LuaItemStack

class LuaItemStack
is_blueprint_setup() → boolean Is this blueprint item setup?
get_blueprint_entities() → array of blueprint entity Entities in this blueprint.
set_blueprint_entities(entities) Set new entities to be a part of this blueprint.
add_ammo(amount) Add ammo to this ammo item.
drain_ammo(amount) Remove ammo from this ammo item.
add_durability(amount) Add durability to this tool item.
drain_durability(amount) Remove durability from this tool item.
can_set_stack(stack) → boolean Would a call to LuaItemStack::set_stack succeed?
set_stack(stack) → boolean Set this item stack to another item stack.
clear() Clear this item stack.
get_blueprint_tiles() → array of blueprint tile Tiles in this blueprint
set_blueprint_tiles(tiles) Set tiles in this blueprint
get_inventory(inventory) → LuaInventory Access the inner inventory of an item.
build_blueprint{surface=…, force=…, position=…, force_build=…, direction=…} → array of LuaEntity Build this blueprint
create_blueprint{surface=…, force=…, area=…, always_include_tiles=…} Sets up this blueprint using the found blueprintable entities/tiles on the surface.
valid_for_read :: boolean [R] Is this valid for reading?
prototype :: LuaItemPrototype [R] Prototype of the item held in this stack.
name :: string [R] Prototype name of the item held in this stack.
type :: string [R] Type of the item prototype.
count :: uint [RW] Number of items in this stack.
grid :: LuaEquipmentGrid [R] The equipment grid of this item or nil if this item doesn't have a grid.
health :: float [RW] How much health the item has, as a number in range [0, 1].
durability :: double [RW] Durability of the contained item.
ammo :: uint [RW] Number of bullets left in the magazine.
blueprint_icons :: array of Icon [RW] Icons of a blueprint item.
label :: string [RW] The current label for this item.
label_color :: Color [RW] The current label color for this item.
allow_manual_label_change :: boolean [RW] If the label for this item can be manually changed.
cost_to_build :: dictionary stringuint [R] Raw materials required to build this blueprint.
extends_inventory :: boolean [RW] If this item extends the inventory it resides in (provides its contents for counts, crafting, insertion).
prioritize_insertion_mode :: string [RW] The insertion mode priority this ItemWithInventory uses when items are inserted into an inventory it resides in.
default_icons :: array of Icon [R] The default icons for a blueprint item.
valid :: boolean [R] Is this object valid?

An item and a count.

is_blueprint_setup() → boolean

Is this blueprint item setup? I.e. is it a non-empty blueprint?

get_blueprint_entities() → array of blueprint entity

Entities in this blueprint.

Return value
The fields of an entity table depend on the type of the entity. Every entity has at least the following fields:
  • entity_number :: uint: Entity's unique identifier in this blueprint
  • name :: string: Prototype name of the entity
  • position :: Position: Position of the entity
  • direction :: defines.direction (optional): The direction the entity is facing. Only present for entities that can face in different directions.
  • other: Entity-specific fields...
Can only be used if this is BlueprintItem
set_blueprint_entities(entities)

Set new entities to be a part of this blueprint.

Parameters
entities :: array of blueprint entity: New blueprint entities. The format is the same as in LuaItemStack::get_blueprint_entities.
Can only be used if this is BlueprintItem
add_ammo(amount)

Add ammo to this ammo item.

Parameters
amount :: uint: Amount of ammo to add.
Can only be used if this is AmmoItem
drain_ammo(amount)

Remove ammo from this ammo item.

Parameters
amount :: uint: Amount of ammo to remove.
Can only be used if this is AmmoItem
add_durability(amount)

Add durability to this tool item.

Parameters
amount :: double: Amount of durability to add.
Can only be used if this is ToolItem
drain_durability(amount)

Remove durability from this tool item.

Parameters
amount :: double: Amount of durability to remove.
Can only be used if this is ToolItem
can_set_stack(stack) → boolean

Would a call to LuaItemStack::set_stack succeed?

Parameters
stack :: LuaItemStack or SimpleItemStack (optional): Stack that would be set, possibly nil.
set_stack(stack) → boolean

Set this item stack to another item stack.

Parameters
stack :: LuaItemStack or SimpleItemStack (optional): Item stack to set this one to. Omitting this parameter or passing nil will clear this item stack, as if by calling LuaItemStack::clear.
Return value
Was the stack set successfully?
clear()

Clear this item stack.

get_blueprint_tiles() → array of blueprint tile

Tiles in this blueprint

Return value
A blueprint tile is a table:
Can only be used if this is BlueprintItem
set_blueprint_tiles(tiles)

Set tiles in this blueprint

Parameters
tiles :: array of blueprint tile: Tiles to be a part of the blueprint; the format is the same as is returned from the corresponding get function; see LuaItemStack::get_blueprint_tiles.
Can only be used if this is BlueprintItem
get_inventory(inventory) → LuaInventory

Access the inner inventory of an item.

Parameters
inventory :: defines.inventory: Index of the inventory to access -- either defines.inventory.item_main or defines.inventory.item_active.
Return value
or nil if there is no inventory with the given index.
build_blueprint{surface=…, force=…, position=…, force_build=…, direction=…} → array of LuaEntity

Build this blueprint

Parameters
Table with the following fields:
  • surface :: SurfaceSpecification: Surface to build on
  • force :: string or LuaForce: Force to use for the building
  • position :: Position: The position to build at
  • force_build :: boolean (optional): When true, anything that can be built is else nothing is built if any one thing can't be built
  • direction :: defines.direction (optional): The direction to use when building
create_blueprint{surface=…, force=…, area=…, always_include_tiles=…}

Sets up this blueprint using the found blueprintable entities/tiles on the surface.

Parameters
Table with the following fields:
  • surface :: SurfaceSpecification: Surface to create from
  • force :: string or LuaForce: Force to use for the creation
  • area :: BoundingBox: The bounding box
  • always_include_tiles :: boolean (optional): When true, blueprintable tiles are always included in the blueprint. When false they're only included if no entities exist in the setup area.
valid_for_read :: boolean [Read-only]

Is this valid for reading? Differs from the usual valid in that valid will be true even if the item stack is blank but the entity that holds it is still valid.

prototype :: LuaItemPrototype [Read-only]

Prototype of the item held in this stack.

name :: string [Read-only]

Prototype name of the item held in this stack.

type :: string [Read-only]

Type of the item prototype.

count :: uint [Read-Write]

Number of items in this stack.

grid :: LuaEquipmentGrid [Read-only]

The equipment grid of this item or nil if this item doesn't have a grid.

health :: float [Read-Write]

How much health the item has, as a number in range [0, 1].

durability :: double [Read-Write]

Durability of the contained item. Automatically capped at the item's maximum durability.

Note: When used on a non-tool item, the value of this attribute is nil.
ammo :: uint [Read-Write]

Number of bullets left in the magazine.

Can only be used if this is AmmoItem
blueprint_icons :: array of Icon [Read-Write]

Icons of a blueprint item. Every entry of this array has the following fields:

  • signal :: SignalID: Slot icon to use. The slot will have the icon of the specified signal. This allows the use of any item icon, as well as virtual signal icons.
  • index :: uint: Index of the icon in the blueprint icons slots. Has to be in {1, 2, 3, 4}.

Can only be used if this is BlueprintItem
label :: string [Read-Write]

The current label for this item. Nil when none.

Can only be used if this is ItemWithLabel
label_color :: Color [Read-Write]

The current label color for this item. Nil when none.

Can only be used if this is ItemWithLabel
allow_manual_label_change :: boolean [Read-Write]

If the label for this item can be manually changed. When false the label can only be changed through the API.

Can only be used if this is ItemWithLabel
cost_to_build :: dictionary stringuint [Read-only]

Raw materials required to build this blueprint. Result is a dictionary mapping each item prototype name to the required count.

Can only be used if this is BlueprintItem
extends_inventory :: boolean [Read-Write]

If this item extends the inventory it resides in (provides its contents for counts, crafting, insertion). Only callable on items with inventories.

Can only be used if this is ItemWithInventory
prioritize_insertion_mode :: string [Read-Write]

The insertion mode priority this ItemWithInventory uses when items are inserted into an inventory it resides in. Only callable on items with inventories.

Can only be used if this is ItemWithInventory
default_icons :: array of Icon [Read-only]

The default icons for a blueprint item. Every entry of this array has the following fields:

  • name :: string: Prototype name of the item whose icon to use
  • index :: uint: Index of the icon in the blueprint icons slots. Has to be in {1, 2, 3, 4}.

Can only be used if this is BlueprintItem