LuaGameScript
Main toplevel type, provides access to most of the API though its members. An instance of LuaGameScript is available as the global object named game
.
LuaGameScript
Set scenario state.
Reset scenario state (game_finished, player_won, etc.).
Show an in-game message dialog.
Forces a reload of the scenario script from the original scenario location.
Forces a reload of all mods.
Saves the current configuration of Atlas to a file.
Run internal consistency checks.
Regenerate autoplacement of some entities on all surfaces.
Take a screenshot of the game and save it to the script-output
folder, located in the game's user data directory.
Forces the screenshot saving system to wait until all queued screenshots have been written to disk.
Take a screenshot of the technology screen and save it to the script-output
folder, located in the game's user data directory.
Convert a table to a JSON string
Convert a JSON string to a table.
Write a file to the script-output
folder, located in the game's user data directory.
Remove a file or directory in the script-output
folder, located in the game's user data directory.
Remove players who are currently not connected from the map.
Force a CRC check.
Create a new force.
Marks two forces to be merged together.
Create a new surface.
Instruct the server to save the map.
Instruct the game to perform an auto-save.
Deletes the given surface and all entities on it.
Disables replay saving for the current save file.
Disables tutorial triggers, that unlock new tutorials and show notices about unlocked tutorials.
Converts the given direction into the string version of the direction.
Print text to the chat console all players.
Creates a deterministic standalone random generator with the given seed or if a seed is not provided the initial map seed is used.
Goes over all items, entities, tiles, recipes, technologies among other things and logs if the locale is incorrect.
Play a sound for every player in the game.
Checks if the given SoundPath is valid.
Checks if the given SpritePath is valid and contains a loaded sprite.
Kicks the given player from this multiplayer game.
Bans the given player from this multiplayer game.
Unbans the given player from this multiplayer game.
Purges the given players messages from the game.
Mutes the given player.
Unmutes the given player.
Counts how many distinct groups of pipes exist in the world.
Is the map loaded is multiplayer?
Gets the number of entities that are active (updated each tick).
Gets the map exchange string for the map generation settings that were used to create this map.
Convert a map exchange string to map gen settings and map settings.
Gets train stops matching the given filters.
Gets the given player or returns nil
if no player is found.
Gets the given surface or returns nil
if no surface is found.
Creates a LuaProfiler, which is used for measuring script performance.
Evaluate an expression, substituting variables as provided.
Returns a dictionary of all LuaEntityPrototypes that fit the given filters.
Returns a dictionary of all LuaItemPrototypes that fit the given filters.
Returns a dictionary of all LuaEquipmentPrototypes that fit the given filters.
Returns a dictionary of all LuaModSettingPrototypes that fit the given filters.
Returns a dictionary of all LuaAchievementPrototypes that fit the given filters.
Returns a dictionary of all LuaTilePrototypes that fit the given filters.
Returns a dictionary of all LuaDecorativePrototypes that fit the given filters.
Returns a dictionary of all LuaFluidPrototypes that fit the given filters.
Returns a dictionary of all LuaRecipePrototypes that fit the given filters.
Returns a dictionary of all LuaTechnologyPrototypes that fit the given filters.
Creates an inventory that is not owned by any game object.
Gets the inventories created through LuaGameScript::create_inventory
Resets the amount of time played for this map.
Deflates and base64 encodes the given string.
Base64 decodes and inflates the given string.
This object's name.
This property is only populated inside custom command handlers and when writing Lua console commands.
Get a table of all the players that currently exist.
The currently active set of map settings.
The currently active set of difficulty settings.
Current scenario difficulty.
Get a table of all the forces that currently exist.
A dictionary containing every LuaEntityPrototype indexed by name
.
A dictionary containing every LuaItemPrototype indexed by name
.
A dictionary containing every LuaFluidPrototype indexed by name
.
A dictionary containing every LuaTilePrototype indexed by name
.
A dictionary containing every LuaEquipmentPrototype indexed by name
.
A dictionary containing every LuaDamagePrototype indexed by name
.
A dictionary containing every LuaVirtualSignalPrototype indexed by name
.
A dictionary containing every LuaEquipmentGridPrototype indexed by name
.
A dictionary containing every LuaRecipePrototype indexed by name
.
A dictionary containing every LuaTechnologyPrototype indexed by name
.
A dictionary containing every LuaDecorativePrototype indexed by name
.
A dictionary containing every LuaParticlePrototype indexed by name
.
A dictionary containing every LuaAutoplaceControlPrototype indexed by name
.
A dictionary containing every LuaNoiseLayerPrototype indexed by name
.
A dictionary containing every LuaModSettingPrototype indexed by name
.
A dictionary containing every LuaCustomInputPrototype indexed by name
.
A dictionary containing every LuaAmmoCategoryPrototype indexed by name
.
A dictionary containing every LuaNamedNoiseExpression indexed by name
.
A dictionary containing every ItemSubgroup indexed by name
.
A dictionary containing every ItemGroup indexed by name
.
A dictionary containing every LuaFuelCategoryPrototype indexed by name
.
A dictionary containing every LuaResourceCategoryPrototype indexed by name
.
A dictionary containing every LuaAchievementPrototype indexed by name
.
A dictionary containing every LuaModuleCategoryPrototype indexed by name
.
A dictionary containing every LuaEquipmentCategoryPrototype indexed by name
.
A dictionary containing every LuaTrivialSmokePrototype indexed by name
.
A dictionary containing every LuaShortcutPrototype indexed by name
.
A dictionary containing every LuaRecipeCategoryPrototype indexed by name
.
A dictionary containing every LuaFontPrototype indexed by name
.
A dictionary containing every MapGenPreset indexed by name
.
The styles that LuaGuiElement can use, indexed by name
.
The number of ticks since this game was 'created'.
If the tick has been paused.
The number of ticks to be run while the tick is paused.
True after players finished the game and clicked "continue".
Get a table of all the surfaces that currently exist.
The active mods versions.
The players that are currently online.
Array of the names of all the backers that supported the game development early on.
The default map gen settings for this save.
Determines if enemy land mines are completely invisible or not.
True by default.
True by default.
The pollution statistics for this map.
set_game_state{game_finished=…,
player_won=…,
next_level=…,
can_continue=…,
victorious_force=…}
Set scenario state.
show_message_dialog{text=…,
image?=…,
point_to?=…,
style?=…,
wrapper_frame_style?=…}
Show an in-game message dialog.
What the dialog should say
Path to an image to show on the dialog
If specified, dialog will show an arrow pointing to this place. When not specified, the arrow will point to the player's position. (Use point_to={type="nowhere"}
to remove the arrow entirely.) The dialog itself will be placed near the arrow's target.
The gui style to use for this speech bubble. Must be of type speech_bubble.
Must be of type flow_style.
Can only be used when the map contains exactly one player.
is_demo()
→
boolean
Is this the demo version of Factorio?
reload_script()
Forces a reload of the scenario script from the original scenario location.
This disables the replay if replay is enabled.
reload_mods()
Forces a reload of all mods.
This will act like saving and loading from the mod(s) perspective.
This will do nothing if run in multiplayer.
This disables the replay if replay is enabled.
save_atlas()
Saves the current configuration of Atlas to a file. This will result in huge file containing all of the game graphics moved to as small space as possible.
Exists mainly for debugging reasons.
check_consistency()
Run internal consistency checks. Allegedly prints any errors it finds.
Exists mainly for debugging reasons.
take_screenshot{player?=…,
by_player?=…,
surface?=…,
position?=…,
resolution?=…,
zoom?=…,
path?=…,
show_gui?=…,
show_entity_info?=…,
show_cursor_building_preview?=…,
anti_alias?=…,
quality?=…,
allow_in_replay?=…,
daytime?=…,
water_tick?=…,
force_render?=…}
Take a screenshot of the game and save it to the script-output
folder, located in the game's user data directory. The name of the image file can be specified via the path
parameter.
The player to focus on. Defaults to the local player.
If defined, the screenshot will only be taken for this player.
If defined, the screenshot will be taken on this surface.
If defined, the screenshot will be centered on this position. Otherwise, the screenshot will center on player
.
The maximum allowed resolution is 16384x16384 (8192x8192 when anti_alias
is true
), but the maximum recommended resolution is 4096x4096 (resp. 2048x2048).
The map zoom to take the screenshot at. Defaults to 1
.
The name of the image file. It should include a file extension indicating the desired format. Supports .png
, .jpg
/.jpeg
, .tga
and .bmp
. Providing a directory path (ex. "save/here/screenshot.png"
) will create the necessary folder structure in script-output
. Defaults to "screenshot.png"
.
Whether to include GUIs in the screenshot or not. Defaults to false
.
Whether to include entity info ("Alt mode") or not. Defaults to false
.
When true
and when player
is specified, the building preview for the item in the player's cursor will also be rendered. Defaults to false
.
Whether to render in double resolution and downscale the result (including GUI). Defaults to false
.
The .jpg
render quality as a percentage (from 0% to 100% inclusive), if used. A lower value means a more compressed image. Defaults to 80
.
Whether to save the screenshot even during replay playback. Defaults to false
.
Overrides the current surface daytime for the duration of screenshot rendering.
Overrides the tick of water animation, if animated water is enabled.
Screenshot requests are processed in between game update and render. The game may skip rendering (ie. drop frames) if the previous frame has not finished rendering or the game simulation starts to fall below 60 updates per second. If force_render
is set to true
, the game won't drop frames and process the screenshot request at the end of the update in which the request was created. This is not honored on multiplayer clients that are catching up to server. Defaults to false
.
If Factorio is running headless, this function will do nothing.
set_wait_for_screenshots_to_finish()
Forces the screenshot saving system to wait until all queued screenshots have been written to disk.
take_technology_screenshot{force?=…,
path?=…,
by_player?=…,
selected_technology?=…,
skip_disabled?=…,
quality?=…}
Take a screenshot of the technology screen and save it to the script-output
folder, located in the game's user data directory. The name of the image file can be specified via the path
parameter.
The force whose technology to screenshot. If not given, the "player
" force is used.
The name of the image file. It should include a file extension indicating the desired format. Supports .png
, .jpg
/.jpeg
, .tga
and .bmp
. Providing a directory path (ex. "save/here/screenshot.png"
) will create the necessary folder structure in script-output
. Defaults to "technology-screenshot.png"
.
If given, the screenshot will only be taken for this player.
The technology to highlight.
If true
, disabled technologies will be skipped. Their successors will be attached to the disabled technology's parents. Defaults to false
.
The .jpg
render quality as a percentage (from 0% to 100% inclusive), if used. A lower value means a more compressed image. Defaults to 80
.
json_to_table(json)
→
AnyBasic?
write_file(filename,
data,
append?,
for_player?)
Write a file to the script-output
folder, located in the game's user data directory. The name and file extension of the file can be specified via the filename
parameter.
The name of the file. Providing a directory path (ex. "save/here/example.txt"
) will create the necessary folder structure in script-output
.
The content to write to the file.
If true
, data
will be appended to the end of the file. Defaults to false
, which will overwrite any pre-existing file with the new data
.
If given, the file will only be written for this player_index
. Providing 0
will only write to the server's output if present.
remove_path(path)
Remove a file or directory in the script-output
folder, located in the game's user data directory. Can be used to remove files created by LuaGameScript::write_file.
The path to the file or directory to remove, relative to script-output
.
remove_offline_players(players?)
Remove players who are currently not connected from the map.
force_crc()
Force a CRC check. Tells all peers to calculate their current map CRC; these CRC are then compared against each other. If a mismatch is detected, the game is desynced and some peers are forced to reconnect.
create_force(force)
→
LuaForce
Create a new force.
Name of the new force
The force that was just created
The game currently supports a maximum of 64 forces, including the three built-in forces. This means that a maximum of 61 new forces may be created.
Force names must be unique.
merge_forces(source,
destination)
Marks two forces to be merged together. All entities in the source force will be reassigned to the target force. The source force will then be destroyed.
The force to remove.
The force to reassign all entities to.
The three built-in forces -- player, enemy and neutral -- can't be destroyed. I.e. they can't be used as the source argument to this function.
The source force is not removed until the end of the current tick, or if called during the on_forces_merging or on_forces_merged event, the end of the next tick.
create_surface(name,
settings?)
→
LuaSurface
Create a new surface.
Name of the new surface.
Map generation settings.
The surface that was just created.
The game currently supports a maximum of 4,294,967,295 surfaces, including the default surface.
Surface names must be unique.
server_save(name?)
Instruct the server to save the map.
Save name. If not specified, writes into the currently-running save.
auto_save(name?)
Instruct the game to perform an auto-save.
The autosave name if any. Saves will be named _autosave-name when provided.
Only the server will save in multiplayer. In single player a standard auto-save is triggered.
delete_surface(surface)
Deletes the given surface and all entities on it.
The surface to be deleted. Currently the primary surface (1, 'nauvis') cannot be deleted.
disable_replay()
Disables replay saving for the current save file. Once done there's no way to re-enable replay saving for the save file without loading an old save.
disable_tutorial_triggers()
Disables tutorial triggers, that unlock new tutorials and show notices about unlocked tutorials.
direction_to_string(direction)
Converts the given direction into the string version of the direction.
print(message,
color?)
Print text to the chat console all players.
Messages that are identical to a message sent in the last 60 ticks are not printed again.
create_random_generator(seed?)
→
LuaRandomGenerator
Creates a deterministic standalone random generator with the given seed or if a seed is not provided the initial map seed is used.
Make sure you actually want to use this over math.random(...) as this provides entirely different functionality over math.random(...).
check_prototype_translations()
Goes over all items, entities, tiles, recipes, technologies among other things and logs if the locale is incorrect.
Also prints true/false if called from the console.
play_sound{path=…,
position?=…,
volume_modifier?=…,
override_sound_type?=…}
Play a sound for every player in the game.
The sound to play.
Where the sound should be played. If not given, it's played at the current position of each player.
The volume of the sound to play. Must be between 0 and 1 inclusive.
The volume mixer to play the sound through. Defaults to the default mixer for the given sound type.
is_valid_sound_path(sound_path)
→
boolean
is_valid_sprite_path(sprite_path)
→
boolean
Checks if the given SpritePath is valid and contains a loaded sprite. The existence of the image is not checked for paths of type file
.
Path to the image.
kick_player(player,
reason?)
Kicks the given player from this multiplayer game. Does nothing if this is a single player game or if the player running this isn't an admin.
The player to kick.
The reason given if any.
ban_player(player,
reason?)
Bans the given player from this multiplayer game. Does nothing if this is a single player game of if the player running this isn't an admin.
The player to ban.
The reason given if any.
unban_player(player)
Unbans the given player from this multiplayer game. Does nothing if this is a single player game of if the player running this isn't an admin.
The player to unban.
purge_player(player)
Purges the given players messages from the game. Does nothing if the player running this isn't an admin.
The player to purge.
mute_player(player)
Mutes the given player. Does nothing if the player running this isn't an admin.
The player to mute.
unmute_player(player)
Unmutes the given player. Does nothing if the player running this isn't an admin.
The player to unmute.
is_multiplayer()
→
boolean
Is the map loaded is multiplayer?
get_active_entities_count(surface?)
→
uint
Gets the number of entities that are active (updated each tick).
If give, only the entities active on this surface are counted.
This is very expensive to determine.
get_map_exchange_string()
→
string
Gets the map exchange string for the map generation settings that were used to create this map.
parse_map_exchange_string(map_exchange_string)
→
MapExchangeStringData
Convert a map exchange string to map gen settings and map settings.
get_train_stops{name?=…,
surface?=…,
force?=…}
→
array[LuaEntity]
Gets train stops matching the given filters.
get_player(player)
→
LuaPlayer?
get_surface(surface)
→
LuaSurface?
create_profiler(stopped?)
→
LuaProfiler
Creates a LuaProfiler, which is used for measuring script performance.
Create the timer stopped
LuaProfiler cannot be serialized.
evaluate_expression(expression,
variables?)
→
double
Evaluate an expression, substituting variables as provided. For details on the formula, see the relevant page on the Factorio wiki.
The expression to evaluate.
Calculate the number of research units required to unlock mining productivity level 10.
local formula = game.forces["player"].technologies["mining-productivity-4"].research_unit_count_formula
local units = game.evaluate_expression(formula, { L = 10, l = 10 })
get_filtered_entity_prototypes(filters)
→
LuaCustomTable[string → LuaEntityPrototype]
Returns a dictionary of all LuaEntityPrototypes that fit the given filters. The prototypes are indexed by name
.
Get every entity prototype that can craft recipes involving fluids in the way some assembling machines can.
local prototypes = game.get_filtered_entity_prototypes{{filter="crafting-category", crafting_category="crafting-with-fluid"}}
get_filtered_item_prototypes(filters)
→
LuaCustomTable[string → LuaItemPrototype]
Returns a dictionary of all LuaItemPrototypes that fit the given filters. The prototypes are indexed by name
.
Get every item prototype that, when launched with a rocket, produces a result.
local prototypes = game.get_filtered_item_prototypes{{filter="has-rocket-launch-products"}}
get_filtered_equipment_prototypes(filters)
→
LuaCustomTable[string → LuaEquipmentPrototype]
Returns a dictionary of all LuaEquipmentPrototypes that fit the given filters. The prototypes are indexed by name
.
Get every equipment prototype that functions as a battery.
local prototypes = game.get_filtered_equipment_prototypes{{filter="type", type="battery-equipment"}}
get_filtered_mod_setting_prototypes(filters)
→
LuaCustomTable[string → LuaModSettingPrototype]
Returns a dictionary of all LuaModSettingPrototypes that fit the given filters. The prototypes are indexed by name
.
Get every mod setting prototype that belongs to the specified mod.
local prototypes = game.get_filtered_mod_setting_prototypes{{filter="mod", mod="space-exploration"}}
get_filtered_achievement_prototypes(filters)
→
LuaCustomTable[string → LuaAchievementPrototype]
Returns a dictionary of all LuaAchievementPrototypes that fit the given filters. The prototypes are indexed by name
.
Get every achievement prototype that is not allowed to be completed on the peaceful difficulty setting.
local prototypes = game.get_filtered_achievement_prototypes{{filter="allowed-without-fight", invert=true}}
get_filtered_tile_prototypes(filters)
→
LuaCustomTable[string → LuaTilePrototype]
Returns a dictionary of all LuaTilePrototypes that fit the given filters. The prototypes are indexed by name
.
Get every tile prototype that improves a player's walking speed by at least 50%.
local prototypes = game.get_filtered_tile_prototypes{{filter="walking-speed-modifier", comparison="≥", value=1.5}}
get_filtered_decorative_prototypes(filters)
→
LuaCustomTable[string → LuaDecorativePrototype]
Returns a dictionary of all LuaDecorativePrototypes that fit the given filters. The prototypes are indexed by name
.
Get every decorative prototype that is auto-placed.
local prototypes = game.get_filtered_decorative_prototypes{{filter="autoplace"}}
get_filtered_fluid_prototypes(filters)
→
LuaCustomTable[string → LuaFluidPrototype]
Returns a dictionary of all LuaFluidPrototypes that fit the given filters. The prototypes are indexed by name
.
Get every fluid prototype that has a heat capacity of exactly 100
.
local prototypes = game.get_filtered_fluid_prototypes{{filter="heat-capacity", comparison="=", value=100}}
get_filtered_recipe_prototypes(filters)
→
LuaCustomTable[string → LuaRecipePrototype]
Returns a dictionary of all LuaRecipePrototypes that fit the given filters. The prototypes are indexed by name
.
Get every recipe prototype that takes less than half a second to craft (at crafting speed 1
).
local prototypes = game.get_filtered_recipe_prototypes{{filter="energy", comparison="<", value=0.5}}
get_filtered_technology_prototypes(filters)
→
LuaCustomTable[string → LuaTechnologyPrototype]
Returns a dictionary of all LuaTechnologyPrototypes that fit the given filters. The prototypes are indexed by name
.
Get every technology prototype that can be researched at the start of the game.
local prototypes = game.get_filtered_technology_prototypes{{filter="has-prerequisites", invert=true}}
create_inventory(size)
→
LuaInventory
Creates an inventory that is not owned by any game object. It can be resized later with LuaInventory::resize.
The number of slots the inventory initially has.
Make sure to destroy it when you are done with it using LuaInventory::destroy.
get_script_inventories(mod?)
→
dictionary[string → array[LuaInventory]]
Gets the inventories created through LuaGameScript::create_inventory
The mod who's inventories to get. If not provided all inventories are returned.
A mapping of mod name to array of inventories owned by that mod.
Inventories created through console commands will be owned by "core"
.
encode_string(string)
→
string?
object_name
:: string
[Read]
This object's name.
player
:: LuaPlayer?
[Read]
This property is only populated inside custom command handlers and when writing Lua console commands. Returns the player that is typing the command, nil
in all other instances.
See LuaGameScript::players for accessing all players.
players
:: LuaCustomTable[uint or
string → LuaPlayer]
[Read]
Get a table of all the players that currently exist. This sparse table allows you to find players by indexing it with either their name
or index
. Iterating this table with pairs()
will only iterate the array part of the table. Iterating with ipairs()
will not work at all.
If only a single player is required, LuaGameScript::get_player should be used instead, as it avoids the unnecessary overhead of passing the whole table to Lua.
map_settings
:: MapSettings
[Read]
The currently active set of map settings. Even though this property is marked as read-only, the members of the dictionary that is returned can be modified mid-game.
This does not contain difficulty settings, use LuaGameScript::difficulty_settings instead.
difficulty_settings
:: DifficultySettings
[Read]
The currently active set of difficulty settings. Even though this property is marked as read-only, the members of the dictionary that is returned can be modified mid-game. This is however not recommended as different difficulties can have differing technology and recipe trees, which can cause problems for players.
This will set the technology price multiplier to 12.
game.difficulty_settings.technology_price_multiplier = 12
difficulty
:: defines.difficulty
[Read]
Current scenario difficulty.
forces
:: LuaCustomTable[uint or
string → LuaForce]
[Read]
Get a table of all the forces that currently exist. This sparse table allows you to find forces by indexing it with either their name
or index
. Iterating this table with pairs()
will only iterate the array part of the table. Iterating with ipairs()
will not work at all.
entity_prototypes
:: LuaCustomTable[string → LuaEntityPrototype]
[Read]
A dictionary containing every LuaEntityPrototype indexed by name
.
item_prototypes
:: LuaCustomTable[string → LuaItemPrototype]
[Read]
A dictionary containing every LuaItemPrototype indexed by name
.
fluid_prototypes
:: LuaCustomTable[string → LuaFluidPrototype]
[Read]
A dictionary containing every LuaFluidPrototype indexed by name
.
tile_prototypes
:: LuaCustomTable[string → LuaTilePrototype]
[Read]
A dictionary containing every LuaTilePrototype indexed by name
.
equipment_prototypes
:: LuaCustomTable[string → LuaEquipmentPrototype]
[Read]
A dictionary containing every LuaEquipmentPrototype indexed by name
.
damage_prototypes
:: LuaCustomTable[string → LuaDamagePrototype]
[Read]
A dictionary containing every LuaDamagePrototype indexed by name
.
virtual_signal_prototypes
:: LuaCustomTable[string → LuaVirtualSignalPrototype]
[Read]
A dictionary containing every LuaVirtualSignalPrototype indexed by name
.
equipment_grid_prototypes
:: LuaCustomTable[string → LuaEquipmentGridPrototype]
[Read]
A dictionary containing every LuaEquipmentGridPrototype indexed by name
.
recipe_prototypes
:: LuaCustomTable[string → LuaRecipePrototype]
[Read]
A dictionary containing every LuaRecipePrototype indexed by name
.
technology_prototypes
:: LuaCustomTable[string → LuaTechnologyPrototype]
[Read]
A dictionary containing every LuaTechnologyPrototype indexed by name
.
decorative_prototypes
:: LuaCustomTable[string → LuaDecorativePrototype]
[Read]
A dictionary containing every LuaDecorativePrototype indexed by name
.
particle_prototypes
:: LuaCustomTable[string → LuaParticlePrototype]
[Read]
A dictionary containing every LuaParticlePrototype indexed by name
.
autoplace_control_prototypes
:: LuaCustomTable[string → LuaAutoplaceControlPrototype]
[Read]
A dictionary containing every LuaAutoplaceControlPrototype indexed by name
.
noise_layer_prototypes
:: LuaCustomTable[string → LuaNoiseLayerPrototype]
[Read]
A dictionary containing every LuaNoiseLayerPrototype indexed by name
.
mod_setting_prototypes
:: LuaCustomTable[string → LuaModSettingPrototype]
[Read]
A dictionary containing every LuaModSettingPrototype indexed by name
.
custom_input_prototypes
:: LuaCustomTable[string → LuaCustomInputPrototype]
[Read]
A dictionary containing every LuaCustomInputPrototype indexed by name
.
ammo_category_prototypes
:: LuaCustomTable[string → LuaAmmoCategoryPrototype]
[Read]
A dictionary containing every LuaAmmoCategoryPrototype indexed by name
.
named_noise_expressions
:: LuaCustomTable[string → LuaNamedNoiseExpression]
[Read]
A dictionary containing every LuaNamedNoiseExpression indexed by name
.
item_subgroup_prototypes
:: LuaCustomTable[string → LuaGroup]
[Read]
A dictionary containing every ItemSubgroup indexed by name
.
item_group_prototypes
:: LuaCustomTable[string → LuaGroup]
[Read]
A dictionary containing every ItemGroup indexed by name
.
fuel_category_prototypes
:: LuaCustomTable[string → LuaFuelCategoryPrototype]
[Read]
A dictionary containing every LuaFuelCategoryPrototype indexed by name
.
resource_category_prototypes
:: LuaCustomTable[string → LuaResourceCategoryPrototype]
[Read]
A dictionary containing every LuaResourceCategoryPrototype indexed by name
.
achievement_prototypes
:: LuaCustomTable[string → LuaAchievementPrototype]
[Read]
A dictionary containing every LuaAchievementPrototype indexed by name
.
module_category_prototypes
:: LuaCustomTable[string → LuaModuleCategoryPrototype]
[Read]
A dictionary containing every LuaModuleCategoryPrototype indexed by name
.
equipment_category_prototypes
:: LuaCustomTable[string → LuaEquipmentCategoryPrototype]
[Read]
A dictionary containing every LuaEquipmentCategoryPrototype indexed by name
.
trivial_smoke_prototypes
:: LuaCustomTable[string → LuaTrivialSmokePrototype]
[Read]
A dictionary containing every LuaTrivialSmokePrototype indexed by name
.
shortcut_prototypes
:: LuaCustomTable[string → LuaShortcutPrototype]
[Read]
A dictionary containing every LuaShortcutPrototype indexed by name
.
recipe_category_prototypes
:: LuaCustomTable[string → LuaRecipeCategoryPrototype]
[Read]
A dictionary containing every LuaRecipeCategoryPrototype indexed by name
.
font_prototypes
:: LuaCustomTable[string → LuaFontPrototype]
[Read]
A dictionary containing every LuaFontPrototype indexed by name
.
map_gen_presets
:: LuaCustomTable[string → MapGenPreset]
[Read]
A dictionary containing every MapGenPreset indexed by name
.
A MapGenPreset is an exact copy of the prototype table provided from the data stage.
styles
:: LuaCustomTable[string → string]
[Read]
The styles that LuaGuiElement can use, indexed by name
.
tick
:: uint
[Read]
Current map tick.
ticks_played
:: uint
[Read]
The number of ticks since this game was 'created'. A game is 'created' either by using "new game" or "new game from scenario".
This differs over LuaGameScript::tick in that making a game from a scenario always starts with ticks_played value at 0 even if the scenario has its own level data where the LuaGameScript::tick is > 0.
This value has no relation with LuaGameScript::tick and can be completely different values.
tick_paused
:: boolean
[Read/Write]
If the tick has been paused. This means that entity update has been paused.
ticks_to_run
:: uint
[Read/Write]
The number of ticks to be run while the tick is paused. When LuaGameScript::tick_paused is true, ticks_to_run behaves the following way: While this is > 0, the entity update is running normally and this value is decremented every tick. When this reaches 0, the game will pause again.
finished
:: boolean
[Read]
True while the victory screen is shown.
finished_but_continuing
:: boolean
[Read]
True after players finished the game and clicked "continue".
speed
:: float
[Read/Write]
Speed to update the map at. 1.0 is normal speed -- 60 UPS.
Minimum value is 0.01.
surfaces
:: LuaCustomTable[uint or
string → LuaSurface]
[Read]
Get a table of all the surfaces that currently exist. This sparse table allows you to find surfaces by indexing it with either their name
or index
. Iterating this table with pairs()
will only iterate the array part of the table. Iterating with ipairs()
will not work at all.
active_mods
:: dictionary[string → string]
[Read]
The active mods versions. The keys are mod names, the values are the versions.
This will print the names and versions of active mods to player p's console.
for name, version in pairs(game.active_mods) do
p.print(name .. " version " .. version)
end
connected_players
:: array[LuaPlayer]
[Read]
The players that are currently online.
This is primarily useful when you want to do some action against all online players.
This does not index using player index. See LuaPlayer::index on each player instance for the player index.
permissions
:: LuaPermissionGroups
[Read]
backer_names
:: LuaCustomTable[uint → string]
[Read]
Array of the names of all the backers that supported the game development early on. These are used as names for labs, locomotives, radars, roboports, and train stops.
default_map_gen_settings
:: MapGenSettings
[Read]
The default map gen settings for this save.
enemy_has_vision_on_land_mines
:: boolean
[Read/Write]
Determines if enemy land mines are completely invisible or not.
autosave_enabled
:: boolean
[Read/Write]
True by default. Can be used to disable autosaving. Make sure to turn it back on soon after.
draw_resource_selection
:: boolean
[Read/Write]
True by default. Can be used to disable the highlighting of resource patches when they are hovered on the map.
pollution_statistics
:: LuaFlowStatistics
[Read]
The pollution statistics for this map.
max_force_distraction_distance
:: double
[Read]
max_force_distraction_chunk_distance
:: uint
[Read]
max_electric_pole_supply_area_distance
:: float
[Read]
max_electric_pole_connection_distance
:: double
[Read]
max_beacon_supply_area_distance
:: double
[Read]
max_gate_activation_distance
:: double
[Read]
max_inserter_reach_distance
:: double
[Read]
max_pipe_to_ground_distance
:: uint8
[Read]
max_underground_belt_distance
:: uint8
[Read]