starblast io читы коды

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About is another io game with space concept. You can play in order to get rid of stress.

In game, you will be in space. There will be asteroids of different sizes and you can find different opponents. This is an online game which means that you have to have an active internet connection to play.

When you will play on unblocked servers, you can take the advantage of various hacks. You can find the detailed list of these private servers on the right side. In case you like space games then the io concept on this game will be an amazing choice for you to play. Thus, you can be sure that you will have plenty of a good time while playing the game. Gameplay

How to Play?

You have two options. You can move with left click and shoot with right click of your mouse. Or you can shoot with the spacebar and move the ship with arrow keys. You need to use numbers on your keyboard to make selections.

Tips and Tricks

When you start playing the game, try to shoot and eliminate asteroids in order to earn experience. Then you should start chasing other players like you.

You can create teams with other players. In general, it is the best way to improve your ship and get larger. You can play with your friends or stay close to other opponents. When you do not shoot them, sometimes you can be a team.




Beginner Section [ ]

As a beginner, you need to only understand the basics of the game and simple tactics to be able to further your progress as a player. Personally, I would consider someone a beginner with less than 24 hours of playing the game. So I’ll tell you the first thing you should know is that there is survival mode, which kicks in after a player gets one of the four Tier 7 ships or after 60 minutes. There is also Team mode which is a entire beast on it’s own, Invasion which is the hardest mode to win. PDM is somewhat easy, put in survival and team mode knowledge without the mining and running.

The second thing you should know is the upgrade choices you have. Here is a rundown of the upgrades you’re able to purchase with gems from top to bottom. Info on Team mode, PDM and Invasion found here,

Team mode: Team Mode and it’s basic Tutorial Team mode Tutorial

Upgrades [ ]

Shield upgrades [ ]

Energy upgrades [ ]

Bullet upgrades [ ]

Movement upgrades [ ]

Now that you’ve looked into the various upgrades and their basic uses, let us dive into the deep sea of different ships and tiers, along with the very basic understanding for each one of them. Please take note that the upgrades reflect on the Tier, for example; Tier 1 can upgrade Damage once, Tier 2 can upgrade Damage twice, and so on. Also, take a look at u/-Loveship’s Ship Tree sometime. Note: Stats are mostly accurate the ship tree is not

You can also hit Esc to pull up the ship tree on a menu that comes up on the right side of the screen.

Note all ships in team and survival (and mods based on it) are 20% faster, the best ships to use are the high speed and agile ones (like Furystar, A-speedster, all Shadow X ships and several of the center ships)

Ships [ ]

Better info on all of the ships found here Ships

Tactics [ ]

Planning ahead [ ]

So in this section, I will only be focusing on basic strategies to advance in the game and get a competitive edge over other players. So what I usually do to get ahead of everyone else, in the beginning, is to look at u/-Loveship’s server listing (thank you Loveship). Then I simply wait for a new server to pop up and join in as fast as I can. Please also keep in mind that your wait for a new server depends on the time of day in your location.

Minimap Awareness [ ]

So the first thing you need to look out for is people on your radar. Make sure to frequently peek at your minimap so you know what’s going on around you because if you don’t then you’ll end up dead very quickly. Keep track of the leader and all the dots around you. If you see someone on the radar heading to you directly, you can either assume these four things. (survival mode but you should still keep an eye out on your radar in team to watch for enemy teams)

Based on what we know, you have to make an assumption to take preemptive action to eliminate any threat posed to you. (1) If they are simply running away from someone and the aggressor is stronger than you, just move aside so you don’t die. (2) If they passing by, let them, but if they stop near you, assume they are either; (3) out to kill you or (4) wants to team. This situation is generally more dangerous than him running away from someone or simply passing by. Be wary of teams heading toward you as well, that’s usually a very bad sign as it indicates a 5-6. Assume it is a (5) if you are near your base or if they are headed towards your base, and (6) if you are on your own. If it is a (5) you should try to quickly gather the closest people and prepare to defend. If it is a (6) you should run away and maybe gather teammates because it could quickly turn into a (5). Also: consider the speed that they’re moving on the radar/minimap. If they are moving extremely quickly they’re likely a level one ship or an x-1.

Ship Management [ ]

Your first concern should and will be energy regen so that you are able to mine and fight better. Upgrading it significantly increases your survivability. Once you’ve fully upgraded your energy regen, you will want to invest one or maybe two points into damage because if you aren’t using more energy than you’re gaining, you’re really wasting it. Just think of it like this.

I tried to explain that in the simplest way possible, hopefully, you guys know what I’m talking about here. Next up on our priority list is shield regen, so that you can bump into asteroids more often (faster mining) and recover from battles sooner. Then the next down the line would be shield capacity, obviously, so you can take more hits during a fight and destroy asteroids faster. After that would be speed, then energy capacity, then pulse speed, and lastly agility. Although I would try to avoid spending extra gems unless you’re being bothered, or until you reach your preferable Tier 6 or Tier 5 ship on occasions.

Mining [ ]

My tactics for getting through tiers extremely fast is simple. Here’s a little something that should help. Oh and by the way, always upgrade energy regen fully. (for survival mode mostly but parts can get used in team mode)

Teaming [ ]

Whether or not your team is entirely up to your preference. In some cases, teaming will work out for both players, and in other cases, it may end up stabbing you in the back. Always be wary when you’re teaming with someone or multiple people perhaps, but if you’re leader, to have a good team, just find tier 3-4 and say «TEAM OR KILL» and that’s all. Teaming is also a highly controversial strategy. You might also find teams of 2 that are helping each other.

Battling & Surviving [ ]

If you want to survive, try not to draw much attention at all. Going around killing a whole bunch of people before you reach a maxed Tier 6 will bring you many annoyances and prove to be fatal in the long run. Now, if you’re in a battle and you are getting your ass beat, then spend all your gems, if you have any. That way you will have more upgrades to your ship, which will take less time to get to the next tier than if you hadn’t done it. Losing a life and some points isn’t really that big of a deal unless you are at 0 lives or have died repeatedly without making progress, but the most important thing is to «don’t bite more than you can chew», so if you have 1 life you must consider, that if someone will kill you 1 time, you will have 0 lives and it’s a big chance that you will die, so if you have 1 life, it’s better to just mine and do not battle with anyone.

You may also want to do calculations in your head to determine if you can beat an enemy or not, this is crucial to your advancement. Consider everything that could and couldn’t happen, such as checking to see what their shield is like, and what yours is as well. The number of gems both of you have, and the firepower comparison between both ships. It’s also better if you can get the drop on them as well, for the advantage. Don’t forget as well, your health is your shield plus your gems. Gem health is better than shield health, since you can pick it back up, while you have to wait for your shield to regen.

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A common misunderstanding of the health system results in noob mistakes. For example, someone might try to run away after losing most of his shield to a surprise 1v1 attack, even though he has a huge gem pool, and the enemy has no gems. In such a case, he should simply stay and kill the enemy.

Secondaries [ ]

There are 3 pods, 2 mines and 3 projectiles.

The pods are Attack pods, Mining pods, and Defense Pods. They do what they say Attack pods attack, mining pods help you mine, defense pods protect you from bullets. Don’t ever use defense pods, they don’t always work. Mining pods only are effective in team mode. Attack pods are the most useful, they make bullet hoses much more powerful. All cost 120 gems (which converts to credits by going into the gem depot in team or hitting «w» in survival mode)

The mines only differ by size, health and damage. but full packs of each do similar damage, you can not drop them right in front of people due to a arming delay. The small mines cost 100 credits in packs of 8(2 second arming delay) and the heavy mines cost 200 credits in packs of 4 (4 second arming delay)

The projectiles are Rockets, Missiles, and Torpedoes., rockets are the fastest and cheapest but not that useful other than to perhaps to deal with flys and X1s. Missiles are highly useful, they are somewhat cheap, they move quickly and they deal good damage. Torpedoes are only good if they hit the intended target (a base or a level 7 ship) or a group of targets (a team of 3+ people). Torpedoes are the slowest and the most expensive. (Rockets, 100 credits in packs of 4) (Missiles, 250 credits in packs of 2) (Torpedoes, 500 credits in packs of 1)

You can only hold as many secondaries as your Tier up to Tier 6 (Tier 7s can only hold 6 secondaries) (Ex: Level 1 can only hold 1 secondary (packs count as one).

Источник Старбласт ио

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Как играть в Старбласт ио

starblast io

Starblast io это полноценная игра в тематике космических сражений с 3D эффектом. Старбласт решительно возглавляет список космических ио игр, где так же участвуют масштабная, симпатичная Astroe io и пионер жанра Astrar io. В игре супер приятная графика, отличная физика, развитая система прокачки кораблей и большие возможности самого геймплея. К тому же энтузиасты перевели Старбласт ио на множество языков, сделав её доступной для всего мира.

Как играть

Особенность прокачки: в левом верхнем углу вы видите количество собранных кристаллов. Как только наберется полная полоска, то вы сможете купить новый корабль. Или же вы можете покупать апгрейды для текущего корабля.


Starblast io радует игроков тремя режимами, в каждом из которых есть свои нюансы и удовольствия.

Фаза Выживания в Старбласте характеризуется следующим: все корабли отмечаются красными прицелами на мини-карте и количество жизней становится равным 1. После смерти в фазе Выживания нельзя переродиться. Для полной радости начинает действовать солнечная радиация, которая постепенно уменьшает скорость восстановления щитов, сбрасывая эту самую скорость до нуля процентов. Вот уж поистине, остаться в Живых!

Team mode. Здесь действует механизм, по которому распределяются игроки по командам так, чтобы не было перевесов ни в одной команде. Реализация развития в Starblast в режиме Команд такова: вы можете самостоятельно прокачиваться до 3го типа кораблей. Чтобы качаться дальше, вам нужно набрать кристаллов, прилететь на станцию и отсек апгрейживания и там уже заапгрейдиться. Но при этом ваша станция должна уметь это делать. То есть вначале вы прокачиваете совместными усилиями вашу станцию, чтобы через нее могли прокачивать свой корабль.

В этом режиме Старбласта действует дружественный огонь. Пули ваших союзников пролетают сквозь вас.

У кораблей 7го типа есть только 1 жизнь. Будучи разбитыми, игроки возвращаются на предыдущий, 6й тип корабля.

Задача игроков защищать свою станцию и разбамбливать вражеские. Должна остаться в живых только одна станция, ее игроки объявляются победителями. Как только одна из станций разграмливается, все ее игроки погибают и выходят из игры.




The upgrade panel that appears once a certain level of gems has been acquired.

Upgrades allow players to improve their ships in

Upgrades improve a ship’s combat, mining and movement capabilities and are purchased in order to help reach the next tier quicker or make one better at combat or mining. Once the minimum requirement for a upgrade has been reached, the upgrade bar will appear.

Upgrades apply to all ships of the current level (except Level 1, which applies only for the current ship). When you upgrade your ship, you start with an un-upgraded ship of the next level. For example, if you fully upgrade Level 1 and upgrade to Level 2, the ship is un-upgraded Level 2. If you partially upgrade it and upgrade to Level 3, you will have an un-upgraded Level 3 ship, which you can upgrade again. If you lose all of your Level 3 ships, you go back to the partially-upgraded Level 2 ship. If you lose all Level 2 ships again, you go back to a fully-upgraded Level 1 ship. But if you lose your Level 1 ship, you go back to an un-upgraded Level 1 ship.

Each ship tier of level L has a different upgrade cost:

For Tier 1-6, 8 categories can each be upgraded L times for 5L gems. It takes 40L² gems to fully upgrade, which is two full cargo loads.

The cargo capacity is 20L², and when full, an extra life can be purchased (up to a limit, usually 5 for Tier 1-6 and 0 for Tier 7) or a ship from the next tier can be purchased (if available):

List of upgrades [ ]

There are 8 different upgrades that are bought with crystals.


Starblast io читы коды

All Modding references in a single article


Standard Modding Interface, you can see the minimap of the mod in the bottom right corner while the mod is running

Starblast Modding interface can be found here: (ECP required)

Starblast Modding interface allows you to create custom mods for Starblast. The interface is made of a code editor window, on the left, and a console window, on the right. The code editor is where you type the JavaScript code for your mod. The console is where you can type commands to start your mod, stop it or interact with it while it is running.

Main programming language used in this interface is JavaScript (ECMAScript)

Documentation and Tutorial

In newer versions of browsers’ updates, you can’t use the Modding Client in incognito mode anymore as they restrict some incognito features which are used by the editor.

And make sure to read all of these from the start to the end so that you won’t miss any important info!

Creating your first mod

In the Mod Code window, type the code for your first mod:

Running and testing a mod

(Currently modding is only available in these 3 zones: Europe, America, Asia)

Then to start running your mod, type command start :

As instructed by the console, you may want to open a test window to join your modded game with a Starblast client. Type test :

ALWAYS keep the Mod Editor Tab being active while running the mod!

This is one of the most important things you need to keep in your mind!

Why? Because that’s nuances of how browsers work.

Browsers slow down all javascript in non-active tabs in order to decrease the CPU processes.

For some mods (e.g Battle Royale), it doesn’t matter like with ship tree and options only,

Ticks start to work slower and slower.

Soon everything will be lagging in game; any reactions on mod buttons, any mod logic like spawning something in tick, etc.

So, always keep the mod editor tab online or you may have unpredictable results!

Also, you need to have a stable internet connection if you don’t want your mods becoming laggy.

Stop the currently running mod

Other terminal commands

Print any values to the terminal; can be used in both mod code (after mod started) and terminal

Clear the terminal, only available in the terminal

Display help message inside the terminal, terminal use only

Stored in this.options is a data structure where you can set options for your custom modded game. These options are used for initializing the game when you start your mod. Changing them while the mod is running does not affect the game.

Custom ships and custom tree

You can import ships made within the Starblast Ship Editor. Use «Mod Export» feature to export a JavaScript code snippet for the modding interface. Then paste this snipped in the coding window and add this:

Customizing the emote-chat system

The vocabulary used for the emote-chat system can be customized by setting the field vocabulary in the game option as follows:

This allows using Starblast built-in emote icons, which are listed here for reference:

You can also use unicode icons, here is a good source for reference:

Note that wide unicode characters (using more than 2 bytes) requires a specific Javascript syntax as shown in the example above (example: \u <1f47b>)

Custom asteroids maps

You can create a custom map of asteroids. This allows creating a maze for example. The custom map you provide is actually a JavaScript character string that is used to «paint» the map.

In the example above, 9 sets the biggest size of the asteroid. You can use smaller values for adding smaller asteroids to the grid. Any value other than a digit will be interpreted as no asteroid. If your map_size is set to 30, make sure to create 30 lines and 30 columns, or you may get unpredictable results.

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Note: Use «» for blank custom map

You can use Online Map Editor (a community tool) to create, edit and export maps.

Other common options

Most of the options are inherited from the usual custom games. A few more options have been added, specifically for modding (top of the list):

Option Description Default value
(if omitted)
root_mode The mod to inherit from: «survival», «team», «invasion», «deathmatch», «battleroyale» (or unspecified) Unspecified
reset_tree Set to true to remove the original ship tree false
ships An array of ships to add to the tree None
map_size Size of the map, range from 20 to 200 100 (survival)
80 (team and Battle Royale)
60 (unspecified)
30 (Invasion)
20 (deathmatch)
soundtrack «procedurality.mp3», «argon.mp3», «crystals.mp3», «red_mist.mp3», «civilisation.mp3» or «warp_drive.mp3» or none (empty string) «crystals.mp3» (invasion and Batte Royale)
«argon.mp3» (deathmatch)
«procedurality.mp3» (others)
max_players From 1 to 240 70 (team)
60 (survival)
40 (unspecified)
30 (Battle Royale)
20 (deathmatch)
6 (invasion)
crystal_value Float, from 0 to 10 2 (team)
0 (deathmatch and Battle Royale)
1 (others)
lives Number of lives, from 1 to 5 4 (team)
1 (deathmatch and Battle Royale)
3 (others)
maxtierlives number of lives when player reaches ships with the highest level (defined in max_level option) 0 (team and deathmatch)
1 (Battle Royale)
3 (others)
max_level Max level you can reach, from 1 to 7 7
friendly_colors Serves to define teams; how many teams (or 0, maximum 5) 3 (team)
1 (invasion)
0 (others)
map_name Name of the map Auto-generated name
survival_level Level which triggers survival mode (8 for no trigger, 2 minimum) 7 (survival)
8 (others)
starting_ship Enter desired ship code: 101, 201, 404, etc. 101
starting_ship_maxed true or false false
asteroids_strength 0 to 1000000 5 (deathmatch)
0.5 (Battle Royale)
1 (others)
friction_ratio 0 to 2 1
strafe strafing speed factor, an integer from 0 to 1
speed_mod 0 to 2 1.25 (deathmatch)
1.2 (survival and team)
1 (others)
rcs_toggle true or false true
map_id Number in the range 9792 Game id
map_density Density of the map (0 to 2) None
weapon_drop 0 to 10 (probability that an asteroid will drop a weapon)
crystal_drop percentage of gems can be collected when a ship drain gems 0.5 (deathmatch)
1 (others)
release_crystal true/false for allowing/forbidding [V] to release gems true (team)
false (others)
mines_self_destroy true or false true
mines_destroy_delay all landed mines will be destroyed after this interval if no enemies triggered the mines (in ticks)
minimum 0, no actual maximum limit (highest ever reached is 10 308
3600 (Battle Royale)
18000 (others)
healing_enabled true or false true (team)
healing_ratio (not settable) 0 to 2 1
shield_regen_factor minimum 0, no actual maximum limit (highest ever reached is 10 308 ) 1
power_regen_factor minimum 0, no actual maximum limit (highest ever reached is 10 308 ) 1
invulnerable_ships Ships are invulnerable or not (true/false) false
weapons_store Set to false to remove access to the weapon store true
radar_zoom Set value to 1, 2 or 4 2
auto_refill When set to true, collecting an energy or shield pill immediately refills energy or shield ; the collected pill is not added to the active weapons false
projectile_speed Affects the speed of rockets, missiles and torpedoes; use 1 for default speed
(minimum 0, no actual maximum limit (highest ever reached is 10 308 )
choose_ship e.g. setting to [301,302,303] will let player choose a ship from these 3 ships before entering the game None
collider enable/disable (true/false) collisions of player ships with anything true
acw_allowed Unlock limits in some options in order to do an AOW/ACW-like modded game false

Survival mode specific options

Option Description Default value
(if omitted)
survival_time When to trigger survival mode; 0 or a value in minutes 60

Team mode specific options

Option Description Default value
(if omitted)
hues array of hue numbers for teams, with the same amount of elements as used for friendly_colors Auto-generated hues
station_regeneration factor to apply to station shield regen 1
station_size size of the stations; integer from 1 to 5 2
station_crystal_capacity factor to apply to the station crystal capacity, range [0.1,10] 1
station_repair_threshold part of the station crystal capacity that must be refilled to repair a module. In the range [0,1] 0.25
auto_assign_teams allow assigning players to a specific team (true) or let them choose the team themselves (false) false

Deatmatch mode specific options

Option Description Default value
(if omitted)
ship_groups an array containing some arrays, each of them representing one ship group (by name) available for selection
See the example below.
The longer the array is, the lower chance for each ship group being available in a single match
See Deathmatch for a list of default ship groups
Note: The mod won’t run if reset_tree option is set to true

Found in this.tick is a JavaScript function that is called 60 times per second. In this function’s body, you will be able to code specific actions that your mod needs to take automagically while the game is running. This function can be modified while the modded game is running and the changes will apply automagically.

Your mod can receive events through the function this.event :

Event name Description Additional event fields
ship_spawned* A ship just spawned in game or respawned event.ship
ship_destroyed A ship was just destroyed event.ship, event.killer
alien_destroyed An alien was just killed event.alien, event.killer
asteroid_destroyed A movable asteroid was just destroyed (this event won’t trigger for non-movable asteroids) event.asteroid, event.killer
collectible_picked A ship just picked a collectible item event.collectible, event.ship

Note: * This event only works with unspecified root_mode ( root_mode: «» )

All entities and objects in the game are moving on a 2D plane called «map»

Map can be painted with asteroids using this.options.custom_map and set size by this.options.map_size (even value from 20 to 200)

All Modding commands relating to coordinates will be visualized on this map

Axis Direction in user screen
X left to right
Y bottom to top
Z map «depth», only used for setting 3D Objects

The map is divided into «grids».

A Grid is a 10×10 square area which can only contain 1 static asteroid (which equals to 1 character to «paint» the map in this.options.custom_map )

For example: map_size being 30 means that there are 30 grid length along the X Axis and Y Axis, and 30 2 = 900 grids total in the map

Center and Boundaries

Map center (x:0, y:0) is located in the Sun

Based on the Grid definition, we have:

Each Axis will have map_size / 2 grids length in both negative and positive part

Because each grid is a 10×10 square, the boundary of each part is map_size / 2 x 10 = map_size x 5

Can be accessible through game.step ; an integer presenting the game’s duration

The unit of this value is tick, where 1 tick = 1/60 seconds

Which means that 60 ticks = 1 second, 120 ticks = 2 seconds and so on.

This code uses to set the first ship in the list to the center of the map in the first minute of the mod and reset its crystals every 5 seconds (assume that there is one ship staying from the start of the mod):

You can access the list of ships (players) through the array game.ships

You have read access to the ship’s main fields and options:

Field Description
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
r Rotation angle of the ship (in radian)
name player’s name
alive Whether the ship is alive or destroyed
type Ship type code (e.g. 101)
stats Ship current stats upgrades, compiled into a single integer.
For example: 10012301 means the 8 stats upgrade levels are 1,0,0,1,2,3,0 and 1
idle tells if the ship is in idle status or not
team the id of the team this ship is in
score player’s score
shield current shield value
generator current generator value
crystals current crystals value
healing whether the ship’s lasers are in healing mode or not

You can set different options on the ships. For example:

Will move the first ship in the list to the center of the map

List of accepted options when using ship.set :

You can send the ship to intermission (a screen with results, offering to respawn). This screen allows you to display custom results information:

Triggering and Customizing player’s GameOver screen

You can also trigger the gameover screen for any given ship. Here again, you can pass results information to pass on to the player:

You can have the flight instructor send instructions to the player. For this find the player’s ship and use:

You can hide the instructor window using:

You can later show it again using:

A second, optional parameter allows you to choose which one of the instructor characters will talk to the player. Example:

Custom UI components

Here is the list of UIComponent’s accepted options:

Option Description Default value
(if omitted)
id a unique identifier for this component, mandatory None (component won’t be set)
position expressed in percentage of the main screen, the position of the component [x,y,width,height]. Example: [45,45,10,10] creates a component in the center of the screen, in which width and height are 10% of the screen width and height. Client-based positions ( «radar_background» and «scoreboard» id, see this section)
[0,0,100,100] (others)
visible Whether the component is visible or not. Resend the same data with visible set to false to hide the component true
clickable Whether this component can be clicked or not false
shortcut When the component is clickable, a keyboard shortcut allowing to trigger the click event None (no shortcuts)
components gives a list (array) of graphical features to render within the component, which will be described below Empty array ( [] )

Subcomponents’ accepted options

Option Description Default value (if omitted)
type type of the subcomponent
currently supported: «round», «text», «box» or «player»
None (subcomponent won’t be rendered)
id («player» type only) id of the player associated with the subcomponent, which will be disapleyd as their name and badge (if exists) in the rendered subcomponent None (blank player info)
position positions of the subcomponent, formatted as [x,y,width,height]
that subcomponent are meant within the main component coordinates
None (subcomponent won’t be rendered)
value value of the subcomponent, e.g value:»Sample text» Empty string ( «» )
color text color of the subcomponent, this can be a string with any color formats (hex, hsla, rgb, etc.), e.g «#fff» Black (with opacity 1)
fill background color of the subcomponent, same format as the color property Black (with opacity 0)
width width of the subcomponent’s border (in percent)
stroke border color of the subcomponent, same format as the color property Black (with opacity 0)
align alignment of the texts inside the subcomponent
«left», «right» or «center» only

Combining with events

The example below creates a warp button for every player, which can be clicked and results in the ship warping to another random location, adding 3 seconds invulnerability to it:

Customizing the scoreboard or radar

The built-in scoreboard or radar can be replaced by your own custom scoreboard/radar component. As soon as an UI component with id «scoreboard» or «radar_background» is created, you will be responsible for updating the scoreboard/radar. Your custom scoreboard/radar component does not have to include a position because it will automatically fill the area already reserved for the perspective UI Component.

You can use game.setUIComponent(< options >) to set the UI to all current players in the game

Other methods and instances

Remove all ship’s secondary slots

You can access the list of aliens through the array game.aliens

To create an alien, use game.addAlien(< options >)

List of accepted options:

(Note: Server will respond with Incorrect data when at least one input property value is improper)

Option Description Default value (if omitted)
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
code Type of alien must be an integer in range 11 10
level Level of the alien, in range [0-X] where X depends on the alien type
points The number of points you earn when you kill this alien None
crystal_drop The crystal amount to be dropped when this alien is killed None
weapon_drop The code of a collectible weapon to be dropped by this alien when killed None

Here is the list of supported codes:

Code Alien name
10 Chicken
11 Crab
12 Fortress
13 Some weird new thingy
14 Candlestick
15 Hirsute
16 Piranha
17 Pointu
18 Fork
19 Saucer
20 Final Boss

A new Alien object is immediately added to game.aliens ; however, it cannot be used before it has been assigned an id (positive integer) by the server.

You can only have 300 alive aliens (including aliens generated by the game mode) at any time in your game

The server will respond with Too many aliens for each alien passing the limit

Once an alien is live and has an assigned id, you can set options to it. For example:

Will move the first alien in the list to the center of the map

Accepted options when using alien.set :

Option Description Server response error message
(if improper)
x X coordinate Wrong coordinate
y Y coordinate Wrong coordinate
vx Velocity vector X component Wrong coordinate
vy Velocity vector Y component Wrong coordinate
shield Shield Wrong shield value
regen Shield regen Wrong regen value
damage Laser damage Wrong damage value
laser_speed Laser speed Wrong damage value
rate Firing rate Wrong rate value
kill Set kill: (any «truthy» value, e.g: true) to destroy the alien No violation

You can spawn collectible weapons in the playfield

Here is an example:

This will add a new collectible pack of rockets to coordinates (0;0)

Here is the list of supported codes:

(Note: Server will respond with Incorrect data when at least one input property value is improper)

Code Description
10 4 rockets pack
11 2 missiles pack
12 1 torpedo
20 8 light mines pack
21 4 heavy mines pack
40 Mining pod
41 Attack pod
42 Defense pod
90 Energy refill
91 Shield refill

You can only have 50 active collectibles (including collectibles generated by the game mode) at any time in your game

The server will respond with Too many Collectibles for each collectible passing the limit

You can check the collectibles still available to collect in the playfield by using: game.collectibles

You can access the list of moving asteroids through the array game.asteroids

Here is the list of accepted options:

(Note: Server will respond with Incorrect data when at least one input property value is improper)

Option Description Default value
(if omitted)
x X coordinate
y Y coordinate
vx Velocity vector X component
vy Velocity vector Y component
size Size of the asteroid in the range 23 30

A new Asteroid object is immediately added to game.asteroids ; however, it cannot be used before it has been assigned an id (positive integer) by the server.

You can only have 300 alive asteroids (including moving asteroids generated by the game mode) at any time in your game

The server will respond with Too many asteroids for each asteroid passing the limit

Once an asteroid is live and has an assigned id, you can set options to it. For example:

Will move the first asteroid in the list to the center of the map

List of accepted options when using asteroid.set :

Option Description Server response error message
(if improper)
x X coordinate Wrong coordinate
y Y coordinate Wrong coordinate
vx Velocity vector X component Wrong coordinate
vy Velocity vector Y component Wrong coordinate
size Asteroid size in the range 4
(note that changing asteroid size resets its life points)
Incorrect size
kill Set kill: (any «truthy» value, e.g: true) to destroy the asteroid No violation

Add 3D objects to the scenery

The mod can create custom, textured 3D objects and add them to the scenery using game.setObject method.

Object instance options

Option Description
id a unique identifier for this object instance (mandatory, allows changing the object afterwards)
type the object type definition
position coordinates for placing the object, dimensional property
scale allows scaling the object, dimensional property
rotation allows rotating the object, dimensional property

Object type options

Option Description
id a unique identifier for this object type, mandatory
obj a URL to the OBJ file
diffuse a URL to a diffuse texture file (optional)
emissive a URL to an emissive texture file (optional)
specular a URL to a specularity texture file (optional)
bump a URL to a bump texture map (optional)
diffuseColor diffuse color of the object, e.g. 0xFF0000 (for red)
emissiveColor emissive color of the object, e.g. 0x00FF00 (for green)
specularColor specular color of the object, e.g. 0x0000FF (for blue)
transparent whether the object’s texture has transparency or not
bumpScale scale for bump mapping (default: 0.1)
physics Object’s physics

Object physics options

Note: We recommend not to use this property as it usually doesn’t work as expected

Option Description
mass Object mass, same as the specs.ship.mass property in Ship Editor Tutorial
Note: If the mass is too small (

Game property game.objects stores all active 3D Objects maintained by the mod

You shouldn’t modify this property to keep the mod running smoothly

Changing or moving an object

Use game.setObject again with the same object instance id.

Removing an object

game.removeObject(id) removes the object with given id. You can omit the id parameter, which will remove all custom objects in the scene.

Reading game’s detailed options

Once the mod starts running, all detailed options will be passed into the game.options object

Field Description
bouncing_lasers if bouncing lasers is enabled or not
max_tier_lives number of lives when the player reaches ships with the highest level (defined in max_level option)

Team mode specific accessible fields

Field Description
teams an array represent teams’ most basic info
each item in the array contains:
base_name : name of the base
faction : faction name
hue : team hue
crystal_capacity an array presenting the capacity of the stations in the increasing level order
an array presenting the the stations’ deposits/spawnings/small structures shield in the increasing level order
an array presenting the the stations’ deposits/spawnings/small structures regeneration in the increasing level order

Assigning custom properties to some entities/objects

You can assign properties into some game entities or objects as side notes/indicators

Accessing and assigning

Simply just call out their custom property (which is always an object) and assign properties to it.

Other game instances and methods

Set custom maps in-game

You can use game.setCustomMap( ) to set custom map while the game is running

where has the same format as the custom map in this.options

Lock/unlock the mod from attracting new players

Use game.setOpen(true/false) to lock/unlock the mod to be visible to players (only for Modding Space mods)

There is also game boolean properties game.is_open is used to determine if the mod is open or not

Common problems and how to fix them

Black screen issue

In most cases, you’re getting a black screen after loading your mod due to a bad ship tree.

Follow these rules to avoid it:

My mod closed accidentally but the game is not stopped

Here are some reasons which can lead to mod crashing:

Also keep in mind that you can’t reconnect to your previously crashed server, even if it’s still running.


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