A player in the game. Pay attention that a player may or may not have a character, which is the LuaEntity of the little guy running around the world doing things.
set_ending_screen_data(message, file?) |
Setup the screen to be shown when the game is finished. |
|
Setup the screen to be shown when the game is finished. |
||
print(message, color?) |
Print text to the chat console. |
|
Print text to the chat console. |
||
clear_console() |
Clear the chat console. |
|
Clear the chat console. |
||
get_goal_description() | → LocalisedString |
Get the current goal description, as a localised string. |
Get the current goal description, as a localised string. |
||
set_goal_description(text?, only_update?) |
Set the text in the goal window (top left). |
|
Set the text in the goal window (top left). |
||
set_controller{type=…, character?=…, waypoints?=…, start_position?=…, start_zoom?=…, final_transition_time?=…, chart_mode_cutoff?=…} |
Set the controller type of the player. |
|
Set the controller type of the player. |
||
drag_wire{position=…} | → boolean |
Start/end wire dragging at the specified location, wire type is based on the cursor contents |
Start/end wire dragging at the specified location, wire type is based on the cursor contents |
||
disable_recipe_groups() |
Disable recipe groups. |
|
Disable recipe groups. |
||
enable_recipe_groups() |
Enable recipe groups. |
|
Enable recipe groups. |
||
disable_recipe_subgroups() |
Disable recipe subgroups. |
|
Disable recipe subgroups. |
||
enable_recipe_subgroups() |
Enable recipe subgroups. |
|
Enable recipe subgroups. |
||
print_entity_statistics(entities?) |
Print entity statistics to the player's console. |
|
Print entity statistics to the player's console. |
||
print_robot_jobs() |
Print construction robot job counts to the players console. |
|
Print construction robot job counts to the players console. |
||
print_lua_object_statistics() |
Print LuaObject counts per mod. |
|
Print LuaObject counts per mod. |
||
log_active_entity_chunk_counts() |
Logs a dictionary of chunks -> active entities for the surface this player is on. |
|
Logs a dictionary of chunks -> active entities for the surface this player is on. |
||
log_active_entity_counts() |
Logs a dictionary of active entities -> count for the surface this player is on. |
|
Logs a dictionary of active entities -> count for the surface this player is on. |
||
unlock_achievement(name) |
Unlock the achievements of the given player. |
|
Unlock the achievements of the given player. |
||
clear_cursor() | → boolean |
Invokes the "clear cursor" action on the player as if the user pressed it. |
Invokes the "clear cursor" action on the player as if the user pressed it. |
||
create_character(character?) | → boolean |
Creates and attaches a character entity to this player. |
Creates and attaches a character entity to this player. |
||
add_alert(entity, type) |
Adds an alert to this player for the given entity of the given alert type. |
|
Adds an alert to this player for the given entity of the given alert type. |
||
add_custom_alert(entity, icon, message, show_on_map) |
Adds a custom alert to this player. |
|
Adds a custom alert to this player. |
||
remove_alert{entity?=…, prototype?=…, position?=…, type?=…, surface?=…, icon?=…, message?=…} |
Removes all alerts matching the given filters or if an empty filters table is given all alerts are removed. |
|
Removes all alerts matching the given filters or if an empty filters table is given all alerts are removed. |
||
get_alerts{entity?=…, prototype?=…, position?=…, type?=…, surface?=…} | → dictionary[uint → dictionary[defines.alert_type → array[Alert]]] |
Get all alerts matching the given filters, or all alerts if no filters are given. |
Get all alerts matching the given filters, or all alerts if no filters are given. |
||
mute_alert(alert_type) | → boolean |
Mutes alerts for the given alert category. |
Mutes alerts for the given alert category. |
||
unmute_alert(alert_type) | → boolean |
Unmutes alerts for the given alert category. |
Unmutes alerts for the given alert category. |
||
is_alert_muted(alert_type) | → boolean |
If the given alert type is currently muted. |
If the given alert type is currently muted. |
||
enable_alert(alert_type) | → boolean |
Enables alerts for the given alert category. |
Enables alerts for the given alert category. |
||
disable_alert(alert_type) | → boolean |
Disables alerts for the given alert category. |
Disables alerts for the given alert category. |
||
is_alert_enabled(alert_type) | → boolean |
If the given alert type is currently enabled. |
If the given alert type is currently enabled. |
||
pipette_entity(entity) | → boolean |
Invokes the "smart pipette" action on the player as if the user pressed it. |
Invokes the "smart pipette" action on the player as if the user pressed it. |
||
can_place_entity{name=…, position=…, direction?=…} | → boolean |
Checks if this player can build the given entity at the given location on the surface the player is on. |
Checks if this player can build the given entity at the given location on the surface the player is on. |
||
can_build_from_cursor{position=…, direction?=…, alt?=…, terrain_building_size?=…, skip_fog_of_war?=…} | → boolean |
Checks if this player can build what ever is in the cursor on the surface the player is on. |
Checks if this player can build what ever is in the cursor on the surface the player is on. |
||
build_from_cursor{position=…, direction?=…, alt?=…, terrain_building_size?=…, skip_fog_of_war?=…} |
Builds whatever is in the cursor on the surface the player is on. |
|
Builds whatever is in the cursor on the surface the player is on. |
||
use_from_cursor(position) |
Uses the current item in the cursor if it's a capsule or does nothing if not. |
|
Uses the current item in the cursor if it's a capsule or does nothing if not. |
||
play_sound{path=…, position?=…, volume_modifier?=…, override_sound_type?=…} |
Play a sound for this player. |
|
Play a sound for this player. |
||
get_associated_characters() | → array[LuaEntity] |
The characters associated with this player. |
The characters associated with this player. |
||
associate_character(character) |
Associates a character with this player. |
|
Associates a character with this player. |
||
disassociate_character(character) |
Disassociates a character from this player. |
|
Disassociates a character from this player. |
||
create_local_flying_text{text=…, position?=…, create_at_cursor?=…, color?=…, time_to_live?=…, speed?=…} |
Spawn flying text that is only visible to this player. |
|
Spawn flying text that is only visible to this player. |
||
get_quick_bar_slot(index) | → LuaItemPrototype? |
Gets the quick bar filter for the given slot or |
Gets the quick bar filter for the given slot or |
||
set_quick_bar_slot(index, filter) |
Sets the quick bar filter for the given slot. |
|
Sets the quick bar filter for the given slot. |
||
get_active_quick_bar_page(index) | → uint8? |
Gets which quick bar page is being used for the given screen page or |
Gets which quick bar page is being used for the given screen page or |
||
set_active_quick_bar_page(screen_index, page_index) |
Sets which quick bar page is being used for the given screen page. |
|
Sets which quick bar page is being used for the given screen page. |
||
jump_to_cutscene_waypoint(waypoint_index) |
Jump to the specified cutscene waypoint. |
|
Jump to the specified cutscene waypoint. |
||
exit_cutscene() |
Exit the current cutscene. |
|
Exit the current cutscene. |
||
open_map(position, scale?, entity?) |
Queues a request to open the map at the specified position. |
|
Queues a request to open the map at the specified position. |
||
zoom_to_world(position, scale?, entity?) |
Queues a request to zoom to world at the specified position. |
|
Queues a request to zoom to world at the specified position. |
||
close_map() |
Queues request to switch to the normal game view from the map or zoom to world view. |
|
Queues request to switch to the normal game view from the map or zoom to world view. |
||
is_shortcut_toggled(prototype_name) | → boolean |
Is a custom Lua shortcut currently toggled? |
Is a custom Lua shortcut currently toggled? |
||
is_shortcut_available(prototype_name) | → boolean |
Is a custom Lua shortcut currently available? |
Is a custom Lua shortcut currently available? |
||
set_shortcut_toggled(prototype_name, toggled) |
Toggle or untoggle a custom Lua shortcut |
|
Toggle or untoggle a custom Lua shortcut |
||
set_shortcut_available(prototype_name, available) |
Make a custom Lua shortcut available or unavailable. |
|
Make a custom Lua shortcut available or unavailable. |
||
connect_to_server{address=…, name?=…, description?=…, password?=…} |
Asks the player if they would like to connect to the given server. |
|
Asks the player if they would like to connect to the given server. |
||
toggle_map_editor() |
Toggles this player into or out of the map editor. |
|
Toggles this player into or out of the map editor. |
||
request_translation(localised_string) | → uint? |
Requests a translation for the given localised string. |
Requests a translation for the given localised string. |
||
request_translations(localised_strings) | → array[uint]? |
Requests translation for the given set of localised strings. |
Requests translation for the given set of localised strings. |
||
get_infinity_inventory_filter(index) | → InfinityInventoryFilter? |
Gets the filter for this map editor infinity filters at the given index or |
Gets the filter for this map editor infinity filters at the given index or |
||
set_infinity_inventory_filter(index, filter) |
Sets the filter for this map editor infinity filters at the given index. |
|
Sets the filter for this map editor infinity filters at the given index. |
||
clear_recipe_notifications() |
Clears all recipe notifications for this player. |
|
Clears all recipe notifications for this player. |
||
add_recipe_notification(recipe) |
Adds the given recipe to the list of recipe notifications for this player. |
|
Adds the given recipe to the list of recipe notifications for this player. |
||
add_to_clipboard(blueprint) |
Adds the given blueprint to this player's clipboard queue. |
|
Adds the given blueprint to this player's clipboard queue. |
||
activate_paste() |
Gets a copy of the currently selected blueprint in the clipboard queue into the player's cursor, as if the player activated Paste. |
|
Gets a copy of the currently selected blueprint in the clipboard queue into the player's cursor, as if the player activated Paste. |
||
start_selection(position, selection_mode) |
Starts selection with selection tool from the specified position. |
|
Starts selection with selection tool from the specified position. |
||
clear_selection() |
Clears the players selection tool selection position. |
|
Clears the players selection tool selection position. |
||
help() | → string |
All methods and properties that this object supports. |
All methods and properties that this object supports. |
||
character [RW] | :: LuaEntity? |
The character attached to this player, if any. |
The character attached to this player, if any. |
||
cutscene_character [R] | :: LuaEntity? |
When in a cutscene; the character this player would be using once the cutscene is over, if any. |
When in a cutscene; the character this player would be using once the cutscene is over, if any. |
||
index [R] | :: uint |
This player's unique index in LuaGameScript::players. |
This player's unique index in LuaGameScript::players. |
||
gui [R] | :: LuaGui |
|
opened_self [R] | :: boolean |
|
|
||
controller_type [R] | :: defines.controllers |
|
stashed_controller_type [R] | :: defines.controllers? |
The stashed controller type, if any. |
The stashed controller type, if any. |
||
game_view_settings [RW] | :: GameViewSettings |
The player's game view settings. |
The player's game view settings. |
||
minimap_enabled [RW] | :: boolean |
|
|
||
color [RW] | :: Color |
The color associated with the player. |
The color associated with the player. |
||
chat_color [RW] | :: Color |
The color used when this player talks in game. |
The color used when this player talks in game. |
||
name [R] | :: string |
The player's username. |
The player's username. |
||
tag [RW] | :: string |
The tag that is shown after the player in chat and on the map. |
The tag that is shown after the player in chat and on the map. |
||
connected [R] | :: boolean |
|
|
||
admin [RW] | :: boolean |
|
|
||
entity_copy_source [R] | :: LuaEntity? |
The source entity used during entity settings copy-paste, if any. |
The source entity used during entity settings copy-paste, if any. |
||
afk_time [R] | :: uint |
How many ticks since the last action of this player |
How many ticks since the last action of this player |
||
online_time [R] | :: uint |
How many ticks did this player spend playing this save (all sessions combined) |
How many ticks did this player spend playing this save (all sessions combined) |
||
last_online [R] | :: uint |
At what tick this player was last online. |
At what tick this player was last online. |
||
permission_group [RW] | :: LuaPermissionGroup? |
The permission group this player is part of, if any. |
The permission group this player is part of, if any. |
||
mod_settings [R] | :: LuaCustomTable[string → ModSetting] |
The current per-player settings for the this player, indexed by prototype name. |
The current per-player settings for the this player, indexed by prototype name. |
||
ticks_to_respawn [RW] | :: uint? |
The number of ticks until this player will respawn. |
The number of ticks until this player will respawn. |
||
display_resolution [R] | :: DisplayResolution |
The display resolution for this player. |
The display resolution for this player. |
||
display_scale [R] | :: double |
The display scale for this player. |
The display scale for this player. |
||
blueprint_to_setup [R] | :: LuaItemStack |
The item stack containing a blueprint to be setup. |
The item stack containing a blueprint to be setup. |
||
render_mode [R] | :: defines.render_mode |
The render mode of the player, like map or zoom to world. |
The render mode of the player, like map or zoom to world. |
||
spectator [RW] | :: boolean |
If |
If |
||
show_on_map [RW] | :: boolean |
If |
If |
||
remove_unfiltered_items [RW] | :: boolean |
If items not included in this map editor infinity inventory filters should be removed. |
If items not included in this map editor infinity inventory filters should be removed. |
||
infinity_inventory_filters [RW] | :: array[InfinityInventoryFilter] |
The filters for this map editor infinity inventory settings. |
The filters for this map editor infinity inventory settings. |
||
auto_sort_main_inventory [R] | :: boolean |
If the main inventory will be auto sorted. |
If the main inventory will be auto sorted. |
||
hand_location [RW] | :: ItemStackLocation? |
The original location of the item in the cursor, marked with a hand. |
The original location of the item in the cursor, marked with a hand. |
||
cursor_stack_temporary [RW] | :: boolean |
Returns true if the current item stack in cursor will be destroyed after clearing the cursor. |
Returns true if the current item stack in cursor will be destroyed after clearing the cursor. |
||
drag_target [R] | :: DragTarget? |
The wire drag target for this player, if any. |
The wire drag target for this player, if any. |
||
zoom [W] | :: double |
The player's zoom-level. |
The player's zoom-level. |
||
map_view_settings [W] | :: MapViewSettings |
The player's map view settings. |
The player's map view settings. |
||
valid [R] | :: boolean |
Is this object valid? |
Is this object valid? |
||
object_name [R] | :: string |
The class name of this object. |
The class name of this object. |
Setup the screen to be shown when the game is finished.
message | :: LocalisedString |
Message to be shown. |
Message to be shown. |
||
file | :: string? |
Path to image to be shown. |
Path to image to be shown. |
Print text to the chat console.
message | :: LocalisedString |
|
color | :: Color? |
|
Messages that are identical to a message sent in the last 60 ticks are not printed again.
Get the current goal description, as a localised string.
Set the text in the goal window (top left).
text | :: LocalisedString? |
The text to display. Lines can be delimited with |
The text to display. Lines can be delimited with |
||
only_update | :: boolean? |
When |
When |
Set the controller type of the player.
type | :: defines.controllers |
Which controller to use. |
Which controller to use. |
||
character | :: LuaEntity? |
Entity to control. Mandatory when |
Entity to control. Mandatory when |
||
waypoints | :: CutsceneWaypoint? |
List of waypoints for the cutscene controller. This parameter is mandatory when |
List of waypoints for the cutscene controller. This parameter is mandatory when |
||
start_position | :: MapPosition? |
If specified and |
If specified and |
||
start_zoom | :: double? |
If specified and |
If specified and |
||
final_transition_time | :: uint? |
If specified and |
If specified and |
||
chart_mode_cutoff | :: double? |
If specified and |
If specified and |
Setting a player to defines.controllers.editor auto promotes the player to admin and enables cheat mode.
Setting a player to defines.controllers.editor also requires the calling player be an admin.
Start/end wire dragging at the specified location, wire type is based on the cursor contents
position | :: MapPosition |
Position at which cursor was clicked. Used only to decide which side of arithmetic combinator, decider combinator or power switch is to be connected. Entity itself to be connected is based on the player's selected entity. |
Position at which cursor was clicked. Used only to decide which side of arithmetic combinator, decider combinator or power switch is to be connected. Entity itself to be connected is based on the player's selected entity. |
→ boolean |
|
Print entity statistics to the player's console.
entities | :: array[string]? |
Entity prototypes to get statistics for. If not specified or empty, display statistics for all entities. |
Entity prototypes to get statistics for. If not specified or empty, display statistics for all entities. |
Logs a dictionary of chunks -> active entities for the surface this player is on.
Logs a dictionary of active entities -> count for the surface this player is on.
Unlock the achievements of the given player. This has any effect only when this is the local player, the achievement isn't unlocked so far and the achievement is of the type "achievement".
name | :: string |
name of the achievement to unlock |
name of the achievement to unlock |
Invokes the "clear cursor" action on the player as if the user pressed it.
→ boolean |
Whether the cursor is now empty. |
on_player_cursor_stack_changed? current_tick |
Raised when the cursor was successfully cleared. |
Creates and attaches a character entity to this player.
character | :: string? |
The character to create else the default is used. |
The character to create else the default is used. |
→ boolean |
Whether the character was created. |
The player must not have a character already connected and must be online (see LuaPlayer::connected).
Adds an alert to this player for the given entity of the given alert type.
entity | :: LuaEntity |
|
type | :: defines.alert_type |
|
Adds a custom alert to this player.
entity | :: LuaEntity |
If the alert is clicked, the map will open at the position of this entity. |
If the alert is clicked, the map will open at the position of this entity. |
||
icon | :: SignalID |
|
message | :: LocalisedString |
|
show_on_map | :: boolean |
|
Removes all alerts matching the given filters or if an empty filters table is given all alerts are removed.
entity | :: LuaEntity? |
|
prototype | :: LuaEntityPrototype or string? |
|
position | :: MapPosition? |
|
type | :: defines.alert_type? |
|
surface | :: SurfaceIdentification? |
|
icon | :: SignalID? |
|
message | :: LocalisedString? |
|
Get all alerts matching the given filters, or all alerts if no filters are given.
entity | :: LuaEntity? |
|
prototype | :: LuaEntityPrototype? |
|
position | :: MapPosition? |
|
type | :: defines.alert_type? |
|
surface | :: SurfaceIdentification? |
|
→ dictionary[uint → dictionary[defines.alert_type → array[Alert]]] |
A mapping of surface index to an array of arrays of alerts indexed by the alert type. |
Mutes alerts for the given alert category.
alert_type | :: defines.alert_type |
|
→ boolean |
Whether the alert type was muted (false if it was already muted). |
Unmutes alerts for the given alert category.
alert_type | :: defines.alert_type |
|
→ boolean |
Whether the alert type was unmuted (false if it was wasn't muted). |
Enables alerts for the given alert category.
alert_type | :: defines.alert_type |
|
→ boolean |
Whether the alert type was enabled (false if it was already enabled). |
Disables alerts for the given alert category.
alert_type | :: defines.alert_type |
|
→ boolean |
Whether the alert type was disabled (false if it was already disabled). |
Invokes the "smart pipette" action on the player as if the user pressed it.
entity | :: string or LuaEntity or LuaEntityPrototype |
|
→ boolean |
Whether the smart pipette found something to place. |
on_player_pipette? instantly |
Raised if the entity was successfully pipetted. |
Checks if this player can build the given entity at the given location on the surface the player is on.
name | :: string |
Name of the entity to check. |
Name of the entity to check. |
||
position | :: MapPosition |
Where the entity would be placed. |
Where the entity would be placed. |
||
direction | :: defines.direction? |
Direction the entity would be placed. Defaults to |
Direction the entity would be placed. Defaults to |
Checks if this player can build what ever is in the cursor on the surface the player is on.
position | :: MapPosition |
Where the entity would be placed |
Where the entity would be placed |
||
direction | :: defines.direction? |
Direction the entity would be placed |
Direction the entity would be placed |
||
alt | :: boolean? |
If alt build should be used instead of normal build. Defaults to normal. |
If alt build should be used instead of normal build. Defaults to normal. |
||
terrain_building_size | :: uint? |
The size for building terrain if building terrain. Defaults to 2. |
The size for building terrain if building terrain. Defaults to 2. |
||
skip_fog_of_war | :: boolean? |
If chunks covered by fog-of-war are skipped. |
If chunks covered by fog-of-war are skipped. |
Builds whatever is in the cursor on the surface the player is on. The cursor stack will automatically be reduced as if the player built normally.
position | :: MapPosition |
Where the entity would be placed |
Where the entity would be placed |
||
direction | :: defines.direction? |
Direction the entity would be placed |
Direction the entity would be placed |
||
alt | :: boolean? |
If alt build should be used instead of normal build. Defaults to normal. |
If alt build should be used instead of normal build. Defaults to normal. |
||
terrain_building_size | :: uint? |
The size for building terrain if building terrain. Defaults to 2. |
The size for building terrain if building terrain. Defaults to 2. |
||
skip_fog_of_war | :: boolean? |
If chunks covered by fog-of-war are skipped. |
If chunks covered by fog-of-war are skipped. |
on_pre_build? instantly |
Raised if the cursor was successfully built. |
on_built_entity? instantly |
Raised if the cursor was successfully built. |
Uses the current item in the cursor if it's a capsule or does nothing if not.
position | :: MapPosition |
Where the item would be used. |
Where the item would be used. |
Play a sound for this player.
path | :: SoundPath |
The sound to play. |
The sound to play. |
||
position | :: MapPosition? |
Where the sound should be played. If not given, it's played at the current position of the player. |
Where the sound should be played. If not given, it's played at the current position of the player. |
||
volume_modifier | :: double? |
The volume of the sound to play. Must be between 0 and 1 inclusive. |
The volume of the sound to play. Must be between 0 and 1 inclusive. |
||
override_sound_type | :: SoundType? |
The volume mixer to play the sound through. Defaults to the default mixer for the given sound type. |
The volume mixer to play the sound through. Defaults to the default mixer for the given sound type. |
The characters associated with this player.
The array will always be empty when the player is disconnected (see LuaPlayer::connected) regardless of there being associated characters.
Characters associated with this player will be logged off when this player disconnects but are not controlled by any player.
Associates a character with this player.
character | :: LuaEntity |
The character entity. |
The character entity. |
The character must not be connected to any controller.
If this player is currently disconnected (see LuaPlayer::connected) the character will be immediately "logged off".
See LuaPlayer::get_associated_characters for more information.
Disassociates a character from this player. This is functionally the same as setting LuaEntity::associated_player to nil
.
character | :: LuaEntity |
The character entity |
The character entity |
See LuaPlayer::get_associated_characters for more information.
Spawn flying text that is only visible to this player. Either position
or create_at_cursor
are required. When create_at_cursor
is true
, all parameters other than text
are ignored.
text | :: LocalisedString |
The flying text to show. |
The flying text to show. |
||
position | :: MapPosition? |
The location on the map at which to show the flying text. |
The location on the map at which to show the flying text. |
||
create_at_cursor | :: boolean? |
If |
If |
||
color | :: Color? |
The color of the flying text. Defaults to white text. |
The color of the flying text. Defaults to white text. |
||
time_to_live | :: uint? |
The amount of ticks that the flying text will be shown for. Defaults to |
The amount of ticks that the flying text will be shown for. Defaults to |
||
speed | :: double? |
The speed at which the text rises upwards in tiles/second. Can't be a negative value. |
The speed at which the text rises upwards in tiles/second. Can't be a negative value. |
If no custom speed
is set and the text is longer than 25 characters, its time_to_live
and speed
are dynamically adjusted to give players more time to read it.
Local flying text is not saved, which means it will disappear after a save/load-cycle.
Gets the quick bar filter for the given slot or nil
.
index | :: uint |
The slot index. 1 for the first slot of page one, 2 for slot two of page one, 11 for the first slot of page 2, etc. |
The slot index. 1 for the first slot of page one, 2 for slot two of page one, 11 for the first slot of page 2, etc. |
Sets the quick bar filter for the given slot.
index | :: uint |
The slot index. 1 for the first slot of page one, 2 for slot two of page one, 11 for the first slot of page 2, etc. |
The slot index. 1 for the first slot of page one, 2 for slot two of page one, 11 for the first slot of page 2, etc. |
||
filter | :: string or LuaItemPrototype or LuaItemStack |
The filter or |
The filter or |
Gets which quick bar page is being used for the given screen page or nil
if not known.
index | :: uint |
The screen page. Index 1 is the top row in the gui. Index can go beyond the visible number of bars on the screen to account for the interface config setting change. |
The screen page. Index 1 is the top row in the gui. Index can go beyond the visible number of bars on the screen to account for the interface config setting change. |
Sets which quick bar page is being used for the given screen page.
screen_index | :: uint |
The screen page. Index 1 is the top row in the gui. Index can go beyond the visible number of bars on the screen to account for the interface config setting change. |
The screen page. Index 1 is the top row in the gui. Index can go beyond the visible number of bars on the screen to account for the interface config setting change. |
||
page_index | :: uint |
The new quick bar page. |
The new quick bar page. |
Jump to the specified cutscene waypoint. Only works when the player is viewing a cutscene.
waypoint_index | :: uint |
|
Queues a request to open the map at the specified position. If the map is already opened, the request will simply set the position, scale, and entity to follow. Render mode change requests are processed before rendering of the next frame.
position | :: MapPosition |
|
scale | :: double? |
|
entity | :: LuaEntity? |
The entity to follow. If not given the current entity being followed will be cleared. |
The entity to follow. If not given the current entity being followed will be cleared. |
Queues a request to zoom to world at the specified position. If the player is already zooming to world, the request will simply set the position, scale, and entity to follow. Render mode change requests are processed before rendering of the next frame.
position | :: MapPosition |
|
scale | :: double? |
|
entity | :: LuaEntity? |
The entity to follow. If not given the current entity being followed will be cleared. |
The entity to follow. If not given the current entity being followed will be cleared. |
Queues request to switch to the normal game view from the map or zoom to world view. Render mode change requests are processed before rendering of the next frame.
Is a custom Lua shortcut currently toggled?
prototype_name | :: string |
Prototype name of the custom shortcut. |
Prototype name of the custom shortcut. |
Is a custom Lua shortcut currently available?
prototype_name | :: string |
Prototype name of the custom shortcut. |
Prototype name of the custom shortcut. |
Asks the player if they would like to connect to the given server.
address | :: string |
The server (address:port) if port is not given the default Factorio port is used. |
The server (address:port) if port is not given the default Factorio port is used. |
||
name | :: LocalisedString? |
The name of the server. |
The name of the server. |
||
description | :: LocalisedString? |
|
password | :: string? |
The password if different from the one used to join this game. Note, if the current password is not empty but the one required to join the new server is an empty string should be given for this field. |
The password if different from the one used to join this game. Note, if the current password is not empty but the one required to join the new server is an empty string should be given for this field. |
This only does anything when used on a multiplayer peer. Single player and server hosts will ignore the prompt.
Toggles this player into or out of the map editor. Does nothing if this player isn't an admin or if the player doesn't have permission to use the map editor.
on_pre_player_toggled_map_editor? instantly |
Raised if the map editor was successfully toggled. |
on_player_toggled_map_editor? instantly |
Raised if the map editor was successfully toggled. |
Requests a translation for the given localised string. If the request is successful, the on_string_translated event will be fired with the results.
localised_string | :: LocalisedString |
|
→ uint? |
The unique ID for the requested translation. |
on_string_translated? future_tick |
Raised if the request was successfully sent. |
Does nothing if this player is not connected (see LuaPlayer::connected).
Requests translation for the given set of localised strings. If the request is successful, a on_string_translated event will be fired for each string with the results.
localised_strings | :: array[LocalisedString] |
|
→ array[uint]? |
The unique IDs for the requested translations. |
on_string_translated? future_tick |
Raised if the request was successfully sent. |
Does nothing if this player is not connected (see LuaPlayer::connected).
Gets the filter for this map editor infinity filters at the given index or nil
if the filter index doesn't exist or is empty.
index | :: uint |
The index to get. |
The index to get. |
Sets the filter for this map editor infinity filters at the given index.
index | :: uint |
The index to set. |
The index to set. |
||
filter | :: InfinityInventoryFilter or nil |
The new filter or |
The new filter or |
Adds the given recipe to the list of recipe notifications for this player.
recipe | :: string |
Name of the recipe prototype to add. |
Name of the recipe prototype to add. |
Adds the given blueprint to this player's clipboard queue.
blueprint | :: LuaItemStack |
The blueprint to add. |
The blueprint to add. |
Gets a copy of the currently selected blueprint in the clipboard queue into the player's cursor, as if the player activated Paste.
Starts selection with selection tool from the specified position. Does nothing if the players cursor is not a selection tool.
position | :: MapPosition |
The position to start selection from. |
The position to start selection from. |
||
selection_mode | :: string |
The type of selection to start. Can be |
The type of selection to start. Can be |
All methods and properties that this object supports.
The character attached to this player, if any. Returns nil
when the player is disconnected (see LuaPlayer::connected).
When in a cutscene; the character this player would be using once the cutscene is over, if any. Returns nil
when the player is disconnected (see LuaPlayer::connected).
This player's unique index in LuaGameScript::players. It is given to them when they are created and remains assigned to them until they are removed.
true
if the player opened itself. I.e. if they opened the character or god-controller GUI.
The stashed controller type, if any.
This is mainly useful when a player is in the map editor.
The player's game view settings.
true
if the minimap is visible.
The color associated with the player. This will be used to tint the player's character as well as their buildings and vehicles.
The color used when this player talks in game.
The player's username.
The tag that is shown after the player in chat and on the map.
true
if the player is currently connected to the game.
true
if the player is an admin.
Trying to change player admin status from the console when you aren't an admin does nothing.
The source entity used during entity settings copy-paste, if any.
How many ticks since the last action of this player
How many ticks did this player spend playing this save (all sessions combined)
At what tick this player was last online.
The permission group this player is part of, if any.
The current per-player settings for the this player, indexed by prototype name. Returns the same structure as LuaSettings::get_player_settings.
This table will become invalid if its associated player does.
The number of ticks until this player will respawn. nil
if this player is not waiting to respawn.
Set to nil
to immediately respawn the player.
Set to any positive value to trigger the respawn state for this player.
The display resolution for this player.
During on_player_created, this attribute will always return a resolution of {width=1920, height=1080}
. To get the actual resolution, listen to the on_player_display_resolution_changed event raised shortly afterwards.
The display scale for this player.
During on_player_created, this attribute will always return a scale of 1
. To get the actual scale, listen to the on_player_display_scale_changed event raised shortly afterwards.
The item stack containing a blueprint to be setup.
The render mode of the player, like map or zoom to world. The render mode can be set using LuaPlayer::open_map, LuaPlayer::zoom_to_world and LuaPlayer::close_map.
If true
, zoom-to-world noise effect will be disabled and environmental sounds will be based on zoom-to-world view instead of position of player's character.
If true
, circle and name of given player is rendered on the map/chart.
If items not included in this map editor infinity inventory filters should be removed.
The filters for this map editor infinity inventory settings.
If the main inventory will be auto sorted.
The original location of the item in the cursor, marked with a hand. nil
if the cursor stack is empty. When writing, the specified inventory slot must be empty and the cursor stack must not be empty.
Returns true if the current item stack in cursor will be destroyed after clearing the cursor. Manually putting it into inventory still preserves the item. If the cursor stack is not one of the supported types (blueprint, blueprint-book, deconstruction-planner, upgrade-planner), write operation will be silently ignored.
The wire drag target for this player, if any.
The player's zoom-level.
The player's map view settings. To write to this, use a table containing the fields that should be changed.
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false
. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.