Commands
Commands are built in function macros that expand into instructions during compilation.
Here is a list of them, some have multiple overloads
Overloaded commands have the following syntax:
command.variant();
Input/output
print 
Appends the items to the print buffer, calling this function on its own will not print any contents to a message block.
To print the contents of the print buffer and empty it, call printFlush.
// call normally
print("a + b = ", left, " + ", right, " = ", left + right);
// call with tagged string templates
print`a + b = ${left} + ${right} = ${left + right}`;
draw 
Contains the multiple variants of the draw instruction
WARNING
Nothing is drawn until drawFlush is called.
- draw.clear- Fills the screen with a color. js- draw.clear(0, 0, 0); // black screen
- draw.color- Sets the color for the next drawing operations. - Each parameter must be within range: [0, 255]. js- draw.color(255, 255, 255, 128);
- draw.col- Sets the color for the next drawing operations. - Uses compressed rgba data from - packColor.js- draw.col(packColor(1, 1, 1, 1));
- draw.stroke- Sets the width of the next lines to be drawn. js- draw.stroke(15);
- draw.line- Draws a line between two points. js- draw.line({ x: 5, y: 5, x2: 50, y2: 50 });
- draw.rect- Draws a filled rectangle. js- draw.rect({ x: 10, y: 15, height: 60, width: 40, });
- draw.lineRect- Draws a rectangle outline. js- draw.lineRect({ x: 10, y: 15, height: 60, width: 40, });
- draw.poly- Draws a filled, regular polygon. - sides- The number of sides the polygon should have
- radius- The smallest distance between a line and the center of the polygon
- rotation- The rotation of the polygon in degree
 js- draw.poly({ radius: 10, rotation: 0, sides: 10, x: 25, y: 25, });
- draw.linePoly- Draws the outline of a regular polygon. - sides- The number of sides the polygon should have
- radius- The smallest distance between a line and the center of the polygon
- rotation- The rotation of the polygon in degree
 js- draw.linePoly({ radius: 10, rotation: 0, sides: 10, x: 25, y: 25, });
- draw.triangle- Draws a filled triangle. js- draw.triangle({ x: 10, y: 10, x2: 20, y2: 20, x3: 30, y3: 10, });
- draw.image- Draws an image of the respective content. (like - Units.daggerand- Blocks.router)- image- The symbol for the image to be drawn.
- rotation- The rotation of the image in degrees.
 js- // draw a router draw.image({ x: 30, y: 30, image: Blocks.router, size: 15, rotation: 0, }); // draw the unit bound to the processor draw.image({ x: 60, y: 60, image: Vars.unit.type, size: 15, rotation: 0, });
Block Control
printFlush 
Writes the contents of the print buffer into the target message and clears the buffer afterwards.
- targetThe message building to write to. Writes to- message1by default.- Note that the default value only applies if you don't pass any parameter to this function. 
const message = getBuilding("message2");
printFlush(message);
printFlush(); // defaults to message1
drawFlush 
Writes the contents of the draw buffer into the target display and clears the buffer afterwards.
- targetThe display building to write to. Writes to- display1by default.- Note that the default value only applies if you don't pass any parameter to this function. 
const display = getBuilding("display2");
drawFlush(display);
drawFlush(); // defaults to display1
getLink 
Gets a block link by its index.
To make safe queries it is recommended to check an index before trying to get a link. This can be done by using Vars.links.
if (index < Vars.links) {
  const myBlock = getLink(index);
  // ...
}
control 
Contains the multiple variants of the control instruction
- control.enabled- Sets whether the building is enabled or disabled. js- const conveyor = getBuilding("conveyor1"); control.enabled(conveyor, false);
- control.shoot- Makes the building shoot or aim at the given position - building- The shooting building
- shoot-- trueto shoot,- falseto just aim at the position
 js- control.shoot({ building: getBuilding("cyclone1"), shoot: true, x: Vars.thisx, y: Vars.thisy, });
- control.shootp- Shoot at an unit with velocity prediction - building- The shooting building
- unit- The target unit
- shoot-- trueto shoot,- falseto just aim
 js- const turret = getBuilding("cyclone1"); const player = radar({ building: turret, filters: ["player", "any", "any"], order: true, sort: "distance", }); control.shootp({ building: turret, unit: player, shoot: true, });
- control.config- Sets the config of a block (like the item of a sorter) js- const sorter = getBuilding("sorter1"); control.config(sorter, Items.copper);
- control.color- Sets the color of an illuminator. js- const illuminator = getBuilding("illuminator1"); control.color(illuminator, packColor(0.2, 0.65, 1, 1));
radar 
Detects an unit nearby this building.
- building- The building used to detect potential targets
- filters- The filters for selecting a target. Use "any" for any target.
- order-- trueto get the first result,- falseto get the last result.
- sort- The method on which the results should be sorted
Example:
const turret = getBuilding("cyclone1");
// returns the furthest enemy unit
const result = radar({
  building: turret,
  filters: ["enemy", "any", "any"],
  order: false,
  sort: "distance",
});
sensor 
Alternate way to access special properties on objects.
This method allows you to use customly created symbols and sensor them on buildings.
- property- The property to be sensed on the building
- target- The object that will be "sensed"
const myBuilding = getBuilding("container1");
// problably defined by a mod
const myCustomSymbol = getVar<symbol>("@custom-symbol");
const result = sensor(myCustomSymbol, myBuilding);
const myBuilding = getBuilding("container1");
/** @type {symbol} problably defined by a mod */
const myCustomSymbol = getVar("@custom-symbol");
const result = sensor(myCustomSymbol, myBuilding);
Operations
lookup 
Looks up content symbols by their index.
- lookup.block- Looks up a block symbol by it's index on the content registry. - Use - Vars.blockCountto check the maximum index allowed.js- if (index < Vars.blockCount) { const blockKind = lookup.block(index); }
- lookup.unit- Looks up an unit symbol by it's index on the content registry. - Use - Vars.unitCountto check the maximum index allowed.js- if (index < Vars.unitCount) { const unitKind = lookup.unit(index); }
- lookup.item- Looks up an item symbol by it's index on the content registry. - Use - Vars.itemCountto check the maximum index allowed.js- if (index < Vars.itemCount) { const itemKind = lookup.item(index); }
- lookup.liquid- Looks up a liquid symbol by it's index on the content registry. - Use - Vars.liquidCountto check the maximum index allowed.js- if (index < Vars.liquidCount) { const liquidKind = lookup.liquid(index); }
packColor 
Packs RGBA color information into a single number.
Each paremeter must range from 0 to 1.
const colorData = packColor(0.1, 0.6, 0.8, 0.1);
// world processor only
setRule.ambientLight(colorData);
Flow control
wait 
Stops the execution for the given amount of seconds
print("before");
printFlush();
wait(3.5);
print("after");
printFlush();
endScript 
Jumps to the top of the instruction stack
const { enabled } = getBuilding("switch1");
if (!enabled) endScript();
// do something when the switch is enabled
stopScript 
Halts the execution of this processor. Can be used to debug code and analyze the processor registers.
// stop the processor to debug variables
stopScript();
Unit control
unitBind 
Binds an unit to the this processor. The unit is accessible at Vars.unit.
If an unit symbol is received, the processor will pick an unit of the given type.
If an unit object is received, the processor will bind to the unit.
unitBind(Units.flare);
const { x, y } = Vars.unit;
print`x: ${x} y: ${y}`;
printFlush();
unitControl 
Controls the unit bound to the processor
- unitControl.idle- Makes the unit bound to this processor stop moving but allows it to keep doing it's action (like mining or building). js- unitControl.idle();
- unitControl.stop- Makes the unit bound to this processor stop mining, building and moving js- unitControl.stop();
- unitControl.move- Makes the unit bound to this processor move to the given position js- unitControl.move(10, 20);
- unitControl.approach- Makes the unit bound to this processor approach the given position at the given radius - radius- How distant to the position the unit can be
 js- unitControl.approach({ x: 15, y: 30, radius: 5, });
- unitControl.boost- Whether the unit bound to this processor should be boosted (floating). js- unitControl.boost(true);
- unitControl.target- Makes the unit bound to this processor shoot/aim at the given position - shoot-- trueto shoot,- falseto just aim
 js- unitControl.target({ shoot: true, x: 15, y: 30, });
- unitControl.targetp- Makes the unit bound to this processor target an unit with velocity prediction - unit- The shoot target
- shoot-- trueto shoot,- falseto just aim
 js- const player = unitRadar({ filters: ["player", "any", "any"], order: true, sort: "distance", }); unitControl.targetp({ shoot: true, unit: player, });
- unitControl.itemDrop- Makes the unit bound to this processor drop it's held items onto the given target - target- Where to drop the items, if- Blocks.air, the unit will throw it's items away
- amount- How many items should be dropped
 js- const container = getBuilding("container1"); // ... // drop 40 items on the container unitControl.itemDrop(container, 40); // ... // discard 10 items from the current unit unitControl.itemDrop(Blocks.air, 10);
- unitControl.itemTake- Makes the unit bound to this processor take items from a building - target- The building that will have it's items taken
- item- The kind of item to take
- amount- How many items should be taken
 js- const vault = getBuilding("vault1"); // bind unit and move to the valult... unitControl.itemTake(vault, Items.graphite, 50); // do something with the graphite...
- unitControl.payDrop- Makes the unit bound to this processor drop one entity from it's payload js- unitControl.payDrop();
- unitControl.payTake- Makes the unit bound to this processor take an entity into it's payload - takeUnits- Whether to take units or buildings
 js- unitControl.payTake({ takeUnits: true, });
- unitControl.payEnter- Makes the unit bound to this processor enter/land on the payload block the unit is on js- unitControl.payEnter();
- unitControl.mine- Makes the unit bound to this processor mine at the given position js- unitControl.mine(10, 20);
- unitControl.flag- Sets the numeric flag of the unit bound to this processor js- const localFlag = 123; unitControl.flag(localFlag);
- unitControl.build- Makes the unit bound to this processor build a building with the given properties - block- The kind of building to build
- rotation- The rotation of the building, ranges from 0 to 3
- config- The config of the building
 js- unitControl.build({ x: 10, y: 20, block: Blocks.sorter, rotation: 1, config: Items.silicon, });
- unitControl.getBlock- Makes the unit bound to this processor get data about a block at the given position js- const [type, building, floor] = unitControl.getBlock(10, 20); // do something with the results
- unitControl.within- Checks if the unit bound to this processor is within a radius of a given position. js- unitControl.within({ x: 10, y: 20, radius: 5, });
- unitControl.unbind- Resets the AI of the unit. - Calling - unbinddoes not actually unbind the unit from the processor, it just makes the unit resume its natural behavior.js- unitControl.unbind();
unitRadar 
Finds an unit near the unit bound to this processor
- filters- The filters for selecting a target. Use "any" for any target.
- order-- trueto get the first result,- falseto get the last result.
- sort- The method on which the results should be sorted
Example:
// returns the furthest enemy unit
const result = unitRadar({
  filters: ["enemy", "any", "any"],
  order: false,
  sort: "distance",
});
unitLocate 
Uses the unit bound to this processor to find specific types of blocks
- unitLocate.ore- Uses the unit bound to this processor to find an ore vein anywhere on the map - ore- The kind of item the ore should contain
 js- const [found, x, y] = unitLocate.ore(Items.copper); if (found) { unitControl.approach({ x, y, radius: 5 }); }
- unitLocate.building- Uses the unit bound to this processor to find a building anywhere on the map - group- The group that the building belongs to
- enemy- Whether it should be an enemy building or an ally one
 js- const vault = getBuilding("vault1"); const takeAmount = 100; unitBind(Units.mega); // we don't use the `found` variable // because we always have our own core const [, x, y, core] = unitLocate.building({ group: "core", enemy: false, }); const location = { x, y, radius: 5, }; if (!unitControl.within(location) && Vars.unit.totalItems == 0) { // if the unit has no items and it is not near // the core, move it to the core // and take 100 copper unitControl.approach(location); unitControl.itemTake(core, Items.copper, takeAmount); } else { // else, approach the vault and drop the items on it unitControl.approach({ x: vault.x, y: vault.y, radius: 5, }); unitControl.itemDrop(vault, takeAmount); }
- unitLocate.spawn- Uses the unit bound to this processor to find an enemy spawn anywhere on the map. - Returns the enemy spawn point or its core, if it exists. js- const [found, x, y, core] = unitLocate.spawn(); if (!found) { print("No enemy core found"); } else if (core) { print`core location at (${x}, ${y})`; } else { print`enemy spawn at (${x}, ${y})`; } printFlush();
- unitLocate.damaged- Uses the unit bound to this processor to find a damaged ally buildings anywhere on the map js- const [found, x, y, building] = unitLocate.damaged(); if (found) { print`go fix a ${building} at (${x}, ${y})`; } else { print("No damaged building found"); } printFlush();
World
These commands are exclusive to world processors and will not work on regular processor
getBlock 
Gets block data from the map. Available ONLY for world processors.
- getBlock.floor- Gets the floor type on the given location js- const floorType = getBlock.floor(10, 20);
- getBlock.ore- Gets the ore type on the given location. - Blocks.airif there is no orejs- const oreType = getBlock.ore(10, 20); if (oreType != Blocks.air) { print("found ", oreType); } else { print("no ore found"); } printFlush();
- getBlock.block- Gets the block type on the give location. - Blocks.airif there is no block.js- const blockType = getBlock.block(10, 20); if (blockType != Blocks.air) { print("found ", blockType); } else { print("no block found"); } printFlush();
- getBlock.building- Gets the building on the given location. - undefinedif there is no building.js- const building = getBlock.building(10, 20); if (building != undefined) { print("found ", building, ""); } else { print("no building found"); } printFlush();
setBlock 
- setBlock.floor- Sets the floor of the tile at the given location. js- setBlock.floor(10, 20, Blocks.metalFloor5);
- setBlock.ore- Sets the ore at the given location. Use - Blocks.airto remove any ore.js- setBlock.ore(10, 20, Blocks.oreCopper);
- setBlock.block- Sets the block at a given location, it can be a regular building or an environment block. js- setBlock.block({ x: 10, y: 20, to: Blocks.router, rotation: 0, team: Teams.sharded, });
spawnUnit 
Spawns an unit at the given location.
- rotation- The initial rotation of the unit in degrees.
spawnUnit({
  team: Teams.sharded,
  type: Units.flare,
  x: 10,
  y: 20,
  rotation: 90,
});
applyStatus 
Contains the variants for the applyStatus instruction.
- applyStatus.apply- Applies a status effect to the given unit. - The only status effects that don't require a duration are - overdriveand- boss.js- applyStatus.apply("burning", Vars.unit, 10); applyStatus.apply("boss", Vars.unit);
- applyStatus.clear- Removes a status effect to the given unit. js- applyStatus.clear("burning", Vars.unit); applyStatus.clear("boss", Vars.unit);
spawnWave 
Spawns an enemy wave, can be used even if there is an already active wave.
// natural wave, units appear on the enemy spawn
spawnWave(true);
// syntethic wave, units appear on the given coordinates
spawnWave(false, 10, 20);
setRule 
Contains the multiple variants of the setrule instruction.
- setRule.currentWaveTime- Sets the wave countdown in seconds. js- setRule.currentWaveTime(10);
- setRule.waveTimer- Enables/disables the wave timer. js- setRule.waveTimer(true);
- setRule.waves- Allows or prevents waves from spawning. js- setRule.waves(true);
- setRule.wave- Sets the current wave number. js- setRule.wave(10);
- setRule.waveSpacing- Sets the time between waves in seconds. js- setRule.waveSpacing(180);
- setRule.waveSending- Sets wether waves can be manually summoned by pressing the play button. js- setRule.waveSending(true);
- setRule.attackMode- Sets wether the gamemode is the attack mode js- setRule.attackMode(true);
- setRule.enemyCoreBuildRadius- Sets the radius of the no-build zone around enemy cores. js- setRule.enemyCoreBuildRadius(150);
- setRule.dropZoneRadius- Sets the radius around enemy wave drop zones. js- setRule.dropZoneRadius(20);
- setRule.unitCap- Sets the base unit cap. js- setRule.unitCap(40);
- setRule.mapArea- Sets the playable map area. Blocks that are out of the new bounds will be removed. js- setRule.mapArea({ x: 0, y: 0, width: 500, height: 500, });
- setRule.lighting- Sets wether ambient lighting is enabled js- setRule.lighting(true);
- setRule.ambientLight- Sets the ambient light color. - packColorcan be used to get the RGBA data recevied by this function.js- // enables lighting and sets the color to gray setRule.lighting(true); setRule.ambientLight(packColor(0.5, 0.5, 0.5, 1));
- setRule.solarMultiplier- Sets the multiplier for the energy output of solar panels. js- setRule.solarMultiplier(10);
- setRule.buildSpeed- Sets the build speed multiplier of a team. - The multiplier will always be clamped between - 0.001and- 50.js- setRule.buildSpeed(Teams.sharded, 1.5);
- setRule.unitBuildSpeed- Sets the speed multiplier for unit factories. - The multiplier will always be clamped between - 0and- 50.js- setRule.unitBuildSpeed(Teams.sharded, 3);
- setRule.unitCost- Sets the build cost multiplier for constructing units. js- setRule.unitCost(Teams.sharded, 1.75);
- setRule.unitDamage- Sets the damage multiplier for units on a given team. js- setRule.unitDamage(Teams.sharded, 1.25);
- setRule.blockHealth- Sets the block health multiplier for a given team. js- setRule.blockHealth(Teams.crux, 0.75);
- setRule.blockDamage- Sets the block damage multiplier for a given team. js- setRule.blockDamage(Teams.crux, 2);
- setRule.rtsMinWeight- Sets the Real Time Strategy minimum weight for a team. - In other words it, sets the minimum "advantage" needed for a squad to attack. The higher the value, the more cautious the squad is. js- setRule.rtsMinWeight(Teams.sharded, 3);
- setRule.rtsMinSquad- Sets the Real Time Strategy minimum size of attack squads of a team. - The higher the value, the more units are required before a squad attacks. js- setRule.rtsMinSquad(Teams.sharded, 5);
flushMessage 
Writes the contents of the print buffer in the selected mode and clears the buffer afterwards. World processor ONLY.
print("Hello");
flushMessage.announce(4); // lasts 4 seconds
wait(5);
print("World");
flushMessage.toast(4);
wait(5);
- flushMessage.notify- Shows a nofication at the top of the screen js- print("something"); flushMessage.notify();
- flushMessage.mission- Puts the content on the top left corner of the screen js- print("something"); flushMessage.mission();
- flushMessage.announce- Puts the content on the middle of the screen - duration- The duration, in seconds
 js- print("something"); flushMessage.announce(3);
- flushMessage.toast- Puts the content on the middle top of the screen - duration- The duration, in seconds
 js- print("something"); flushMessage.toast(5);
cutscene 
- cutscene.pan- Moves the player's camera to the given location. js- cutscene.pan({ x: 10, y: 20, speed: 15, });
- cutscene.zoom- Zooms the player camera to the desired level js- cutscene.zoom(3);
- cutscene.stop- Gives the camera control back to the player js- cutscene.stop();
explosion 
Creates an explosion
explosion({
  team: Teams.crux,
  x: 5,
  y: 15,
  radius: 20,
  damage: 100,
  air: true,
  ground: true,
  pierce: true,
});
setRate 
Sets the speed of this world processor in instructions per tick.
setRate(20);
fetch 
Contains the variants of the fetch instruction.
- fetch.unit- Gets an unit from the given team The index starts at 0. js- const count = fetch.unitCount(Teams.sharded); for (let i = 0; i < count; i++) { const unit = fetch.unit(Teams.sharded, i); print`x: ${unit.x}, y: ${unit.y}\n`; } printFlush();
- fetch.unitCount- Gets the amount of units existing on a given team. js- const count = fetch.unitCount(Teams.sharded); for (let i = 0; i < count; i++) { const unit = fetch.unit(Teams.sharded, i); print`x: ${unit.x}, y: ${unit.y}\n`; } printFlush();
- fetch.player- Gets a player from a team. - The index starts at 0. js- const count = fetch.playerCount(Teams.sharded); for (let i = 0; i < count; i++) { const player = fetch.player(Teams.sharded, i); print`x: ${player.x}, y: ${player.y}\n`; } printFlush();
- fetch.playerCount- Gets the amount of players existing on a given team. js- const count = fetch.playerCount(Teams.sharded); for (let i = 0; i < count; i++) { const player = fetch.player(Teams.sharded, i); print`x: ${player.x}, y: ${player.y}\n`; } printFlush();
- fetch.core- Gets a core from a team. - The index of the starts at 0. js- const count = fetch.coreCount(Teams.sharded); for (let i = 0; i < count; i++) { const core = fetch.core(Teams.sharded, i); print`x: ${core.x}, y: ${core.y}\n`; } printFlush();
- fetch.coreCount- Gets the amount of cores existing on a given team. js- const count = fetch.coreCount(Teams.sharded); for (let i = 0; i < count; i++) { const core = fetch.core(Teams.sharded, i); print`x: ${core.x}, y: ${core.y}\n`; } printFlush();
- fetch.build- Gets a building from a team. - The index starts at 0. js- const count = fetch.buildCount(Teams.sharded, Blocks.router); for (let i = 0; i < count; i++) { const router = fetch.build(Teams.sharded, i, Blocks.router); print`x: ${router.x}, y: ${router.y}\n`; } printFlush();
- fetch.buildCount- Gets the amount of buildings existing on a given team. js- const count = fetch.buildCount(Teams.sharded, Blocks.router); for (let i = 0; i < count; i++) { const router = fetch.build(Teams.sharded, i, Blocks.router); print`x: ${router.x}, y: ${router.y}\n`; } printFlush();
getFlag 
Checks if a global flag is set.
const flagEnabled = getFlag("foo");
setFlag 
Sets a global flag.
setFlag("foo", true);
 MlogJS
MlogJS