A Technology prototype.
help() | → string |
All methods and properties that this object supports. |
All methods and properties that this object supports. |
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name [R] | :: string |
Name of this technology. |
Name of this technology. |
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localised_name [R] | :: LocalisedString |
Localised name of this technology. |
Localised name of this technology. |
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localised_description [R] | :: LocalisedString |
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enabled [R] | :: boolean |
If this technology prototype is enabled by default (enabled at the beginning of a game). |
If this technology prototype is enabled by default (enabled at the beginning of a game). |
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hidden [R] | :: boolean |
If this technology prototype is hidden. |
If this technology prototype is hidden. |
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visible_when_disabled [R] | :: boolean |
If this technology will be visible in the research GUI even though it is disabled. |
If this technology will be visible in the research GUI even though it is disabled. |
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ignore_tech_cost_multiplier [R] | :: boolean |
If this technology ignores the technology cost multiplier setting. |
If this technology ignores the technology cost multiplier setting. |
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upgrade [R] | :: boolean |
If the is technology prototype is an upgrade to some other technology. |
If the is technology prototype is an upgrade to some other technology. |
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prerequisites [R] | :: dictionary[string → LuaTechnologyPrototype] |
Prerequisites of this technology. |
Prerequisites of this technology. |
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research_unit_ingredients [R] | :: array[Ingredient] |
The types of ingredients that labs will require to research this technology. |
The types of ingredients that labs will require to research this technology. |
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effects [R] | :: array[TechnologyModifier] |
Effects applied when this technology is researched. |
Effects applied when this technology is researched. |
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research_unit_count [R] | :: uint |
The number of research units required for this technology. |
The number of research units required for this technology. |
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research_unit_energy [R] | :: double |
Amount of energy required to finish a unit of research. |
Amount of energy required to finish a unit of research. |
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order [R] | :: string |
The string used to alphabetically sort these prototypes. |
The string used to alphabetically sort these prototypes. |
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level [R] | :: uint |
The level of this research. |
The level of this research. |
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max_level [R] | :: uint |
The max level of this research. |
The max level of this research. |
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research_unit_count_formula [R] | :: string? |
The count formula, if this research has any. |
The count formula, if this research has any. |
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valid [R] | :: boolean |
Is this object valid? |
Is this object valid? |
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object_name [R] | :: string |
The class name of this object. |
The class name of this object. |
All methods and properties that this object supports.
Name of this technology.
Localised name of this technology.
If this technology prototype is enabled by default (enabled at the beginning of a game).
If this technology will be visible in the research GUI even though it is disabled.
If this technology ignores the technology cost multiplier setting.
LuaTechnologyPrototype::research_unit_count will already take this setting into account.
If the is technology prototype is an upgrade to some other technology.
Prerequisites of this technology. The result maps technology name to the LuaTechnologyPrototype object.
The types of ingredients that labs will require to research this technology.
Effects applied when this technology is researched.
The number of research units required for this technology.
This is multiplied by the current research cost multiplier, unless LuaTechnologyPrototype::ignore_tech_cost_multiplier is true
.
Amount of energy required to finish a unit of research.
The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.
The level of this research.
The max level of this research.
The count formula, if this research has any. See the wiki for details.
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.