All of the API functionality is implemented via class members. To make any use of the API, therefore, you need to have access to instances of these classes. To facilitate that, these global objects are provided:
local first_player = game.players[1]
first_player.print(first_player.name)
You can browse the overview of Factorio classes or view the documentation for a particular class in the list below:
LuaAccumulatorControlBehavior | Control behavior for accumulators. |
LuaArithmeticCombinatorControlBehavior | Control behavior for arithmetic combinators. |
LuaBootstrap | Entry point for registering event handlers. |
LuaBurner | A reference to the burner energy source owned by a specfic LuaEntity or LuaEquipment. |
LuaChunkIterator | A chunk iterator can be used for iterating chunks coordinates of a surface. |
LuaCircuitNetwork | A circuit network associated with a given entity, connector, and wire type. |
LuaCombinatorControlBehavior | |
LuaCommandProcessor | Custom game console commands. |
LuaConstantCombinatorControlBehavior | Control behavior for constant combinators. |
LuaContainerControlBehavior | Control behavior for container entities -- smart chests. |
LuaControl | This is an abstract base class containing the common functionality between LuaPlayer and character entities (see LuaEntity). |
LuaControlBehavior | The control behavior for an entity. |
LuaCustomChartTag | A custom tag that shows on the map view. |
LuaCustomTable | Lazily evaluated table. |
LuaDamagePrototype | Prototype of a damage. |
LuaDeciderCombinatorControlBehavior | Control behavior for decider combinators. |
LuaDecorativePrototype | Prototype of a virtual signal. |
LuaEntity | The primary interface for interacting with entities through the Lua API. |
LuaEntityPrototype | Prototype of an entity. |
LuaEquipment | An item in one's power armour. |
LuaEquipmentGrid | An equipment grid is the inside of a power armour. |
LuaEquipmentGridPrototype | Prototype of a virtual signal. |
LuaEquipmentPrototype | Prototype of a modular equipment. |
LuaFlowStatistics | Encapsulates statistic data for different parts of the game. |
LuaFluidBox | An array of fluid boxes. |
LuaFluidPrototype | Prototype of a fluid. |
LuaForce | LuaForce encapsulates data local to each "force" or "faction" of the game. |
LuaGameScript | Main toplevel type, provides access to most of the API though its members. |
LuaGenericOnOffControlBehavior | An abstract base class for behaviors that support switching the entity on or off based on some condition. |
LuaGroup | Item group or subgroup. |
LuaGui | The root of the GUI. |
LuaGuiElement | An element of the custom GUI. |
LuaInserterControlBehavior | Control behavior for smart inserters. |
LuaInventory | A storage of item stacks. |
LuaItemPrototype | Prototype of an item. |
LuaItemStack | A reference to an item and count owned by some external entity. |
LuaLampControlBehavior | Control behavior for lamps. |
LuaLogisticCell | Logistic cell of a particular LuaEntity. |
LuaLogisticContainerControlBehavior | Control behavior for logistic chests. |
LuaLogisticNetwork | A single logistic network of a given force on a given surface. |
LuaLogisticPoint | Logistic point of a particular LuaEntity. |
LuaMiningDrillControlBehavior | Control behavior for mining drills. |
LuaPermissionGroup | A permission group that defines what players in this group are allowed to do. |
LuaPermissionGroups | All permission groups. |
LuaPlayer | A player in the game. |
LuaProgrammableSpeakerControlBehavior | Control behavior for programmable speakers. |
LuaRailSignalControlBehavior | Control behavior for rail signals. |
LuaRandomGenerator | A deterministic random generator independent from the core games random generator that can be seeded and re-seeded at will. |
LuaRecipe | A crafting recipe. |
LuaRecipePrototype | A crafting recipe prototype. |
LuaRemote | Registry of interfaces between scripts. |
LuaRoboportControlBehavior | Control behavior for roboports. |
LuaSettings | |
LuaStorageTankControlBehavior | Control behavior for storage tanks. |
LuaStyle | Style of a GUI element. |
LuaSurface | A "domain" of the world. |
LuaTechnology | One research item. |
LuaTechnologyPrototype | A Technology prototype. |
LuaTile | A single "square" on the map. |
LuaTilePrototype | Prototype of a tile. |
LuaTrain | A train. |
LuaTrainStopControlBehavior | Control behavior for train stops. |
LuaTransportBeltControlBehavior | Control behavior for transport belts. |
LuaTransportLine | One line on a transport belt. |
LuaUnitGroup | A collection of units moving and attacking together. |
LuaVirtualSignalPrototype | Prototype of a virtual signal. |
LuaWallControlBehavior | Control behavior for walls. |
Events are delivered to mods in response to certain actions happening in the game. A mod can register
a callback for a given event, using the LuaBootstrap::on_event function. Events receive a parameter that
is a table containing fields name
and tick
specifying the event ID (see defines.events) and the
tick the event happened. This table may also contain additional fields that depend on the event name.
script.on_event(defines.events.on_entity_died, function(event)
local recently_deceased_entity = event.entity
local time_of_death = event.tick
for _, player in pairs(game.players) do
player.print("Let it be known that " .. recently_deceased_entity.name ..
" died a tragic death on tick " .. time_of_death)
end
end)
Here is a complete list of Factorio events:
All events |
Every event contains at least the name and tick attributes. |
on_biter_base_built | Called when a biter migration builds a base. |
on_built_entity | Called when player builds something. |
on_canceled_deconstruction | Called when the deconstruction of an entity is canceled. |
on_chunk_generated | Called when a chunk is generated. |
on_difficulty_settings_changed | Called when the map difficulty settings are changed. |
on_entity_died | Called when an entity dies. |
on_entity_renamed | Called after an entity has been renamed either by the player or through script. |
on_entity_settings_pasted | Called after entity copy-paste is done. |
on_force_created | Called when a new force is created using game.create_force()
|
on_forces_merging | Called when two forces are merged using game.merge_forces() . |
on_gui_checked_state_changed | Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons) |
on_gui_click | Called when LuaGuiElement is clicked. |
on_gui_elem_changed | Called when LuaGuiElement element value is changed (related to choose element buttons) |
on_gui_selection_state_changed | Called when LuaGuiElement selection state is changed (related to drop-downs) |
on_gui_text_changed | Called when LuaGuiElement text is changed by the player |
on_marked_for_deconstruction | Called when an entity is marked for deconstruction with the Deconstruction planner or via script. |
on_market_item_purchased | Called after a player purchases some offer from a Market entity. |
on_picked_up_item | Called when a player picks up an item. |
on_player_alt_selected_area | Called after a player alt-selects an area with a selection-tool item. |
on_player_ammo_inventory_changed | Called after a players ammo inventory changed in some way. |
on_player_armor_inventory_changed | Called after a players armor inventory changed in some way. |
on_player_built_tile | Called after a player builds tiles. |
on_player_changed_force | Called after a player changes forces. |
on_player_changed_surface | Called after a player changes surfaces. |
on_player_crafted_item | Called when the player crafts an item (upon inserting into player's inventory, not clicking the button to craft). |
on_player_created | Called after the player was created. |
on_player_cursor_stack_changed | Called after a players cursorstack changed in some way. |
on_player_died | Called after a player dies. |
on_player_driving_changed_state | Called when the player's driving state has changed, this means a player has either entered or left a vehicle. |
on_player_dropped_item | Called when a player drops an item on the ground. |
on_player_gun_inventory_changed | Called after a players gun inventory changed in some way. |
on_player_joined_game | Called after a player joins the game. |
on_player_left_game | Called after a player leaves the game. |
on_player_main_inventory_changed | Called after a players main inventory changed in some way. |
on_player_mined_entity | Called after the results of an entity being mined are collected just before the entity is destroyed. |
on_player_mined_item | Called when the player mines something. |
on_player_mined_tile | Called after a player mines tiles. |
on_player_placed_equipment | Called after the player puts equipment in an equipment grid |
on_player_quickbar_inventory_changed | Called after a players quickbar inventory changed in some way. |
on_player_removed_equipment | Called after the player removes equipment from an equipment grid |
on_player_respawned | Called after a player respawns. |
on_player_rotated_entity | Called when the player rotates an entity (including some non-obvious rotations such as with the stone furnace, but not the solar-panel). |
on_player_selected_area | Called after a player selects an area with a selection-tool item. |
on_player_tool_inventory_changed | Called after a players tool inventory changed in some way. |
on_pre_entity_settings_pasted | Called before entity copy-paste is done. |
on_pre_player_died | Called before a players dies. |
on_pre_surface_deleted | Called just before a surface is deleted. |
on_preplayer_mined_item | Called when the player finishes mining an entity, before the entity is removed from map. |
on_put_item | Called when players uses item to build something. |
on_research_finished | Called when a research finishes. |
on_research_started | Called when a technology research starts. |
on_resource_depleted | Called when a resource entity reaches 0 or its minimum yield for infinite resources. |
on_robot_built_entity | Called when a construction robot builds an entity. |
on_robot_built_tile | Called after a robot builds tiles. |
on_robot_mined | Called when a robot mines an entity. |
on_robot_mined_entity | Called after the results of an entity being mined are collected just before the entity is destroyed. |
on_robot_mined_tile | Called after a robot mines tiles. |
on_robot_pre_mined | Called before a robot mines an entity. |
on_rocket_launched | Called when the rocket is launched. |
on_runtime_mod_setting_changed | Called when a runtime mod setting is changed by a player. |
on_sector_scanned | Called when the radar finishes scanning a sector. |
on_selected_entity_changed | Called after the selected entity changes for a given player. |
on_surface_created | Called when a surface is created. |
on_surface_deleted | Called after a surface is deleted. |
on_tick | It is fired once every tick. |
on_train_changed_state | Called when a train changes state (started to stopped and vice versa) |
on_train_created | Called when a new train is created either through disconnecting/connecting an existing one or building a new one. |
on_trigger_created_entity | Called when an entity with a trigger prototype (such as capsules) create an entity AND that
trigger prototype defined trigger_created_entity="true" . |
Other parts of the API:
defines
table, which contains symbolic constants used
throughout the API.global
: The global
dictionary, useful for storing data persistent across a save-load
cycle.