Factorio API

Classes

All of the API functionality is implemented via class members. To make any use of the API, therefore, you need to have access to instances of these classes. To facilitate that, these global objects are provided:

Example
This will print the first player's username, making use of the LuaGameScript::players array to gain access to players' information, and LuaPlayer::print to display a string in the player's game console.
local first_player = game.players[1]
first_player.print(first_player.name)

You can browse the overview of Factorio classes or view the documentation for a particular class in the list below:

LuaAccumulatorControlBehavior Control behavior for accumulators.
LuaArithmeticCombinatorControlBehavior Control behavior for arithmetic combinators.
LuaAutoplaceControlPrototype Prototype of an autoplace control.
LuaBootstrap Entry point for registering event handlers.
LuaBurner A reference to the burner energy source owned by a specific LuaEntity or LuaEquipment.
LuaBurnerPrototype Prototype of a burner energy source.
LuaChunkIterator A chunk iterator can be used for iterating chunks coordinates of a surface.
LuaCircuitNetwork A circuit network associated with a given entity, connector, and wire type.
LuaCombinatorControlBehavior
LuaCommandProcessor Custom game console commands.
LuaConstantCombinatorControlBehavior Control behavior for constant combinators.
LuaContainerControlBehavior Control behavior for container entities -- smart chests.
LuaControl This is an abstract base class containing the common functionality between LuaPlayer and character entities (see LuaEntity).
LuaControlBehavior The control behavior for an entity.
LuaCustomChartTag A custom tag that shows on the map view.
LuaCustomInputPrototype Prototype of a custom input.
LuaCustomTable Lazily evaluated table.
LuaDamagePrototype Prototype of a damage.
LuaDeciderCombinatorControlBehavior Control behavior for decider combinators.
LuaDecorativePrototype Prototype of an optimized decorative.
LuaElectricEnergySourcePrototype Prototype of an electric energy source.
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.
LuaEquipmentGridPrototype Prototype of a virtual signal.
LuaEquipmentPrototype Prototype of a modular equipment.
LuaFlowStatistics Encapsulates statistic data for different parts of the game.
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.
LuaGenericOnOffControlBehavior An abstract base class for behaviors that support switching the entity on or off based on some condition.
LuaGroup Item group or subgroup.
LuaGui The root of the GUI.
LuaGuiElement An element of the custom GUI.
LuaInserterControlBehavior Control behavior for smart inserters.
LuaInventory A storage of item stacks.
LuaItemPrototype Prototype of an item.
LuaItemStack A reference to an item and count owned by some external entity.
LuaLampControlBehavior Control behavior for lamps.
LuaLogisticCell Logistic cell of a particular LuaEntity.
LuaLogisticContainerControlBehavior Control behavior for logistic chests.
LuaLogisticNetwork A single logistic network of a given force on a given surface.
LuaLogisticPoint Logistic point of a particular LuaEntity.
LuaMiningDrillControlBehavior Control behavior for mining drills.
LuaModSettingPrototype Prototype of a mod setting.
LuaNoiseLayerPrototype Prototype of a noise layer.
LuaPermissionGroup A permission group that defines what players in this group are allowed to do.
LuaPermissionGroups All permission groups.
LuaPlayer A player in the game.
LuaProgrammableSpeakerControlBehavior Control behavior for programmable speakers.
LuaRailChainSignalControlBehavior Control behavior for rail chain signals.
LuaRailSignalControlBehavior Control behavior for rail signals.
LuaRandomGenerator A deterministic random generator independent from the core games random generator that can be seeded and re-seeded at will.
LuaRecipe A crafting recipe.
LuaRecipePrototype A crafting recipe prototype.
LuaRemote Registry of interfaces between scripts.
LuaRoboportControlBehavior Control behavior for roboports.
LuaSettings
LuaStorageTankControlBehavior Control behavior for storage tanks.
LuaStyle Style of a GUI element.
LuaSurface A "domain" of the world.
LuaTechnology One research item.
LuaTechnologyPrototype A Technology prototype.
LuaTile A single "square" on the map.
LuaTilePrototype Prototype of a tile.
LuaTrain A train.
LuaTrainStopControlBehavior Control behavior for train stops.
LuaTransportBeltControlBehavior Control behavior for transport belts.
LuaTransportLine One line on a transport belt.
LuaUnitGroup A collection of units moving and attacking together.
LuaVirtualSignalPrototype Prototype of a virtual signal.
LuaWallControlBehavior Control behavior for walls.

Events

Events are delivered to mods in response to certain actions happening in the game. A mod can register a callback for a given event, using the LuaBootstrap::on_event function. Events receive a parameter that is a table containing fields 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.

Example
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 pairs(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)

Here is a complete list of Factorio events:

All events Every event contains at least the name and tick attributes.
on_biter_base_built Called when a biter migration builds a base.
on_built_entity Called when player builds something.
on_canceled_deconstruction Called when the deconstruction of an entity is canceled.
on_character_corpse_expired Called when a character corpse expires due to timeout or all of the items being removed from it.
on_chunk_generated Called when a chunk is generated.
on_combat_robot_expired Called when a combat robot expires through a lack of energy, or timeout.
on_console_chat Called when someone talks in-game either a player or through the server interface.
on_console_command Called when someone enters a command-like message regardless of it being a valid command.
on_difficulty_settings_changed Called when the map difficulty settings are changed.
on_entity_died Called when an entity dies.
on_entity_renamed Called after an entity has been renamed either by the player or through script.
on_entity_settings_pasted Called after entity copy-paste is done.
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_checked_state_changed Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons)
on_gui_click Called when LuaGuiElement is clicked.
on_gui_closed Called when the player closes the GUI they have open.
on_gui_elem_changed Called when LuaGuiElement element value is changed (related to choose element buttons)
on_gui_opened Called when the player opens a GUI.
on_gui_selection_state_changed Called when LuaGuiElement selection state is changed (related to drop-downs)
on_gui_text_changed Called when LuaGuiElement text is changed by the player
on_gui_value_changed Called when LuaGuiElement slider value is changed (related to the slider element)
on_marked_for_deconstruction Called when an entity is marked for deconstruction with the Deconstruction planner or via script.
on_market_item_purchased Called after a player purchases some offer from a Market entity.
on_mod_item_opened Called when the player uses the 'Open item GUI' control on an item defined with 'can_be_mod_opened' as true
on_picked_up_item Called when a player picks up an item.
on_player_alt_selected_area Called after a player alt-selects an area with a selection-tool item.
on_player_ammo_inventory_changed Called after a players ammo inventory changed in some way.
on_player_armor_inventory_changed Called after a players armor inventory changed in some way.
on_player_built_tile Called after a player builds tiles.
on_player_changed_force Called after a player changes forces.
on_player_changed_position Called when the tile position a player is located at changes.
on_player_changed_surface Called after a player changes surfaces.
on_player_cheat_mode_disabled Called when cheat mode is disabled on a player.
on_player_cheat_mode_enabled Called when cheat mode is enabled on a player.
on_player_configured_blueprint Called when a player clicks the "confirm" button in the configure Blueprint GUI.
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_cursor_stack_changed Called after a players cursorstack changed in some way.
on_player_deconstructed_area Called when a player selects an area with a deconstruction planner.
on_player_demoted Called when a player is demoted.
on_player_died Called after a player dies.
on_player_display_resolution_changed Called when the display resolution changes for a given player.
on_player_display_scale_changed Called when the display scale changes for a given player.
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_dropped_item Called when a player drops an item on the ground.
on_player_gun_inventory_changed Called after a players gun inventory changed in some way.
on_player_joined_game Called after a player joins the game.
on_player_left_game Called after a player leaves the game.
on_player_main_inventory_changed Called after a players main inventory changed in some way.
on_player_mined_entity Called after the results of an entity being mined are collected just before the entity is destroyed.
on_player_mined_item Called when the player mines something.
on_player_mined_tile Called after a player mines tiles.
on_player_muted Called when a player is muted.
on_player_pipette Called when a player invokes the "smart pipette" over an entity.
on_player_placed_equipment Called after the player puts equipment in an equipment grid
on_player_promoted Called when a player is promoted.
on_player_quickbar_inventory_changed Called after a players quickbar inventory changed in some way.
on_player_removed Called when a player is removed (deleted) from the game.
on_player_removed_equipment Called after the player removes equipment from an equipment grid
on_player_respawned Called after a player respawns.
on_player_rotated_entity Called when the player rotates an entity.
on_player_selected_area Called after a player selects an area with a selection-tool item.
on_player_setup_blueprint Called when a player selects an area with a blueprint.
on_player_tool_inventory_changed Called after a players tool inventory changed in some way.
on_player_unmuted Called when a player is unmuted.
on_player_used_capsule Called when a player uses a capsule that results in some game action.
on_pre_entity_settings_pasted Called before entity copy-paste is done.
on_pre_ghost_deconstructed Called before a ghost entity is destroyed as a result of being marked for deconstruction.
on_pre_player_died Called before a players dies.
on_pre_player_mined_item Called when the player finishes mining an entity, before the entity is removed from map.
on_pre_surface_deleted Called just before a surface is deleted.
on_put_item Called when players uses an 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_built_tile Called after a robot builds tiles.
on_robot_mined Called when a robot mines an entity.
on_robot_mined_entity Called after the results of an entity being mined are collected just before the entity is destroyed.
on_robot_mined_tile Called after a robot mines tiles.
on_robot_pre_mined Called before a robot mines an entity.
on_rocket_launched Called when the rocket is launched.
on_runtime_mod_setting_changed Called when a runtime mod setting is changed by a player.
on_sector_scanned Called when the radar finishes scanning a sector.
on_selected_entity_changed Called after the selected entity changes for a given player.
on_surface_created Called when a surface is created.
on_surface_deleted Called after a surface is deleted.
on_tick It is fired once every tick.
on_train_changed_state Called when a train changes state (started to stopped and vice versa)
on_train_created Called when a new train is created either through disconnecting/connecting an existing one or building a new one.
on_trigger_created_entity Called when an entity with a trigger prototype (such as capsules) create an entity AND that trigger prototype defined trigger_created_entity="true".
script_raised_built A static event ID mods can use to tell other mods they built something with a script.
script_raised_destroy A static event ID mods can use to tell other mods they destroyed something with a script.
script_raised_revive A static event ID mods can use to tell other mods they revived something with a script.

Other

Other parts of the API: