AI command exit status.
State of a chain signal.
Command given to units describing what they should do.
How commands are joined together in a compound command (see defines.command.compound).
See the events page for more info on what events contain and when they get raised.
A dictionary mapping all top-level prototypes by name to a list of their associated subtypes.
State of an ordinary rail signal.
alert_type
behavior_result
AI command exit status. See LuaEntity::set_command
build_check_type
chain_signal_state
State of a chain signal.
chunk_generated_status
circuit_condition_index
circuit_connector_id
command
Command given to units describing what they should do.
Attack another entity.
Go to a specific position.
Chain commands together, see defines.compound_command.
Do what your group wants you to do.
Go to a place and attack what you see.
Chill.
Flee from another entity.
Stop moving and stay where you are.
Go to a position and build a base there.
compound_command
How commands are joined together in a compound command (see defines.command.compound).
Fail on first failure. Only succeeds if all commands (executed one after another) succeed.
Succeed on first success. Only fails if all commands (executed one after another) fail.
Execute all commands in sequence and fail or succeed depending on the return status of the last command.
control_behavior
inserter
circuit_mode_of_operation
type
controllers
Can't interact with the world, can only observe. Used in the multiplayer waiting-to-respawn screen.
The controller controls a character. This is the default controller in freeplay.
The controller isn't tied to a character. This is the default controller in sandbox.
The Editor Controller near ultimate power to do almost anything in the game.
The player can't interact with the world, and the camera pans around in a predefined manner.
Can't change anything in the world but can view anything.
deconstruction_item
direction
disconnect_reason
distraction
Perform command even if someone attacks the unit.
Attack closer enemy entities with force.
Attack closer enemy entities, including entities "built" by player (belts, inserters, chests).
Attack when attacked.
entity_status
Used by generators and solar panels.
Used by power switches.
Used by power switches.
Used by accumulators.
Used by accumulators.
Used by accumulators.
Used by logistic containers.
Used by assembling machines.
Used by furnaces.
Used by boilers, fluid turrets and fluid energy sources: Boiler has no fluid to work with.
Used by labs.
Used by mining drills.
Used by boilers and fluid turrets: Boiler still has some fluid but is about to run out.
Used by crafting machines.
Used by crafting machines, boilers, burner energy sources and reactors: Reactor/burner has full burnt result inventory, boiler has full output fluidbox.
Used by crafting machines.
Used by mining drills when the mining fluid is missing.
Used by labs.
Used by inserters.
Used by inserters and mining drills.
Used by the rocket silo.
Used by the rocket silo.
Used by the rocket silo.
Used by beacons.
Used by roboports.
Used by inserters targeting entity ghosts.
Used by inserters targeting rails.
Used by ammo turrets.
Used by heat energy sources.
Used by constant combinators: Combinator is turned off via switch in GUI.
Used by lamps.
Used by rail signals.
Used by rail signals.
events
See the events page for more info on what events contain and when they get raised.
flow_precision_index
group_state
gui_type
input_action
inventory
logistic_member_index
logistic_mode
prototypes
A dictionary mapping all top-level prototypes by name to a list of their associated subtypes. This list is organized as a lookup table, meaning it maps the sub-prototype names to 0
. As an example, defines.prototypes['entity']
looks like this: {furnace=0, inserter=0, container=0, ...}
.
rail_connection_direction
relative_gui_position
relative_gui_type
rich_text_setting
rocket_silo_status
shooting
signal_state
State of an ordinary rail signal.
Green.
Red.
Orange.
Red - From circuit network.
train_state
Normal state -- following the path.
Had path and lost it -- must stop.
Doesn't have anywhere to go.
Has no path and is stopped.
Braking before a rail signal.
Waiting at a signal.
Braking before a station.
Waiting at a station.
Switched to manual control and has to stop.
Can move if user explicitly sits in and rides the train.
Same as no_path but all candidate train stops are full
transport_line
wire_connection_id