local first_player = game.players[1]
first_player.print(first_player.name)
LuaBootstrap | Entry point for registering event handlers. |
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. |
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. |
LuaGroup | Item group or subgroup. |
LuaGui | The root of the GUI. |
LuaGuiElement | An element of the custom GUI. |
LuaInventory | A storage of item stacks. |
LuaItemPrototype | Prototype of an item. |
LuaItemStack | An item and a count. |
LuaLogisticCell | Logistic cell of a particular LuaEntity. |
LuaLogisticNetwork | A single logistic network of a given force on a given surface. |
LuaPlayer | A player in the game. |
LuaRecipe | A crafting recipe. |
LuaRemote | Registry of interfaces between scripts. |
LuaStyle | Style of a GUI element. |
LuaSurface | A "domain" of the world. |
LuaTechnology | One research item. |
LuaTile | A single "square" on the map. |
LuaTrain | A train. |
LuaTransportLine | One line on a transport belt. |
LuaUnitGroup | A collection of units moving and attacking together. |
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 ipairs(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)
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_entity_died | Called when an entity dies. |
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_click | Called when LuaGuiElement is clicked. |
on_marked_for_deconstruction | Called when an entity is marked for deconstruction with the Deconstruction planner or via script. |
on_picked_up_item | Called when a player picks up an item. |
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_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_mined_item | Called when the player mines something. |
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_preplayer_mined_item | Called when the player starts mining something. |
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_mined | Called when a robot mines an entity. |
on_robot_pre_mined | Called before a robot mines an entity. |
on_rocket_launched | Called when the rocket is launched. |
on_sector_scanned | Called when the radar finishes scanning a sector. |
on_train_changed_state | Called when a train changes state (started to stopped and vice versa) |
on_trigger_created_entity | Called when an entity with a trigger prototype (such as capsules) create an entity AND that
trigger prototype defined trigger_createdentity="true" . |