A mineral deposit. Can be harvested by creeps with a
WORK
body part using the extractor structure.
Learn more about minerals from
this article
.
Regeneration amount |
DENSITY_LOW
: 15,000
DENSITY_MODERATE
: 35,000
DENSITY_HIGH
: 70,000
DENSITY_ULTRA
: 100,000
|
Regeneration time | 50,000 ticks |
Density change probability |
DENSITY_LOW
: 100% chance
DENSITY_MODERATE
: 5% chance
DENSITY_HIGH
: 5% chance
DENSITY_ULTRA
: 100% chance
|
Applied effects, an array of objects with the following properties:
parameter | type | description |
---|---|---|
effect
|
number |
Effect ID of the applied effect. Can be either natural effect ID or Power ID. |
level
optional |
number |
Power level of the applied effect. Absent if the effect is not a Power effect. |
ticksRemaining
|
number |
How many ticks will the effect last. |
An object representing the position of this object in the room.
The link to the Room object. May be undefined in case if an object is a flag or a construction site and is placed in a room that is not visible to you.
The density that this mineral deposit will be refilled to once
ticksToRegeneration
reaches 0. This is one of the
DENSITY_*
constants.
The remaining amount of resources.
The resource type, one of the
RESOURCE_*
constants.
A unique object identificator. You can use
Game.getObjectById
method to retrieve an object instance by its
id
.
The remaining time after which the deposit will be refilled.