Gameplay
In gameplay
segment you can customize a variety of gameplay variables.
Contents
Gameplay variables
You can customize gameplay variables by modifying their values in a datapack. Here is a list of them all and their short descriptions:
Player settings
Variable | Default value | Data type | Description |
---|---|---|---|
health_level_add | 0 | float | Value added to health level, which modifies your default health. |
drill_level_add | 0 | float | Value added to drill level, which modifies your default drill efficiency. |
health_regenerate_cooldown | 2,5 | float | A time after receiving damage when health regeneration starts. |
health_regenerate_multiplier | 4 | float | Health regeneration speed. |
turbo_regenerate_multiplier | 1,5 | float | Turbo regeneration speed. |
turbo_use_multiplier | 1,5 | float | Turbo use speed. |
Player movement
Variable | Default value | Data type | Description |
---|---|---|---|
all_speed_multiplier | 1 | float | Multiplier, by which every *_speed variable in this segment will be multiplied. |
vacuum_drag_multiplier | 1 | float | Size of vacuum drag. |
player_normal_speed | 13 | float | Normal player speed. |
player_brake_speed | -8,5 | float | Player brake speed. |
player_turbo_speed | 18 | float | Default player turbo speed. |
drill_normal_speed | 9 | float | Player speed when drill extended. |
drill_brake_speed | -6 | float | Player brake speed when drill extended. |
bullet_owner_push | 0,6 | float | Force by which player gets pushed after shooting a bullet. |
wind_owner_push | 1,8 | float | Force by which player gets pushed after shooting a wind bullet. |
wind_victim_push | 20 | float | Force by which player gets pushed after being shot by a wind bullet. |
stone_geyzer_force_multiplier | 1 | float | Normal geyzer wind force multiplier. |
magnetic_geyzer_force_multiplier | 4 | float | Magnetic geyzer wind force multiplier. |
lava_geyzer_force_multiplier | 0,06 | float | Lava geyzer wind force multiplier. |
Crash damage
Variable | Default value | Data type | Description |
---|---|---|---|
crash_minimum_energy | 6 | float | Minimum energy loss required for damage when crashing into something. |
crash_damage_multiplier | 0,6 | float | Damage multiplier when crashing into something. |
Player bullet and static collider damages
Variable | Default value | Data type | Description |
---|---|---|---|
copper_bullet_damage | 3 | float | Default copper bullet damage when shot by player. |
red_bullet_damage | 4 | float | Default red bullet damage when shot by player. |
wind_bullet_damage | 3 | float | Default wind bullet damage when shot by player. |
fire_bullet_damage | 3 | float | Default fire bullet damage when shot by player. Static damage when in fire collider. |
unstable_matter_damage | 10 | float | Default unstable matter damage when shot by player. Static damage when in unstable collider. |
spike_damage | 5 | float | Static damage when in spike collider. |
star_collider_damage | 5 | float | Static damage when in star collider. |
lava_geyzer_damage | 5 | float | Static damage when in lava geyzer collider. |
Other boss settings
Variable | Default value | Data type | Description |
---|---|---|---|
boss_fire_cycles | 4 | integer | Number of remaining damage cycles when boss is set on fire. |
boss_fire_damage | 4 | float | Fire damage every second when boss has fire effect. |
wind_boss_push | 25 | float | Force by which boss gets pushed after being shot by a wind bullet. |
Potions
Variable | Default value | Data type | Description |
---|---|---|---|
healing_potion_hp | 20 | float | Heal size when using healing potion. |
blank_potion_hp | 15 | float | Heal size when using blank potion. |
killing_potion_hp | 15 | float | Damage size when using killing potion. |
shield_potion_duration | 2,5 | float | Shield duration (in seconds) when using shield potion. |
Grow times
Variable | Default value | Data type | Description |
---|---|---|---|
amethyst_grow_time_min | 60 | integer | Minimum time (in seconds) after which amethyst grows. |
amethyst_grow_time_max | 180 | integer | Maximum time (in seconds) after which amethyst grows. |
magnetic_alien_grow_time | 3 | integer | Time (in seconds) after which flat magnetic alien turns into its normal form. |
Factory
Variable | Default value | Data type | Description |
---|---|---|---|
factory_default_diode_chance | 0,03165 | float | The default chance for treasure base to update its state in one diode cycle. Can be increased by activating diamond bases. |
factory_diamond_modifier | 1,35 | float | The modifier, by which every activated diamond base multiplies factory_default_diode_chance . |
active_diamond_base_chance | 0,2 | float | The chance, which diamond base has to generate already activated. Note, that always at least one diamond base will remain inactive. |
Upgrades
Variable | Default value | Data type | Description |
---|---|---|---|
upg_1_item | 10 | integer | Payment for the 1st upgrade is done using item with this ID. |
upg_1_cost | 5 | integer | Payment for the 1st upgrade is done using this amount of items. |
upg_2_item | 10 | integer | Payment for the 2nd upgrade is done using item with this ID. |
upg_2_cost | 10 | integer | Payment for the 2nd upgrade is done using this amount of items. |
upg_3_item | 10 | integer | Payment for the 3rd upgrade is done using item with this ID. |
upg_3_cost | 15 | integer | Payment for the 3rd upgrade is done using this amount of items. |
upg_4_item | 10 | integer | Payment for the 4th upgrade is done using item with this ID. |
upg_4_cost | 20 | integer | Payment for the 4th upgrade is done using this amount of items. |
upg_5_item | 10 | integer | Payment for the 5th upgrade is done using item with this ID. |
upg_5_cost | 25 | integer | Payment for the 5th upgrade is done using this amount of items. |
Artefacts
Variable | Default value | Data type | Description |
---|---|---|---|
at_protection_health_level_add | 2,272 | float | Value added to health level when wearing protection artefact. |
at_protection_health_regenerate_multiplier | 1,5 | float | Value by which health_regenerate_multiplier is multiplied when wearing protection artefact. |
at_impulse_power_regenerate_multiplier | 0,75 | float | Power regeneration speed when wearing impulse artefact. |
at_impulse_time | 0,4 | float | Impulse time when wearing impulse artefact. |
at_impulse_speed | 70 | float | Impulse speed when wearing impulse artefact. |
at_impulse_damage | 8 | float | Impulse damage when wearing impulse artefact. |
at_illusion_power_regenerate_multiplier | 1 | float | Power regeneration speed when wearing illusion artefact. |
at_illusion_power_use_multiplier | 2 | float | Power use speed when wearing illusion artefact. |
at_illusion_speed_multiplier | 1,2 | float | The invisibility speed boost when wearing illusion artefact. |
at_unstable_normal_avarage_time | 1,5 | float | The average time after which unstable artefact will generate unstable pulse. |
at_unstable_special_avarage_time | 1,5 | float | The average time after which unstable artefact will generate unstable matter. |
at_unstable_force | 10 | float | Unstable pulse force when wearing unstable artefact. |
at_unstable_power_regenerate_multiplier | 2 | float | Power regeneration speed when wearing unstable artefact. |
at_unstable_power_normal_eat | 1 | float | Power decrease after generating unstable pulse when wearing unstable artefact. |
at_unstable_power_special_eat | 2 | float | Power decrease after generating unstable matter when wearing unstable artefact. |
at_unstable_power_killpot_give | 10 | float | Power increase after using killing potion when wearing unstable artefact. |
at_unstable_max_unstabling_deviation | 15 | float | Max angle by which unstabling state bullet can be offset from mouse direction. |
Bullet speeds
Variable | Default value | Data type | Description |
---|---|---|---|
copper_bullet_speed | 0,45 | float | Copper bullet speed when shot by player. |
red_bullet_speed | 0,45 | float | Red bullet speed when shot by player. |
unstable_bullet_speed | 0,4 | float | Unstable bullet speed when shot by player. |
fire_bullet_speed | 0,4 | float | Fire bullet speed when shot by player. |
wind_bullet_speed | 0,6 | float | Wind bullet speed when shot by player. |
boss_bullet_speed | 0,35 | float | Any bullet speed when shot by boss. |
boss_seeker_speed | 0,25 | float | Any auto-aiming bullet speed when shot by boss. |
Bullet range multipliers
Variable | Default value | Data type | Description |
---|---|---|---|
copper_bullet_defrange | 1 | float | Copper bullet default range multiplier when shot by player. |
red_bullet_defrange | 1 | float | Red bullet default range multiplier when shot by player. |
wind_bullet_defrange | 1,4 | float | Wind bullet default range multiplier when shot by player. |
fire_bullet_defrange | 1 | float | Fire bullet default range multiplier when shot by player. |
unstable_bullet_defrange | 1 | float | Unstable bullet default range multiplier when shot by player. |
Bullet cooldowns
Variable | Default value | Data type | Description |
---|---|---|---|
copper_bullet_cooldown | 7 | integer | Copper bullet default shooting cooldown. |
red_bullet_cooldown | 7 | integer | Red bullet default shooting cooldown. |
wind_bullet_cooldown | 10 | integer | Wind bullet default shooting cooldown. |
fire_bullet_cooldown | 10 | integer | Fire bullet default shooting cooldown. |
unstable_bullet_cooldown | 14 | integer | Unstable bullet default shooting cooldown. |
impulse_cooldown | 10 | integer | Impulse cooldown before making the next impulse. |
Cyclic damages
Variable | Default value | Data type | Description |
---|---|---|---|
cyclic_damage_multiplier | 1 | float | Multiplier, by which every *_damage variable in this segment will be multiplied. |
cyclic_fire_damage | 2 | float | Fire damage every second when player has fire effect. |
cyclic_poison_damage | 1 | float | Fire damage every second when player has poison effect. |
cyclic_remote_damage | 1 | float | Remote damage every half second when Degenerator uses remote damage. |
cyclic_fire_time | 2 | integer | Number of remaining damage cycles when fire bullet sets you on fire. |
cyclic_starandus_geyzer_time | 2 | integer | Number of remaining damage cycles when Starandus geyzer sets you on fire. |
cyclic_star_time | 2 | integer | Number of remaining damage cycles when star sets you on fire. |
cyclic_spike_time | 6 | integer | Number of remaining damage cycles when spike bullet gives you poison. |
cyclic_spikeball_time | 4 | integer | Number of remaining damage cycles when spikeball bullet gives you poison. |
cyclic_stickybulb_time | 4 | integer | Sticky effect time reduced by 1. |
Boss damages
Variable | Default value | Data type | Description |
---|---|---|---|
boss_damage_multiplier | 1 | float | Multiplier, by which every *_damage variable in this segment will be multiplied. |
boss_bullet_electron_damage | 35 | float | Electron bullet damage when shot by boss. |
boss_bullet_fire_damage | 4 | float | Fire bullet damage when shot by boss. |
boss_bullet_spike_damage | 6 | float | Spike bullet damage when shot by boss. |
boss_bullet_brainwave_damage | 6 | float | Brainwave bullet damage when shot by boss. |
boss_bullet_rocket_damage | 12 | float | Rocket bullet damage when shot by boss. |
boss_bullet_spikeball_damage | 7 | float | Spikeball bullet damage when shot by boss. |
boss_bullet_copper_damage | 4 | float | Copper bullet damage when shot by boss. |
boss_bullet_red_damage | 5 | float | Red bullet damage when shot by boss. |
boss_bullet_unstable_damage | 6 | float | Unstable bullet damage when shot by boss. |
boss_bullet_graviton_damage | 3 | float | Graviton bullet damage when shot by boss. |
boss_bullet_neutronium_damage | 15 | float | Neutronium bullet damage when shot by boss. |
boss_starandus_geyzer_damage | 4 | float | Starandus geyzer damage. |
boss_adecodron_sphere_damage | 10 | float | Adecodron body spikes damage. |
boss_octogone_sphere_damage | 8 | float | Octogone body virtual spikes damage, when in octoquake state. |
Boss battle settings
Variable | Default value | Data type | Description |
---|---|---|---|
boss_battle_time | 180 | integer | Boss battle time, after which boss always wins. |
boss_hp_protector_1 | 600 | float | Protector health in phase 1. |
boss_hp_protector_2 | 800 | float | Protector health in phase 2. |
boss_hp_protector_3 | 1000 | float | Protector health in phase 3. |
boss_hp_adecodron_1 | 600 | float | Adecodron health in phase 1. |
boss_hp_adecodron_2 | 800 | float | Adecodron health in phase 2. |
boss_hp_adecodron_3 | 1000 | float | Adecodron health in phase 3. |
boss_hp_octogone_1 | 600 | float | Octogone health in phase 1. |
boss_hp_octogone_2 | 800 | float | Octogone health in phase 2. |
boss_hp_octogone_3 | 1000 | float | Octogone health in phase 3. |
boss_hp_starandus_1 | 600 | float | Starandus health in phase 1. |
boss_hp_starandus_2 | 800 | float | Starandus health in phase 2. |
boss_hp_starandus_3 | 1000 | float | Starandus health in phase 3. |
boss_hp_degenerator_1 | 600 | float | Degenerator health in phase 1. |
boss_hp_degenerator_2 | 800 | float | Degenerator health in phase 2. |
boss_hp_degenerator_3 | 1000 | float | Degenerator health in phase 3. |
Treasure loottables
Variable | Default value | Data type | Description |
---|---|---|---|
treasure_loot | 8-3-6-0-1249-54-2-4-1250-2499-55-1-2-2500-4299-57-1-2-4300-6099-10-4-8-6100-7599-5-4-8-7600-9099-48-1-2-9100-9849-33-1-3-9850-9999 | treasure string | Determines normal treasure loottable. |
dark_treasure_loot | 66-3-6-0-1249-54-2-4-1250-2499-59-1-2-2500-4099-61-1-2-4100-5699-10-4-8-5700-7399-5-4-8-7400-9099-71-1-2-9100-9699-33-1-3-9700-9999 | treasure string | Determines dark treasure loottable. |
metal_treasure_loot | 80-2-4-0-1249-63-1-1-1250-2499-24-30-60-2500-4699-39-20-40-4700-6499-5-5-10-6500-8099-48-3-6-8100-9179-85-1-1-9180-9199-79-1-2-9200-9799-33-1-1-9800-9929-33-2-2-9930-9999 + 3 | treasure string | Determines metal treasure loottable. |
soft_treasure_loot | 8-1-3-0-9999 | treasure string | Determines soft treasure loottable. |
hard_treasure_loot | 11-1-3-0-9999 | treasure string | Determines hard treasure loottable. |
Treasure string
Treasure string is a format in which treasure data is stored. It consists of integers separated by '-' and virtually grouped by 5. Every group determines one item possible to obtain from a treasure. For example:
8-3-6-0-2999-
10-2-5-3000-9899-
71-1-1-9900-9999
The first number is the item ID. You can find the list of all IDs here. The second and third numbers determine amount of item that can be obtained. It will be a random number between these two. The fourth and fifth numbers determine probability of selecting the item. Interpreter chooses one random number between 0 and 9999. If this number is between fourth and fifth integer, then this item will be chosen. In this example loottable looks like this:
Item | Amount | Chance |
---|---|---|
stone | 3-6 | 30% |
gold | 2-5 | 69% |
max potion | 1 | 1% |
If no items are chosen or there is an error interpreting treasure string, player will get 1 stone from a treasure.
Treasure string can also feature character +
with the asteroid ID list separated by -
(variant system is not included, only base IDs 0-15),
for example:
8-3-6-0-2999-
10-2-5-3000-9899-
71-1-1-9900-9999 + 0-3-10
This means, that every treasure base on stone, copper or diamond asteroid will have this treasure loot assigned. Normal treasures will all work as usual, still having their normal loottable.