+ +
+ +It's important to note that the established spriting guidelines for Mindustry are just that - guidelines. However, it's recommended that beginners adhere to these guidelines until they have successfully created a sprite or at the very least understood the Mindustry sprites styles, as bending the rules without experience can result in less than desirable outcomes. --- @@ -131,209 +142,220 @@ This is only a guideline, however if you bend it without having made successful We will use the Surge Smelter as an example. -With blocks, the light source is near the **top right** corner, and the shadows are in the **bottom left**. Pixels in the top right, which are close to the light source, should be light colored. Likewise, pixels in the bottom right should be dark. It works best to have a diagonal line through the middle separating them. +With blocks, the light source is near the **top right** corner, and the shadows are in the **bottom left**. Pixels in the top right, which are close to the light source, should be light coloured. Likewise, pixels in the bottom right should be dark. It works best to have a diagonal line through the middle separating them from **top left** to **bottom right**. -Most blocks have 3 color types: +Most blocks have 3 colour types: - - Base color, which has 3 shades: + - Base colour, which has 3 shades: - - ![](https://via.placeholder.com/15/B0BAC0/000000?text=+) `B0BAC0` | Light Tone - - ![](https://via.placeholder.com/15/989AA4/000000?text=+) `989AA4` | Midtone - - ![](https://via.placeholder.com/15/6E7080/000000?text=+) `6E7080` | Dark Tone + - ![](https://via.placeholder.com/15/B0BAC0/?text=+) `#B0BAC0` | Light Tone + - ![](https://via.placeholder.com/15/989AA4/?text=+) `#989AA4` | Midtone + - ![](https://via.placeholder.com/15/6E7080/?text=+) `#6E7080` | Dark Tone - - Decal color, which also has 3 shades: + - Decal colour, which also has 3 shades: - - ![](https://via.placeholder.com/15/feb380/000000?text=+) `FEB380` | Lght Tone - - ![](https://via.placeholder.com/15/ea8878/000000?text=+) `EA8878` | Midtone - - ![](https://via.placeholder.com/15/bc5452/000000?text=+) `BC5452` | Dark Tone + - ![](https://via.placeholder.com/15/f7e97e/?text=+) `#F7E97E` | Light Tone + - ![](https://via.placeholder.com/15/e3ae6f/?text=+) `#E3AE6f` | Midtone + - ![](https://via.placeholder.com/15/d57c65/?text=+) `#D57C65` | Dark Tone - - Bottom color + - Bottom colour - - ![](https://via.placeholder.com/15/4a4b53/000000?text=+) `4a4b53` + - ![](https://via.placeholder.com/15/4a4b53/?text=+) `#4A4B53` -**Base Color** represents the primary color of the block. It is recommmended to only use shades of gray for crafters, as all vanilla crafters do. +**Base colour** represents the primary colour of the block. It is recommmended to only use shades of gray for crafters, as all vanilla crafters do. -**Decal Color** is the accent color on your block. It represents the block's **role** or **purpose** and a way to differentiate them from each other. To pick what decal color to use for your blocks, you should think about your block's purpose. For example: +**Decal colour** is the accent colour on your block. It represents the block's **role** or **purpose** and a way to differentiate them from each other. To pick what decal colour to use for your blocks, you should think about your block's purpose. For example: **Plastanium Compressor** ![Plast-Comp](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/production/plastanium-compressor.png) -Plastanium Compressor has a green decal. This green decal is the same color as plastanium. Therefore, just by looking at it you can tell this block has a connection with plastanium. - -**Bottom Color** represents the insides of the block, where no light reaches, so it should be very dark. This could represent the bottom of a block with a chimney, like the Surge Smelter, for example. +Plastanium Compressor has a green decal. This green decal is the same colour as plastanium. Therefore, just by looking at it you can tell this block has a connection with plastanium. -Please note that different blocks require different amounts of layers depending on their type; for example, a wall would need only 1 layer, which is the sprite itself, while blocks like a reconstructor would need up to 4. See [#suffixes](#suffixes). - -Modded Examples: - - - Unit Bunker by Flin#8261 from [DiverseTech](https://github.com/FlinTyX/DiverseTech) - - - - - - Steam Press by Geschiedenis #4783 from [Unlimited Armament Works](https://github.com/Eschatologue/Unlimited-Armament-Works) - - - ![](https://raw.githubusercontent.com/Eschatologue/Unlimited-Armament-Works/master/assets/sprites/blocks/production/steam-press.png) +**Bottom colour** represents the insides of the block, where no light reaches, so it should be very dark. This could represent the bottom of a block with a chimney, like the Surge Smelter, for example. +Please note that different blocks require different amounts of layers depending on their type; for example, a wall would need only 1 layer, which is the sprite itself, while blocks like a reconstructor would need up to 4. It also depends on how many `drawers` you use for the block itself. --- ### **Turret Shading** -With Turret shading, the light source is on the **right side**, and the shadows are on the **left**. +With Turret shading, the light source is on the **right**, and the shadows are on the **left**. ![ripple](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/ripple.png) We will use the '**Ripple**' as an example for this part. -Turrets in general has 2 to 3 color type with 2 tone for each: +Turrets in general has 2 to 3 colour type with 2 tone for each: -- Base color +- Base colour - - ![](https://via.placeholder.com/15/7b7b7b/000000?text=+) `7B7B7B` | Light Tone - - ![](https://via.placeholder.com/15/4d4e58/000000?text=+) `4D4E58` | Dark Tone + - ![](https://via.placeholder.com/15/7b7b7b/?text=+) `#7B7B7B` | Light Tone + - ![](https://via.placeholder.com/15/4d4e58/?text=+) `#4D4E58` | Dark Tone -- Decal color +- Decal colour - - ![](https://via.placeholder.com/15/feb380/000000?text=+) `FEB380` | Light Tone - - ![](https://via.placeholder.com/15/ea8878/000000?text=+) `EA8878` | Dark Tone + - ![](https://via.placeholder.com/15/feb380/?text=+) `#FEB380` | Light Tone + - ![](https://via.placeholder.com/15/ea8878/?text=+) `#EA8878` | Dark Tone -- [Optional] Barrel Hole Color + +- [Optional] Barrel Hole Colour - - ![](https://via.placeholder.com/15/2c2d38/000000?text=+) `2C2D38` + - ![](https://via.placeholder.com/15/2c2d38/?text=+) `#2C2D38` -**Base Color** or Body-Color, is the primary color of the turret. This can be classic copper brown, white, dark grey, or a custom color(from the palette!). +**Body Colour** is the primary colour of the turret. This can range from classic copper brown, white, or dark grey. - Copper Brown + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/duo.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/scorch.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/hail.png) - Usually represents a low tier turret, such as **Duo**, **Scorch**, **Hail**, etc. - - ![](https://via.placeholder.com/15/c9a58f/000000?text=+) `C9A58F` - - ![](https://via.placeholder.com/15/8f665b/000000?text=+) `8F665B` + - ![](https://via.placeholder.com/15/c9a58f/?text=+) `#C9A58F` + - ![](https://via.placeholder.com/15/8f665b/?text=+) `#8F665B` - White - ![Arc](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/arc.png) ![Lancer](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/lancer.png) ![Parallax](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/defense/parallax.png) ![Segment](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/defense/segment.png) - Usually represents turret that uses power instead of items to shoot, such as **Arc**, **Lancer**, **Paralax**, **Segment**. - - ![](https://via.placeholder.com/15/f4f4f4/000000?text=+) `F4F4F4` - - ![](https://via.placeholder.com/15/c1c3d4/000000?text=+) `C1C3D4` + - ![](https://via.placeholder.com/15/f4f4f4/?text=+) `#F4F4F4` + - ![](https://via.placeholder.com/15/c1c3d4/?text=+) `#C1C3D4` - Dark Gray - ![Swarmer](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/swarmer.png) ![Cyclone](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/cyclone.png) ![Meltdown](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/meltdown.png) - In most cases, dark grey represents mid to high tier turret. - - ![](https://via.placeholder.com/15/7b7b7b/000000?text=+) `7B7B7B` - - ![](https://via.placeholder.com/15/4d4e58/000000?text=+) `4D4E58` + - ![](https://via.placeholder.com/15/7b7b7b/?text=+) `#7B7B7B` + - ![](https://via.placeholder.com/15/4d4e58/?text=+) `#4D4E58` + -**Decal color** in the turret is the same as regular block; it is an accent color and can represent the turret's role, purpose, or archetype. For example, if you are trying to group your turrets into different classes, you can differentiate them by decal color. +**Decal colour** in the turret is the same as regular block; it is an accent colour and can represent the turret's role, purpose, or archetype. For example, if you are trying to group your turrets into different classes, you can differentiate them by decal colour. -**Barrel Hole** is an optional color for turrets that represents the barrel hole of your turret; this is usually used for artillery turrets or missile launchers. +**Barrel Hole** is an optional colour for turrets that represents the barrel hole of your turret; this is usually used for artillery turrets or missile launchers. ![Swarmer](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/swarmer.png) ![Ripple](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/turrets/ripple.png) - - ![](https://via.placeholder.com/15/2c2d38/000000?text=+) `2C2D38` - -#### Unconventional Methods - - - **Turret Midtone** - - - Still a relatively new unconventional method is adding midtones into turret sprites to make it seem to have a flat surface, instead of only light and dark tones. - - - One example of this is the "Skyhammer" from [Unlimited Armament Works](https://github.com/Eschatologue/Unlimited-Armament-Works) - - - ![Skyhammer](https://raw.githubusercontent.com/Eschatologue/Unlimited-Armament-Works/master/assets/sprites/blocks/turrets/ART/skyhammer.png) + - ![](https://via.placeholder.com/15/2c2d38/?text=+) `#2C2D38` ---- +### **Resources Spriting & Shading** -### **Resources Shading** -Resource shading is quite simple and can have its light coming from **top corners**, **top to down**, or **right to left**. +Resources are items and liquids in Mindustry that can be obtained from the ground, walls, or buildings. **The 45-degree increment rule is loosely applied in their sprite design**. Shading can come from top corners, top to bottom, right to left, or left to right. -Resource sprites should only use 2 or 3 shades of one color. Make sure the sprite looks 3d and not flat, as then it will stick out like a paper thumb. +Resource sprites should have 2 or 3 shades of one colour and look 3D to avoid looking flat. Examples: +Items + ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-copper.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-plastanium.png) -![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-graphite.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-coal.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-surge-alloy.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-scrap.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-pyratite.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-tungsten.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-carbide.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-fissile-matter.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/item-beryllium.png) + +Liquids + ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-cryofluid.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-oil.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-gallium.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-neoplasm.png) + +Gasses + +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-hydrogen.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-nitrogen.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-ozone.png) +![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/items/liquid-cyanogen.png) -### **Unit Shading** -Units are generally the hardest to shade. -Unit shading can get pretty complex for bigger units. In unit shading, light comes from the **top to bottom** or **front to back**. The intensity of lighter tone and darker tone changes depending on what part you are working with on the unit. +### **Unit Spriting & Shading** -For units, light tone represents **elevation**, midtone represents **flat area**, and dark tone represents **depression**. +When it comes to unit sprites, it's important to keep in mind that they can have a wide range of shapes, from narrow tips to wide bases, or even with holes in the middle. However, it's generally best to avoid too many sharp or straight lines for the main body of your unit, as this can make it look too boxy and less interesting. -#### **Unit Base Color** +To create a more dynamic and visually appealing unit, consider incorporating curves or angled lines, and don't be afraid to experiment with different shapes and proportions. Remember that the shading on your unit should also reflect its shape, with lighter tones representing elevated areas, mid-tones representing flat surfaces, and darker tones representing depressions. - +Overall, the key to creating great unit sprites is to strike a balance between functionality and aesthetics. While it's important to ensure that your units are recognizable and easy to distinguish in-game, it's equally important to make them visually appealing for players to look at. -The Eclipse is used for this example as it is the most complicated vanilla unit. As you continuously work towards the backside, there will be less light tone and more midtone and dark tone. +#### **Unit Base Colour** + ++ +
+ +For this example, we will use the Eclipse, which is one of the most complex vanilla Serpulo units in Mindustry. When shading the Eclipse (or any other sprite), it is important to gradually decrease the amount of light tone as you move towards the backside of the unit, while increasing the use of midtone and dark tone. This will help create a sense of depth and dimensionality in the sprite. Parts that get lit by the light will have a lighter tone, while the ones that are not get a darker tone; flat areas are midtone. - ++ +
Above are the rough illustration of units if imagined in 3D. -- Base color, has 3 tones as usual: +- Base colour, has 3 tones as usual: + + - Serpulo Units - - ![](https://via.placeholder.com/15/B0BAC0/000000?text=+) `B0BAC0` | Light Tone - - ![](https://via.placeholder.com/15/989AA4/000000?text=+) `989AA4` | Midtone - - ![](https://via.placeholder.com/15/6E7080/000000?text=+) `6E7080` | Dark Tone + - ![](https://via.placeholder.com/15/B0BAC0/?text=+) `#B0BAC0` | Light Tone + - ![](https://via.placeholder.com/15/989AA4/?text=+) `#989AA4` | Midtone + - ![](https://via.placeholder.com/15/6E7080/?text=+) `#6E7080` | Dark Tone + + - Erekir Units + + - ![](https://via.placeholder.com/15/989AA4/?text=+) `#989AA4` | Light Tone + - ![](https://via.placeholder.com/15/6e7080/?text=+) `#6E7080` | Midtone + - ![](https://via.placeholder.com/15/4a4b53/?text=+) `#4A4B53` | Dark Tone -#### **Unit Decal Color** +#### **Unit Decal Colour** -Unit decal color only has 2 tones: light and dark. The color represents the unit's role in-game. +Unit decal colour only has 2 tones: light and dark. The colour represents the unit's role in-game. -- Yellow Color represents **Core** units, which the Core produces. +- Yellow Colour represents **Core** units, which the Core produces. - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/gamma.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/beta.png) - - ![](https://via.placeholder.com/15/ffd37f/000000?text=+) `FFD37F` | Light Tone - - ![](https://via.placeholder.com/15/d4816b/000000?text=+) `D4816B` | Dark Tone + - ![](https://via.placeholder.com/15/ffd37f/?text=+) `#FFD37F` | Light Tone + - ![](https://via.placeholder.com/15/d4816b/?text=+) `#D4816B` | Dark Tone -- Orange Color represents **Assault** units, which have the role of attacking your opponents. +- Orange Colour represents **Assault** units, which have the role of attacking your opponents. - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/fortress.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/horizon.png) - - ![](https://via.placeholder.com/15/ffa665/000000?text=+) `FFA665` | Light Tone - - ![](https://via.placeholder.com/15/d06b53/000000?text=+) `D06B53` | Dark Tone + - ![](https://via.placeholder.com/15/ffa665/?text=+) `#FFA665` | Light Tone + - ![](https://via.placeholder.com/15/d06b53/?text=+) `#D06B53` | Dark Tone -- Green Color represents **Support** units that can build, heal, and shield your units. +- Green Colour represents **Support** units that can build, heal, and shield your units. - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/poly.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/retusa.png) - - ![](https://via.placeholder.com/15/84f491/000000?text=+) `84F491` | Light Tone - - ![](https://via.placeholder.com/15/62ae7f/000000?text=+) `62AE7F` | Dark Tone + - ![](https://via.placeholder.com/15/84f491/?text=+) `#84F491` | Light Tone + - ![](https://via.placeholder.com/15/62ae7f/?text=+) `#62AE7F` | Dark Tone -- Purple Color represents ~~spooder~~ **Specialist** units, which do other things. +- Purple Colour represents ~~spooder~~ **Specialist** units, which do other things. - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/crawler.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/arkyid.png) - - ![](https://via.placeholder.com/15/bf92f9/000000?text=+) `BF92F9` | Light Tone - - ![](https://via.placeholder.com/15/665c9f/000000?text=+) `665C9F` | Dark Tone + - ![](https://via.placeholder.com/15/bf92f9/?text=+) `#BF92F9` | Light Tone + - ![](https://via.placeholder.com/15/665c9f/?text=+) `#665C9F` | Dark Tone -You are free to pick whatever color you would like, as long as it's present on multiple units and fits with the other colors in the palette. +You are free to pick whatever colour you would like, as long as it's present on multiple units and fits with the other colours in the palette. -#### **Unit Cell/Team Color** +#### **Unit Cell/Team Colour** Unit Cells are sprites used to differentiate units between teams; they are separate sprites that will be loaded on top of the unit. - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/fortress.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/units/fortress-cell.png) -Above is a fortress with its cell. The game will automatically replace the **white**(#FFFFF) and **tan**(#DCC6C6) colors with shades of team color. Your cell sprites should only have the two shades below: +Above is a fortress with its cell. The game will automatically replace the **white**(#FFFFFF) and **tan**(#DCC6C6) colours with shades of team colour. Your cell sprites should only have the two shades below: - - ![](https://via.placeholder.com/15/ffffff/000000?text=+) `FFFFFF` | Light Tone - - ![](https://via.placeholder.com/15/dcc6c6/000000?text=+) `DCC6C6` | Dark Tone + - ![](https://via.placeholder.com/15/ffffff/?text=+) `#FFFFFF` | Light Tone + - ![](https://via.placeholder.com/15/dcc6c6/?text=+) `#DCC6C6` | Dark Tone Spriting software capable of using layers and exporting them separately is highly recommended because you can sprite the unit itself and the cell on a separate layer within one file. @@ -350,7 +372,9 @@ Weapons' rotation is based on the centre of the sprite; if you want to shift the #### **Unit Spriting Stages** - ++ +
The process of drawing units can be roughly divided into 5 stages: @@ -366,28 +390,34 @@ The process of drawing units can be roughly divided into 5 stages: > written by Zhenьkotron#9493, proofread by Geschiedenis#4783, grammar fixed by BalaM314#4781. +Alternatively, in the provided [link](https://youtu.be/wzitO-EESGY), you can find a video on how Anuke, the creator of Mindustry, creates his own sprites + ### **Outlines** -Leave 4 pixels of space around the edges of turret sprites and unit sprites, as the game will use that space to automatically add outlines. +It is recommended to leave a space of at least 4 pixels around the edges of turret and unit sprites. This space will allow the game to automatically add outlines to the sprites. ---- +---- ### **Evironmental Sprites** -Environmental sprites are a bit different from the rest of the Mindustry spriting style, which is that the **45° increment rule doesn't apply**. -Environmental sprites will make up most, if not the majority, of a Mindustry game, so it should be in your best interest that the sprite you've made is subtle enough and looks great despite being tiled over and over again. +Environmental sprites in Mindustry have a slightly different spriting style compared to other assets in the game. Unlike other sprites, **the 45-degree increment rule does not apply** to environmental sprites. These sprites make up a significant portion of the game's visuals, so it's essential to ensure that the sprites you create look great despite being tiled repeatedly. #### **Floors** -Floors only have 2 color tones, and the number of variations is up to you. +Floors only have 2 colour tones, and the number of variations is up to you. - Vanilla Examples : - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/basalt1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/basalt2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/basalt3.png) - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/dirt1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/dirt2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/dirt3.png) + - ![basalt1](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/basalt1.png) ![basalt2](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/basalt2.png) ![basalt3](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/basalt3.png) + + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/beryllic-stone1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/beryllic-stone2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/beryllic-stone3.png) + + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/magmarock1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/magmarock2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/magmarock3.png) - Modded Examples : - - ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/classem-stolnene1.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/classem-stolnene2.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/classem-stolnene3.png) - - ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/ebrin-drylon1.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/ebrin-drylon2.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/ebrin-drylon3.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/ebrin-drylon4.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/ebrin-drylon5.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/ebrin-drylon6.png) + - ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/classem-stolnene1.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/classem-stolnene2.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/classem-stolnene3.png) + + - ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/ebrin-drylon1.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/ebrin-drylon2.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/ebrin-drylon3.png) + > Sprites by Sh1penfire#0868 from [Endless-Rusting](https://github.com/Sh1penfire/Endless-Rusting) @@ -397,45 +427,57 @@ Not to be confused with buildable defenses, environmental walls have **3 color t Walls also have an optional 2x2 version, which is randomly mixed in with the 1x1 walls. - Vanilla Example : - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/dacite-wall1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/dacite-wall2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/dacite-wall-large.png) + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/stone-wall1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/stone-wall2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/stone-wall-large.png) + + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/sand-wall1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/sand-wall2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/sand-wall-large.png) + + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ferric-stone-wall1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ferric-stone-wall2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ferric-stone-wall-large.png) + + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/arkyic-wall1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/arkyic-wall2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/arkyic-wall-large.png) + - Modded Example : - - ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/classem-wallen1.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/classem-wallen2.png) + + - ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/classem-wallen1.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/classem-wallen2.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/classem-wallen-large.png) + + - ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/volen-wallen1.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/volen-wallen2.png) ![](https://raw.githubusercontent.com/Eschatologue/Endless-Rusting-for-wikiEX/master/assets/sprites/blocks/environment/volen-wallen-large.png) + > Sprites by Sh1penfire#0868 from [Endless-Rusting](https://github.com/Sh1penfire/Endless-Rusting) #### **Ores** -Ores are overlaid on top of floors, so they should look decent across all floor textures they will likely be placed on. +Ores can be located either on the floor or walls, and they are essential for players to acquire resources in Mindustry. Players can place drills on the ores or beside them to extract the resources. - - Vanilla Examples : - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/thorium1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/thorium2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/thorium3.png) - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/scrap1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/scrap2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/scrap3.png) - - Modded Examples : - - ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/melonaleum1.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/melonaleum2.png) - - ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/taconite1.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/taconite2.png) ![](https://raw.githubusercontent.com/Sh1penfire/Endless-Rusting/master/assets/sprites/blocks/environment/taconite3.png) +It is important to choose the color of the ore to match the resource it represents. For example, thorium ore should have the same color as the thorium item. -> Sprites by Sh1penfire from [Endless-Rusting](https://github.com/Sh1penfire/Endless-Rusting) + - Floor Ore Example : + - Copper + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-copper1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-copper2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-copper3.png) -#### **Props** -Props(or boulders) are player breakable environmental blocks that will occur randomly over a floor, they have their own files, separate from environmental sprites. + - Beryllium + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-beryllium1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-beryllium2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-beryllium3.png) - - Examples : + - Titanium + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-titanium1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-titanium2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-titanium3.png) - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/boulder1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/boulder2.png) - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/sand-boulder1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/sand-boulder2.png) + - Tungsten + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-tungsten1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-tungsten2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-tungsten3.png) + - Wall Ore Example : -#### **Trees** + - Beryllium + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-wall-beryllium1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-wall-beryllium2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-wall-beryllium3.png) - + - Tungsten + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-wall-tungsten1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-wall-tungsten2.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/environment/ore-wall-tungsten3.png) -Trees are drawn above most types of blocks, units can also pass through them, and they only act as additional foliage for maps. + -Keep in mind that trees in particular have shadow sprites, you have to make these manually. +#### **Props** +Props(or boulders) are player breakable environmental blocks that will occur randomly over a floor, they have their own files, separate from environmental sprites. - Examples : - - - - - - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/white-tree-shadow.png) + + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/boulder1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/boulder2.png) + - ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/sand-boulder1.png) ![](https://raw.githubusercontent.com/Anuken/Mindustry/master/core/assets-raw/sprites/blocks/props/sand-boulder2.png) ---