Factorio Runtime DocsVersion 1.1.100

Class LuaCustomInputPrototype

Prototype of a custom input.

Members

help()  → string

All methods and properties that this object supports.

All methods and properties that this object supports.

name [R] :: string

Name of this prototype.

Name of this prototype.

order [R] :: string

The string used to alphabetically sort these prototypes.

The string used to alphabetically sort these prototypes.

localised_name [R] :: LocalisedString
localised_description [R] :: LocalisedString
key_sequence [R] :: string

The default key sequence for this custom input.

The default key sequence for this custom input.

alternative_key_sequence [R] :: string?

The default alternative key sequence for this custom input, if any

The default alternative key sequence for this custom input, if any

controller_key_sequence [R] :: string?

The default controller key sequence for this custom input, if any

The default controller key sequence for this custom input, if any

controller_alternative_key_sequence [R] :: string?

The default controller alternative key sequence for this custom input, if any

The default controller alternative key sequence for this custom input, if any

linked_game_control [R] :: string?

The linked game control name, if any.

The linked game control name, if any.

consuming [R] :: string

The consuming type: "none" or "game-only".

The consuming type: "none" or "game-only".

action [R] :: string

The action that happens when this custom input is triggered.

The action that happens when this custom input is triggered.

enabled [R] :: boolean

Whether this custom input is enabled.

Whether this custom input is enabled.

enabled_while_spectating [R] :: boolean

Whether this custom input is enabled while using the spectator controller.

Whether this custom input is enabled while using the spectator controller.

enabled_while_in_cutscene [R] :: boolean

Whether this custom input is enabled while using the cutscene controller.

Whether this custom input is enabled while using the cutscene controller.

include_selected_prototype [R] :: boolean

Whether this custom input will include the selected prototype (if any) when triggered.

Whether this custom input will include the selected prototype (if any) when triggered.

item_to_spawn [R] :: LuaItemPrototype?

The item that gets spawned when this custom input is fired, if any.

The item that gets spawned when this custom input is fired, if any.

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.

Methods

help()  → string

All methods and properties that this object supports.

Attributes

name :: stringRead

Name of this prototype.


order :: stringRead

The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.


localised_name :: LocalisedStringRead


localised_description :: LocalisedStringRead


key_sequence :: stringRead

The default key sequence for this custom input.


alternative_key_sequence :: string?Read

The default alternative key sequence for this custom input, if any


controller_key_sequence :: string?Read

The default controller key sequence for this custom input, if any


controller_alternative_key_sequence :: string?Read

The default controller alternative key sequence for this custom input, if any


linked_game_control :: string?Read

The linked game control name, if any.


consuming :: stringRead

The consuming type: "none" or "game-only".


action :: stringRead

The action that happens when this custom input is triggered.


enabled :: booleanRead

Whether this custom input is enabled. Disabled custom inputs exist but are not used by the game.


enabled_while_spectating :: booleanRead

Whether this custom input is enabled while using the spectator controller.


enabled_while_in_cutscene :: booleanRead

Whether this custom input is enabled while using the cutscene controller.


include_selected_prototype :: booleanRead

Whether this custom input will include the selected prototype (if any) when triggered.


item_to_spawn :: LuaItemPrototype?Read

The item that gets spawned when this custom input is fired, if any.


valid :: booleanRead

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.


object_name :: stringRead

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.

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