
sapped
electrified
spore-slowed
tarred
overdrive
overclock
boss
shocked
blasted
spawnwave x y false
setrule currentWaveTime value
waveTimer
waves
wave
waveSpacing
waveSending
attackMode
enemyCoreBuildRadius
dropZoneRadius
unitCap
mapArea 0 x y 100 100
lighting
ambientLight
solarMultiplier
buildSpeed
unitHealth
unitBuildSpeed
unitCost
unitDamage
blockHealth
blockDamage
rtsMinWeight
rtsMinSquad
message notify duration
announce
toast
mission
cutscene pan x y speed 0
zoom level
stop
effect trail x y size %color
warn
cross
blockFall
placeBlock
placeBlockSpark
breakBlock
spawn
trail
breakProp
smokeCloud
vapor
hit
hitSquare
shootSmall
shootBig
smokeSmall
smokeBig
smokeColor
smokeSquare
smokeSquareBig
spark
sparkBig
sparkShoot
sparkShootBig
drill
drillBig
lightBlock
explosion
smokePuff
sparkExplosion
crossExplosion
wave
bubble
explosion @team x y radius damage (air)bool (ground)bool (pierce)bool
setrate rate(ipt)
fetch build result @team index block
player
core
unit
unitCount
playerCount
coreCount
unitCount
sync var
getflag result "flag"
setflag "flag" true
setprop @copper block1 to
Lookup IDs
Blocks
Liquids
Units
Items
Built in variables
Global
Environment
Sensors
Blocks
Items
Liquids
Units
Text form instruction
or you can just write the instruction in game and “copy to clipboard”
Normal processor
read result cell1 0
write result cell1 0
draw clear r g b
color r b g a
col n
stroke n
line x y x2 y2
rect x y width height
lineRect x y width height
poly x y sides radius rotation
linePoly x y sides radius rotation
triangle x y x2 y2 x3 y3
image x y @copper size rotation
print "frog"
drawflush display1
printflush message1
getlink result index
control enabled block1 enable
shoot block1 x y shoot
shootp block1 unit shoot
config block1 to
color block1 to
radar filter filter filter distance turret1 order result
any health
enemy shield
ally armor
player maxHealth
attacker
flying
boss
ground
sensor result block1 @copper
set result 0
op add result a b
sub
mul
div
idiv
mod
pow
equal
notEqual
land
lessThan
lessThanEq
greaterThan
greaterThanEq
strictEqual
shl
shr
or
and
xor
not
max
min
angle
angleDiff
len
noise
abs
log
log10
floor
ceil
sqrt
rand
sin
cos
tan
asin
acos
atan
lookup block result index
unit
item
liquid
packcolor result r g b a
wait 0.5
stop
end
jump -1 equal v1 v2
notEqual
lessThan
lessThanEq
greaterThan
greaterThanEq
strictEqual
always
ubind @poly
ucontrol idle
stop
move x y
approach x y radius
pathfind x y
autoPathfind
boost enable
target x y shoot
targetp unit shoot
itemDrop to amount
itemTake from amount
payDrop
payTake takeUnits
payEnter
mine x y
flag value
build x y block rotation config
getBlock x y type building floor
within x y radius result
unbind
uradar any any any distance 0 1 result
enemy distance
ally health
player shield
attacker armor
flying maxHealth
boss
ground
ulocate building core enemy @copper outx outy found building
core
storage
generator
turret
factory
repair
battery
reactor
ulocate ore core true @copper outx outy found building
ulocate spawn core true @copper outx outy found building
ulocate damaged core true @copper outx outy found building
World Processor
getblock floor result x y
ore
block
building
setblock floor @block x y @team rotation
ore
block
spawn @unit x y rotation @team result
status false wet unit duration
true burning
freezing
unmoving
wet
melting
sapped
electrified
spore-slowed
tarred
overdrive
overclock
boss
shocked
blasted
spawnwave x y false
setrule currentWaveTime value
waveTimer
waves
wave
waveSpacing
waveSending
attackMode
enemyCoreBuildRadius
dropZoneRadius
unitCap
mapArea 0 x y 100 100
lighting
ambientLight
solarMultiplier
buildSpeed
unitHealth
unitBuildSpeed
unitCost
unitDamage
blockHealth
blockDamage
rtsMinWeight
rtsMinSquad
message notify duration
announce
toast
mission
cutscene pan x y speed 0
zoom level
stop
effect trail x y size %color
warn
cross
blockFall
placeBlock
placeBlockSpark
breakBlock
spawn
trail
breakProp
smokeCloud
vapor
hit
hitSquare
shootSmall
shootBig
smokeSmall
smokeBig
smokeColor
smokeSquare
smokeSquareBig
spark
sparkBig
sparkShoot
sparkShootBig
drill
drillBig
lightBlock
explosion
smokePuff
sparkExplosion
crossExplosion
wave
bubble
explosion @team x y radius damage (air)bool (ground)bool (pierce)bool
setrate rate(ipt)
fetch build result @team index block
player
core
unit
unitCount
playerCount
coreCount
unitCount
sync var
getflag result "flag"
setflag "flag" true
setprop @copper block1 to
Lookup IDs
Blocks
Liquids
Units
Items
Disabled block Behaviour
-
Most blocks will just stop working entirely, however not all, here are some blocks that behave differently when disabled
- Sorter will turn into inverted sorter, which can be used as a item flow controller
- Inverted sorter will turn into normal sorter, which can be used as a item flow controller
- Overflow gate will turn into Underflow gate, which can be used as a item flow controller
- Underflow gate will turn into Overflow gate, which can be used as a item flow controller
- Router will stop items from passing through
- Bridge will stop transfering items, but still accepts items
- Battery will stop charging but still conduct electricity
- Blocks with electricity will stop working but still conduct electricity
- Battery Diode Will stop flowing electricity to the other net, can be used as a power line cutter
- Turrets Will just stop (shooting, moving), will still accept ammo
-
Launch Pad
if its in cooldown will stop cooldown from progressing, still accepts items
if its not in cooldown will still launch if items are full - Processors will stop executing lines, when re-enabled will continue at the line it was disabled at