Factorio API Docs

1.1.52 <>

Class LuaSurface

A "domain" of the world. Surfaces can only be created and deleted through the API. Surfaces are uniquely identified by their name. Every game contains at least the surface "nauvis".

get_pollution(position)
double

Get the pollution for a given position.


can_place_entity{name, position, direction, force, build_check_type, forced, inner_name}
boolean

Check for collisions with terrain or other entities.


can_fast_replace{name, position, direction, force}
boolean

If there exists an entity at the given location that can be fast-replaced with the given entity parameters.


find_entity(entity, position)
LuaEntity

Find a specific entity at a specific position.


→ array[LuaEntity]

Find entities in a given area.


find_entities_filtered{area, position, radius, name, type, ghost_name, ghost_type, direction, collision_mask, force, to_be_deconstructed, to_be_upgraded, limit, invert}
→ array[LuaEntity]

Find all entities of the given type or name in the given area.


find_tiles_filtered{area, position, radius, name, limit, has_hidden_tile, collision_mask}
→ array[LuaTile]

Find all tiles of the given name in the given area.


count_entities_filtered{area, position, radius, name, type, ghost_name, ghost_type, direction, collision_mask, force, to_be_deconstructed, to_be_upgraded, limit, invert}
uint

Count entities of given type or name in a given area.


count_tiles_filtered{area, position, radius, name, limit, has_hidden_tile, collision_mask}
uint

Count tiles of a given name in a given area.


find_non_colliding_position(name, center, radius, precision, force_to_tile_center)
Position

Find a non-colliding position within a given radius.


find_non_colliding_position_in_box(name, search_space, precision, force_to_tile_center)
Position

Find a non-colliding position within a given rectangle.


spill_item_stack(position, items, enable_looted, force, allow_belts)
→ array[LuaEntity]

Spill items on the ground centered at a given location.


find_enemy_units(center, radius, force)
→ array[LuaEntity]

Find enemy units (entities with type "unit") of a given force within an area.


find_units{area, force, condition}
→ array[LuaEntity]

Find units (entities with type "unit") of a given force and force condition within a given area.


find_nearest_enemy{position, max_distance, force}
LuaEntity

Find the enemy military target (military entity) closest to the given position.


find_nearest_enemy_entity_with_owner{position, max_distance, force}
LuaEntity

Find the enemy entity-with-owner closest to the given position.


set_multi_command{command, unit_count, force, unit_search_distance}
uint

Give a command to multiple units.


create_entity{name, position, direction, force, target, source, fast_replace, player, spill, raise_built, create_build_effect_smoke, spawn_decorations, move_stuck_players, item}
LuaEntity

Create an entity on this surface.


create_trivial_smoke{name, position}

create_particle{name, position, movement, height, vertical_speed, frame_speed}

Creates a particle at the given location


create_unit_group{position, force}

Create a new unit group at a given position.


build_enemy_base(position, unit_count, force)

Send a group to build a new base.


get_tile(x, y)
LuaTile

Get the tile at a given position.


set_tiles(tiles, correct_tiles, remove_colliding_entities, remove_colliding_decoratives, raise_event)

Set tiles at specified locations.


pollute(source, amount)

Spawn pollution at the given position.


Get an iterator going over every chunk on this surface.


is_chunk_generated(position)
boolean

Is a given chunk generated?


request_to_generate_chunks(position, radius)

Request that the game's map generator generate chunks at the given position for the given radius on this surface.


Blocks and generates all chunks that have been requested using all available threads.


set_chunk_generated_status(position, status)

Set generated status of a chunk.


Find the logistic network that covers a given position.


→ array[LuaLogisticNetwork]

Finds all of the logistics networks whose construction area intersects with the given position.


deconstruct_area{area, force, player, skip_fog_of_war, item}

Place a deconstruction request.


cancel_deconstruct_area{area, force, player, skip_fog_of_war, item}

Cancel a deconstruction order.


upgrade_area{area, force, player, skip_fog_of_war, item}

Place an upgrade request.


cancel_upgrade_area{area, force, player, skip_fog_of_war, item}

Cancel a upgrade order.


get_hidden_tile(position)
string

The hidden tile name or nil if there isn't one for the given position.


set_hidden_tile(position, tile)

Set the hidden tile for the specified position.


get_connected_tiles(position, tiles)
→ array[Position]

Gets all tiles of the given types that are connected horizontally or vertically to the given tile position including the given tile position.


delete_chunk(position)

regenerate_entity(entities, chunks)

Regenerate autoplacement of some entities on this surface.


regenerate_decorative(decoratives, chunks)

Regenerate autoplacement of some decoratives on this surface.


print(message, color)

Print text to the chat console of all players on this surface.


destroy_decoratives{area, position, name, limit, invert}

Removes all decoratives from the given area.


create_decoratives{check_collision, decoratives}

Adds the given decoratives to the surface.


find_decoratives_filtered{area, position, name, limit, invert}
→ array[DecorativeResult]

Find decoratives of a given name in a given area.


get_trains(force)
→ array[LuaTrain]

Clears all pollution on this surface.


play_sound{path, position, volume_modifier, override_sound_type}

Play a sound for every player on this surface.


→ dictionary[stringuint]

Gets the resource amount of all resources on this surface


Gets a random generated chunk position or 0,0 if no chunks have been generated on this surface.


clone_area{source_area, destination_area, destination_surface, destination_force, clone_tiles, clone_entities, clone_decoratives, clear_destination_entities, clear_destination_decoratives, expand_map, create_build_effect_smoke}

Clones the given area.


clone_brush{source_offset, destination_offset, source_positions, destination_surface, destination_force, clone_tiles, clone_entities, clone_decoratives, clear_destination_entities, clear_destination_decoratives, expand_map, manual_collision_mode, create_build_effect_smoke}

Clones the given area.


clone_entities{entities, destination_offset, destination_surface, destination_force, snap_to_grid, create_build_effect_smoke}

Clones the given entities.


clear(ignore_characters)

Clears this surface deleting all entities and chunks on it.


request_path{bounding_box, collision_mask, start, goal, force, radius, pathfind_flags, can_open_gates, path_resolution_modifier, entity_to_ignore}
uint

Generates a path with the specified constraints (as an array of PathfinderWaypoints) using the unit pathfinding algorithm.


→ array[ScriptArea]

Gets the script areas that match the given name or if no name is given all areas are returned.


Gets the first script area by name or id.


edit_script_area(id, area)

Sets the given script area to the new values.


uint

Adds the given script area.


boolean

Removes the given script area.


→ array[ScriptPosition]

Gets the script positions that match the given name or if no name is given all positions are returned.


Gets the first script position by name or id.


Sets the given script position to the new values.


uint

Adds the given script position.


boolean

Removes the given script position.


string

Gets the map exchange string for the current map generation settings of this surface.


double

Gets the starting area radius of this surface.


get_closest(position, entities)
LuaEntity

Gets the closest entity in the list to this position.


get_train_stops{name, force}
→ array[LuaEntity]

Gets train stops matching the given filters.


double

Gets the total amount of pollution on the surface by iterating over all of the chunks containing pollution.


entity_prototype_collides(prototype, position, use_map_generation_bounding_box, direction)

decorative_prototype_collides(prototype, position)

calculate_tile_properties(property_names, positions)
→ dictionary[string → array[double]]

get_entities_with_force(position, force)
→ array[LuaEntity]

Returns all the military targets (entities with force) on this chunk for the given force.


Sets the given area to the checkerboard lab tiles.


help()
string

All methods and properties that this object supports.


:: string
[RW]

The name of this surface.


:: uint
[R]

Unique ID associated with this surface.


[RW]

The generation settings for this surface.


:: boolean
[RW]

When set to true, new chunks will be generated with lab tiles, instead of using the surface's map generation settings.


:: boolean
[RW]

When set to true, the sun will always shine.


:: double
[RW]

Current time of day, as a number in range [0, 1).


:: float
[R]

Amount of darkness at the current time.


:: double
[RW]

Current wind speed.


[RW]

Current wind direction.


:: double
[RW]

Change in wind orientation per tick.


:: boolean
[RW]

Is peaceful mode enabled on this surface?


:: boolean
[RW]

True if daytime is currently frozen.


:: uint
[RW]

The number of ticks per day for this surface.


:: double
[RW]

The daytime when dusk starts.


:: double
[RW]

The daytime when dawn starts.


:: double
[RW]

The daytime when evening starts.


:: double
[RW]

The daytime when morning starts.


:: double
[RW]

The multiplier of solar power on this surface.


:: double
[RW]

The minimal brightness during the night.


[RW]

Defines how surface daytime brightness influences each color channel of the current color lookup table (LUT).


:: boolean
[RW]

If clouds are shown on this surface.


:: boolean
[R]

Is this object valid?


:: string
[R]

The class name of this object.

Methods

get_pollution (position) → double

Get the pollution for a given position.

Parameters

position

Example

game.surfaces[1].get_pollution({1,2})

Note

Pollution is stored per chunk, so this will return the same value for all positions in one chunk.


can_place_entity {name, position, direction, force, build_check_type, forced, inner_name} → boolean

Check for collisions with terrain or other entities.

Parameters

Table with the following fields:
name
:: string

Name of the entity prototype to check.


position

Where the entity would be placed.


direction
Optional

Direction of the placed entity.


force
Optional

The force that would place the entity. If not specified, the enemy force is assumed.


build_check_type
Optional

Which type of check should be carried out.


forced
:: boolean
Optional

If true, entities that can be marked for deconstruction are ignored. Only used if build_check_type is either manual_ghost, script_ghost or blueprint_ghost.


inner_name
:: string
Optional

The prototype name of the entity contained in the ghost. Only used if name is entity-ghost.


can_fast_replace {name, position, direction, force} → boolean

If there exists an entity at the given location that can be fast-replaced with the given entity parameters.

Parameters

Table with the following fields:
name
:: string

Name of the entity to check


position

Where the entity would be placed


direction
Optional

Direction the entity would be placed


force
Optional

The force that would place the entity. If not specified, the enemy force is assumed.


find_entity (entity, position) → LuaEntity

Find a specific entity at a specific position.

Parameters

entity
:: string

Entity to look for


position

Coordinates to look at

Return value

Will be nil if no such entity is found.

Example

game.player.selected.surface.find_entity('filter-inserter', {0,0})

find_entities (area) → array[LuaEntity]

Find entities in a given area.

If no area is given all entities on the surface are returned.

Parameters

area
Optional

Example

Will evaluate to a list of all entities within given area.

game.surfaces["nauvis"].find_entities({{-10, -10}, {10, 10}})

find_entities_filtered {area, position, radius, name, type, ghost_name, ghost_type, direction, collision_mask, force, to_be_deconstructed, to_be_upgraded, limit, invert} → array[LuaEntity]

Find all entities of the given type or name in the given area.

If no filters (name, type, force, etc.) are given, this returns all entities in the search area. If multiple filters are specified, only entities matching all given filters are returned.

If no area or position are given, the entire surface is searched. If position is given, this returns the entities colliding with that position (i.e the given position is within the entity's collision box). If position and radius are given, this returns the entities within the radius of the position. If area is specified, this returns the entities colliding with that area.

Parameters

Table with the following fields:
area
Optional

position
Optional

Has precedence over area field.


radius
:: double
Optional

If given with position, will return all entities within the radius of the position.


name
:: string or array[string]
Optional

type
:: string or array[string]
Optional

ghost_name
:: string or array[string]
Optional

ghost_type
:: string or array[string]
Optional

direction
Optional

collision_mask
Optional

force
Optional

to_be_deconstructed
:: boolean
Optional

to_be_upgraded
:: boolean
Optional

limit
:: uint
Optional

invert
:: boolean
Optional

If the filters should be inverted. These filters are: name, type, ghost_name, ghost_type, direction, collision_mask, force.

Example

game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, type = "resource"} -- gets all resources in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, name = "iron-ore"} -- gets all iron ores in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, name = {"iron-ore", "copper-ore"}} -- gets all iron ore and copper ore in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, force = "player"}  -- gets player owned entities in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, limit = 5}  -- gets the first 5 entities in the rectangle
game.surfaces[1].find_entities_filtered{position = {0, 0}, radius = 10}  -- gets all entities within 10 tiles of the position [0,0].

find_tiles_filtered {area, position, radius, name, limit, has_hidden_tile, collision_mask} → array[LuaTile]

Find all tiles of the given name in the given area.

If no filters are given, this returns all tiles in the search area.

If no area or position and radius is given, the entire surface is searched. If position and radius are given, only tiles within the radius of the position are included.

Parameters

Table with the following fields:
area
Optional

position
Optional

Ignored if not given with radius.


radius
:: double
Optional

If given with position, will return all entities within the radius of the position.


name
:: string or array[string]
Optional

limit
:: uint
Optional

has_hidden_tile
:: boolean
Optional

collision_mask
Optional

count_entities_filtered {area, position, radius, name, type, ghost_name, ghost_type, direction, collision_mask, force, to_be_deconstructed, to_be_upgraded, limit, invert} → uint

Count entities of given type or name in a given area. Works just like LuaSurface::find_entities_filtered, except this only returns the count. As it doesn't construct all the wrapper objects, this is more efficient if one is only interested in the number of entities.

If no area or position are given, the entire surface is searched. If position is given, this returns the entities colliding with that position (i.e the given position is within the entity's collision box). If position and radius are given, this returns entities in the radius of the position. If area is specified, this returns entities colliding with that area.

Parameters

Table with the following fields:
area
Optional

position
Optional

radius
:: double
Optional

If given with position, will count all entities within the radius of the position.


name
:: string or array[string]
Optional

type
:: string or array[string]
Optional

ghost_name
:: string or array[string]
Optional

ghost_type
:: string or array[string]
Optional

direction
Optional

collision_mask
Optional

force
Optional

to_be_deconstructed
:: boolean
Optional

to_be_upgraded
:: boolean
Optional

limit
:: uint
Optional

invert
:: boolean
Optional

If the filters should be inverted. These filters are: name, type, ghost_name, ghost_type, direction, collision_mask, force.


count_tiles_filtered {area, position, radius, name, limit, has_hidden_tile, collision_mask} → uint

Count tiles of a given name in a given area. Works just like LuaSurface::find_tiles_filtered, except this only returns the count. As it doesn't construct all the wrapper objects, this is more efficient if one is only interested in the number of tiles.

If no area or position and radius is given, the entire surface is searched. If position and radius are given, only tiles within the radius of the position are included.

Parameters

Table with the following fields:
area
Optional

position
Optional

Ignored if not given with radius.


radius
:: double
Optional

If given with position, will return all entities within the radius of the position.


name
:: string or array[string]
Optional

limit
:: uint
Optional

has_hidden_tile
:: boolean
Optional

collision_mask
Optional

find_non_colliding_position (name, center, radius, precision, force_to_tile_center) → Position

Find a non-colliding position within a given radius.

Parameters

name
:: string

Prototype name of the entity to find a position for. (The bounding box for the collision checking is taken from this prototype.)


center

Center of the search area.


radius
:: double

Max distance from center to search in. A radius of 0 means an infinitely-large search area.


precision
:: double

The step length from the given position as it searches, in tiles. Minimum value is 0.01.


force_to_tile_center
:: boolean
Optional

Will only check tile centers. This can be useful when your intent is to place a building at the resulting position, as they must generally be placed at tile centers. Default false.

Return value

The non-colliding position. May be nil if no suitable position was found.

Note

Special care needs to be taken when using a radius of 0. The game will not stop searching until it finds a suitable position, so it is important to make sure such a position exists. One particular case where it would not be able to find a solution is running it before any chunks have been generated.


find_non_colliding_position_in_box (name, search_space, precision, force_to_tile_center) → Position

Find a non-colliding position within a given rectangle.

Parameters

name
:: string

Prototype name of the entity to find a position for. (The bounding box for the collision checking is taken from this prototype.)


search_space

The rectangle to search inside.


precision
:: double

The step length from the given position as it searches, in tiles. Minimum value is 0.01.


force_to_tile_center
:: boolean
Optional

Will only check tile centers. This can be useful when your intent is to place a building at the resulting position, as they must generally be placed at tile centers. Default false.

Return value

The non-colliding position. May be nil if no suitable position was found.


spill_item_stack (position, items, enable_looted, force, allow_belts) → array[LuaEntity]

Spill items on the ground centered at a given location.

Parameters

position

Center of the spillage


items

Items to spill


enable_looted
:: boolean
Optional

When true, each created item will be flagged with the LuaEntity::to_be_looted flag.


force
Optional

When provided (and not nil) the items will be marked for deconstruction by this force.


allow_belts
:: boolean
Optional

Whether items can be spilled onto belts. Defaults to true.

Return value

The created item-on-ground entities.


find_enemy_units (center, radius, force) → array[LuaEntity]

Find enemy units (entities with type "unit") of a given force within an area.

Parameters

center

Center of the search area


radius
:: double

Radius of the circular search area


force
Optional

Force to find enemies of. If not given, uses the player force.

Example

Find all units who would be interested to attack the player, within 100-tile area.

local enemies = game.player.surface.find_enemy_units(game.player.position, 100)

Note

This is more efficient than LuaSurface::find_entities.


find_units {area, force, condition} → array[LuaEntity]

Find units (entities with type "unit") of a given force and force condition within a given area.

Parameters

Table with the following fields:
area

Box to find units within.


force

Force performing the search.


condition

Only forces which meet the condition will be included in the search.

Examples

Find friendly units to "player" force

local friendly_units = game.player.surface.find_units({area = {{-10, -10},{10, 10}}, force = "player", condition = "friend")

Find units of "player" force

local units = game.player.surface.find_units({area = {{-10, -10},{10, 10}}, force = "player", condition = "same"})

Note

This is more efficient than LuaSurface::find_entities.


find_nearest_enemy {position, max_distance, force} → LuaEntity

Find the enemy military target (military entity) closest to the given position.

Parameters

Table with the following fields:
position

Center of the search area.


max_distance
:: double

Radius of the circular search area.


force
Optional

The force the result will be an enemy of. Uses the player force if not specified.

Return value

The nearest enemy military target or nil if no enemy could be found within the given area.


find_nearest_enemy_entity_with_owner {position, max_distance, force} → LuaEntity

Find the enemy entity-with-owner closest to the given position.

Parameters

Table with the following fields:
position

Center of the search area.


max_distance
:: double

Radius of the circular search area.


force
Optional

The force the result will be an enemy of. Uses the player force if not specified.

Return value

The nearest enemy entity-with-owner or nil if no enemy could be found within the given area.


set_multi_command {command, unit_count, force, unit_search_distance} → uint

Give a command to multiple units. This will automatically select suitable units for the task.

Parameters

Table with the following fields:
command
:: Command

unit_count
:: uint

Number of units to give the command to.


force
Optional

Force of the units this command is to be given to. If not specified, uses the enemy force.


unit_search_distance
:: uint
Optional

Radius to search for units. The search area is centered on the destination of the command.

Return value

Number of units actually sent. May be less than count if not enough units were available.


create_entity {name, position, direction, force, target, source, fast_replace, player, spill, raise_built, create_build_effect_smoke, spawn_decorations, move_stuck_players, item} → LuaEntity

Create an entity on this surface.

Parameters

Table with the following fields:
name
:: string

The entity prototype name to create.


position

Where to create the entity.


direction
Optional

Desired orientation of the entity after creation.


force
Optional

Force of the entity, default is enemy.


target
Optional

Entity with health for the new entity to target.


source
Optional

Source entity. Used for beams and highlight-boxes.


fast_replace
:: boolean
Optional

If true, building will attempt to simulate fast-replace building.


player
Optional

If given set the last_user to this player. If fast_replace is true simulate fast replace using this player.


spill
:: boolean
Optional

If false while fast_replace is true and player is nil any items from fast-replacing will be deleted instead of dropped on the ground.


raise_built
:: boolean
Optional

If true; defines.events.script_raised_built will be fired on successful entity creation.


create_build_effect_smoke
:: boolean
Optional

If false, the building effect smoke will not be shown around the new entity.


spawn_decorations
:: boolean
Optional

If true, entity types that have spawn_decorations property will apply triggers defined in the property.


move_stuck_players
:: boolean
Optional

If true, any characters that are in the way of the entity are teleported out of the way.


item
Optional

If provided, the entity will attempt to pull stored values from this item (for example; creating a spidertron from a previously named and mined spidertron)

Other attributes may be specified depending on the type of entity:

assembling-machine

recipe
:: string
Optional

beam

target_position
Optional

Absolute target position that can be used instead of target entity (entity has precedence if both entity and position are defined).


source_position
Optional

Absolute source position that can be used instead of source entity (entity has precedence if both entity and position are defined).


max_length
:: uint
Optional

If set, beam will be destroyed when distance between source and target is greater than this value.


duration
:: uint
Optional

If set, beam will be destroyed after this value of ticks.


source_offset
:: Vector
Optional

Source position will be offset by this value when rendering the beam.

container

bar
:: uint
Optional

Inventory index where the red limiting bar should be set.

cliff

cliff_orientation
Optional

If not specified, direction will be used instead.

flying-text

text

The string to show.


color
:: Color
Optional

Color of the displayed text.


render_player_index
:: uint
Optional

entity-ghost

inner_name
:: string

The prototype name of the entity contained in the ghost.


expires
:: boolean
Optional

If false the ghost entity will not expire. Default is false.

fire

initial_ground_flame_count
:: uint8
Optional

With how many small flames should the fire on ground be created. Defaults to the initial flame count of the prototype.

inserter


filters
:: array[InventoryFilter]

item-entity

stack

The stack of items to create.

item-request-proxy

target

The target items are to be delivered to.


modules
:: dictionary[stringuint]

The stacks of items to be delivered to target entity from logistic network.

rolling-stock

orientation
Optional

The orientation of this rolling stock.


color
:: Color
Optional

The color of this rolling stock, if it supports colors.

locomotive

snap_to_train_stop
:: boolean
Optional

Whether the locomotive should snap to an adjacent train stop. Defaults to true.

logistic-container

request_filters
:: array[InventoryFilter]
Optional

particle

movement
:: Vector

height
:: float

vertical_speed
:: float

frame_speed
:: float

artillery-flare

movement
:: Vector

height
:: float

vertical_speed
:: float

frame_speed
:: float

projectile

speed
:: double

max_range
:: double

resource

amount
:: uint

enable_tree_removal
:: boolean
Optional

If colliding trees are removed normally for this resource entity based off the prototype tree removal values. Default is true.


enable_cliff_removal
:: boolean
Optional

If colliding cliffs are removed. Default is true.


snap_to_tile_center
:: boolean
Optional

If true, the resource entity will be placed to center of a tile as map generator would place it, otherwise standard non-resource grid alignment rules will apply. Default is true.

underground-belt

type
:: string
Optional

"output" or "input"; default is "input".

programmable-speaker

parameters
Optional

alert_parameters
Optional

character-corpse

inventory_size
:: uint
Optional

player_index
:: uint
Optional

highlight-box

bounding_box
Optional

The bounding box defining the highlight box using absolute map coordinates. If specified, the position parameter is ignored, but needs to be present anyways. If not specified, the game falls back to the source parameter first, then the target parameter second. One of these three parameters need to be specified.


box_type
Optional

Specifies the graphical appearance (color) of the highlight box. Defaults to "electricity".


render_player_index
:: uint
Optional

The player to render the highlight box for. If not provided, it will be rendered for all players.


blink_interval
:: uint
Optional

The blink interval for this highlight box. Makes it be shown every blink_interval ticks. Defaults to 0 (constantly shown).


time_to_live
:: uint
Optional

The amount of time in ticks that the highlight box will exist for. Defaults to existing forever.

speech-bubble

text

lifetime
:: uint
Optional

simple-entity-with-owner

render_player_index
:: uint
Optional

simple-entity-with-force

render_player_index
:: uint
Optional

Return value

The created entity or nil if the creation failed.

Examples

asm = game.surfaces[1].create_entity{name = "assembling-machine-1", position = {15, 3}, force = game.forces.player, recipe = "iron-stick"}

Creates a filter inserter with circuit conditions and a filter

game.surfaces[1].create_entity{
  name = "filter-inserter", position = {20, 15}, force = game.player.force,
  conditions = {red = {name = "wood", count = 3, operator = ">"},
              green = {name = "iron-ore", count = 1, operator = "<"},
  logistics = {name = "wood", count = 3, operator = "="}},
  filters = {{index = 1, name = "iron-ore"}}
}

Creates a requester chest already set to request 128 iron plates.

game.surfaces[1].create_entity{
  name = "logistic-chest-requester", position = {game.player.position.x+3, game.player.position.y},
  force = game.player.force, request_filters = {{index = 1, name = "iron-plate", count = 128}}
}
game.surfaces[1].create_entity{name = "big-biter", position = {15, 3}, force = game.forces.player} -- Friendly biter
game.surfaces[1].create_entity{name = "medium-biter", position = {15, 3}, force = game.forces.enemy} -- Enemy biter

Creates a basic inserter at the player's location facing north

game.surfaces[1].create_entity{name = "inserter", position = game.player.position, direction = defines.direction.north}

create_trivial_smoke {name, position}

Parameters

Table with the following fields:
name
:: string

The smoke prototype name to create.


position

Where to create the smoke.


create_particle {name, position, movement, height, vertical_speed, frame_speed}

Creates a particle at the given location

Parameters

Table with the following fields:
name
:: string

The particle name.


position

Where to create the particle.


movement
:: Vector

height
:: float

vertical_speed
:: float

frame_speed
:: float

create_unit_group {position, force} → LuaUnitGroup

Create a new unit group at a given position.

Parameters

Table with the following fields:
position

Initial position of the new unit group.


force
Optional

Force of the new unit group. Defaults to "enemy".


build_enemy_base (position, unit_count, force)

Send a group to build a new base.

Parameters

position

Location of the new base.


unit_count
:: uint

Number of biters to send for the base-building task.


force
Optional

Force the new base will belong to. Defaults to enemy.

Note

The specified force must be AI-controlled; i.e. force.ai_controllable must be true.


get_tile (x, y) → LuaTile

Get the tile at a given position.

Parameters

x
:: int

y
:: int

Note

The input position params can also be a single tile position.


set_tiles (tiles, correct_tiles, remove_colliding_entities, remove_colliding_decoratives, raise_event)

Set tiles at specified locations. Can automatically correct the edges around modified tiles.

Placing a mineable tile on top of a non-mineable one will turn the latter into the LuaTile::hidden_tile for that tile. Placing a mineable tile on a mineable one or a non-mineable tile on a non-mineable one will not modify the hidden tile. This restriction can however be circumvented by using LuaSurface::set_hidden_tile.

Parameters

tiles
:: array[Tile]

correct_tiles
:: boolean
Optional

If false, the correction logic is not applied to the changed tiles. Defaults to true.


remove_colliding_entities
:: boolean or string
Optional

true, false, or abort_on_collision. Defaults to true.


remove_colliding_decoratives
:: boolean
Optional

true or false. Defaults to true.


raise_event
:: boolean
Optional

true or false. Defaults to false.

Note

It is recommended to call this method once for all the tiles you want to change rather than calling it individually for every tile. As the tile correction is used after every step, calling it one by one could cause the tile correction logic to redo some of the changes. Also, many small API calls are generally more performance intensive than one big one.


pollute (source, amount)

Spawn pollution at the given position.

Parameters

source

Where to spawn the pollution.


amount
:: double

How much pollution to add.


get_chunks () → LuaChunkIterator

Get an iterator going over every chunk on this surface.


is_chunk_generated (position) → boolean

Is a given chunk generated?

Parameters

position

The chunk's position.


request_to_generate_chunks (position, radius)

Request that the game's map generator generate chunks at the given position for the given radius on this surface.

Parameters

position

Where to generate the new chunks.


radius
:: uint

The chunk radius from position to generate new chunks in.


force_generate_chunk_requests ()

Blocks and generates all chunks that have been requested using all available threads.


set_chunk_generated_status (position, status)

Set generated status of a chunk. Useful when copying chunks.

Parameters

position

The chunk's position.


status

The chunk's new status.


find_logistic_network_by_position (position, force) → LuaLogisticNetwork

Find the logistic network that covers a given position.

Parameters

position

force

Force the logistic network should belong to.

Return value

The found network or nil if no such network was found.


find_logistic_networks_by_construction_area (position, force) → array[LuaLogisticNetwork]

Finds all of the logistics networks whose construction area intersects with the given position.

Parameters

position

force

Force the logistic networks should belong to.


deconstruct_area {area, force, player, skip_fog_of_war, item}

Place a deconstruction request.

Parameters

Table with the following fields:
area

The area to mark for deconstruction.


force

The force whose bots should perform the deconstruction.


player
Optional

The player to set the last_user to if any.


skip_fog_of_war
:: boolean
Optional

If chunks covered by fog-of-war are skipped.


item
Optional

The deconstruction item to use if any.


cancel_deconstruct_area {area, force, player, skip_fog_of_war, item}

Cancel a deconstruction order.

Parameters

Table with the following fields:
area

The area to cancel deconstruction orders in.


force

The force whose deconstruction orders to cancel.


player
Optional

The player to set the last_user to if any.


skip_fog_of_war
:: boolean
Optional

If chunks covered by fog-of-war are skipped.


item
Optional

The deconstruction item to use if any.


upgrade_area {area, force, player, skip_fog_of_war, item}

Place an upgrade request.

Parameters

Table with the following fields:
area

The area to mark for upgrade.


force

The force whose bots should perform the upgrade.


player
Optional

The player to set the last_user to if any.


skip_fog_of_war
:: boolean
Optional

If chunks covered by fog-of-war are skipped.


item

The upgrade item to use.


cancel_upgrade_area {area, force, player, skip_fog_of_war, item}

Cancel a upgrade order.

Parameters

Table with the following fields:
area

The area to cancel upgrade orders in.


force

The force whose upgrade orders to cancel.


player
Optional

The player to set the last_user to if any.


skip_fog_of_war
:: boolean
Optional

If chunks covered by fog-of-war are skipped.


item
Optional

The upgrade item to use if any.


get_hidden_tile (position) → string

The hidden tile name or nil if there isn't one for the given position.

Parameters

position

The tile position.


set_hidden_tile (position, tile)

Set the hidden tile for the specified position. While during normal gameplay only non-mineable tiles can become hidden, this method allows any kind of tile to be set as the hidden one.

Parameters

position

The tile position.


tile

The new hidden tile or nil to clear the hidden tile.


get_connected_tiles (position, tiles) → array[Position]

Gets all tiles of the given types that are connected horizontally or vertically to the given tile position including the given tile position.

Parameters

position

The tile position to start at.


tiles
:: array[string]

The tiles to search for.

Return value

The resulting set of tiles.

Note

This won't find tiles in non-generated chunks.


delete_chunk (position)

Parameters

position

The chunk position to delete

Note

This won't delete the chunk immediately. Chunks are deleted at the end of the current tick.


regenerate_entity (entities, chunks)

Regenerate autoplacement of some entities on this surface. This can be used to autoplace newly-added entities.

Parameters

entities
:: string or array[string]
Optional

Prototype names of entity or entities to autoplace. When nil all entities with an autoplace are used.


chunks
:: array[ChunkPosition]
Optional

The chunk positions to regenerate the entities on. If not given all chunks are regenerated. Note chunks with status < entities are ignored.

Note

All specified entity prototypes must be autoplacable. If nothing is given all entities are generated on all chunks.


regenerate_decorative (decoratives, chunks)

Regenerate autoplacement of some decoratives on this surface. This can be used to autoplace newly-added decoratives.

Parameters

decoratives
:: string or array[string]
Optional

Prototype names of decorative or decoratives to autoplace. When nil all decoratives with an autoplace are used.


chunks
:: array[ChunkPosition]
Optional

The chunk positions to regenerate the entities on. If not given all chunks are regenerated. Note chunks with status < entities are ignored.

Note

All specified decorative prototypes must be autoplacable. If nothing is given all decoratives are generated on all chunks.


print (message, color)

Print text to the chat console of all players on this surface.

Parameters

message

color
:: Color
Optional

Note

Messages that are identical to a message sent in the last 60 ticks are not printed again.


destroy_decoratives {area, position, name, limit, invert}

Removes all decoratives from the given area. If no area and no position are given, then the entire surface is searched.

Parameters

Table with the following fields:
area
Optional

position
Optional

name
Optional

limit
:: uint
Optional

invert
:: boolean
Optional

If the filters should be inverted.


create_decoratives {check_collision, decoratives}

Adds the given decoratives to the surface.

Parameters

Table with the following fields:
check_collision
:: boolean
Optional

If collision should be checked against entities/tiles.


decoratives
:: array[Decorative]

Note

This will merge decoratives of the same type that already exist effectively increasing the "amount" field.


find_decoratives_filtered {area, position, name, limit, invert} → array[DecorativeResult]

Find decoratives of a given name in a given area.

If no filters are given, returns all decoratives in the search area. If multiple filters are specified, returns only decoratives matching every given filter. If no area and no position are given, the entire surface is searched.

Parameters

Table with the following fields:
area
Optional

position
Optional

name
Optional

limit
:: uint
Optional

invert
:: boolean
Optional

If the filters should be inverted.

Example

game.surfaces[1].find_decoratives_filtered{area = {{-10, -10}, {10, 10}}, name = "sand-decal"} -- gets all sand-decals in the rectangle
game.surfaces[1].find_decoratives_filtered{area = {{-10, -10}, {10, 10}}, limit = 5}  -- gets the first 5 decoratives in the rectangle

get_trains (force) → array[LuaTrain]

Parameters

force
Optional

If given only trains matching this force are returned.


clear_pollution ()

Clears all pollution on this surface.


play_sound {path, position, volume_modifier, override_sound_type}

Play a sound for every player on this surface.

Parameters

Table with the following fields:
path

The sound to play.


position
Optional

Where the sound should be played. If not given, it's played at the current position of each player.


volume_modifier
:: double
Optional

The volume of the sound to play. Must be between 0 and 1 inclusive.


override_sound_type
Optional

The volume mixer to play the sound through. Defaults to the default mixer for the given sound type.


get_resource_counts () → dictionary[stringuint]

Gets the resource amount of all resources on this surface


get_random_chunk () → ChunkPosition

Gets a random generated chunk position or 0,0 if no chunks have been generated on this surface.


clone_area {source_area, destination_area, destination_surface, destination_force, clone_tiles, clone_entities, clone_decoratives, clear_destination_entities, clear_destination_decoratives, expand_map, create_build_effect_smoke}

Clones the given area.

Parameters

Table with the following fields:
source_area

destination_area

destination_surface
Optional

destination_force
Optional

clone_tiles
:: boolean
Optional

If tiles should be cloned


clone_entities
:: boolean
Optional

If entities should be cloned


clone_decoratives
:: boolean
Optional

If decoratives should be cloned


clear_destination_entities
:: boolean
Optional

If the destination entities should be cleared


clear_destination_decoratives
:: boolean
Optional

If the destination decoratives should be cleared


expand_map
:: boolean
Optional

If the destination surface should be expanded when destination_area is outside current bounds. Default false.


create_build_effect_smoke
:: boolean
Optional

If true, the building effect smoke will be shown around the new entities.

Notes

defines.events.on_entity_cloned is raised for each entity, and then defines.events.on_area_cloned is raised.

Entities are cloned in an order such that they can always be created, eg rails before trains.


clone_brush {source_offset, destination_offset, source_positions, destination_surface, destination_force, clone_tiles, clone_entities, clone_decoratives, clear_destination_entities, clear_destination_decoratives, expand_map, manual_collision_mode, create_build_effect_smoke}

Clones the given area.

Parameters

Table with the following fields:
source_offset

destination_offset

source_positions
:: array[TilePosition]

destination_surface
Optional

destination_force
Optional

clone_tiles
:: boolean
Optional

If tiles should be cloned


clone_entities
:: boolean
Optional

If entities should be cloned


clone_decoratives
:: boolean
Optional

If decoratives should be cloned


clear_destination_entities
:: boolean
Optional

If the destination entities should be cleared


clear_destination_decoratives
:: boolean
Optional

If the destination decoratives should be cleared


expand_map
:: boolean
Optional

If the destination surface should be expanded when destination_area is outside current bounds. Default false.


manual_collision_mode
:: boolean
Optional

If manual-style collision checks should be done.


create_build_effect_smoke
:: boolean
Optional

If true, the building effect smoke will be shown around the new entities.

Notes

defines.events.on_entity_cloned is raised for each entity, and then defines.events.on_area_cloned is raised.

Entities are cloned in an order such that they can always be created, eg rails before trains.


clone_entities {entities, destination_offset, destination_surface, destination_force, snap_to_grid, create_build_effect_smoke}

Clones the given entities.

Parameters

Table with the following fields:
entities
:: array[LuaEntity]

destination_offset
:: Vector

destination_surface
Optional

destination_force
Optional

snap_to_grid
:: boolean
Optional

create_build_effect_smoke
:: boolean
Optional

If true, the building effect smoke will be shown around the new entities.

Notes

defines.events.on_entity_cloned is raised for each entity.

Entities are cloned in an order such that they can always be created, eg rails before trains.


clear (ignore_characters)

Clears this surface deleting all entities and chunks on it.

Parameters

ignore_characters
:: boolean
Optional

Whether characters on this surface that are connected to or associated with players should be ignored (not destroyed).

Note

This won't clear the surface immediately. It will be cleared at the end of the current tick.


request_path {bounding_box, collision_mask, start, goal, force, radius, pathfind_flags, can_open_gates, path_resolution_modifier, entity_to_ignore} → uint

Generates a path with the specified constraints (as an array of PathfinderWaypoints) using the unit pathfinding algorithm. This path can be used to emulate pathing behavior by script for non-unit entities. If you want to command actual units to move, use the LuaEntity::set_command functionality instead.

The resulting path is ultimately returned asynchronously via on_script_path_request_finished.

Parameters

Table with the following fields:
bounding_box

The dimensions of the object that's supposed to travel the path.


collision_mask
:: CollisionMask or array[string]

The list of masks the bounding_box collides with.


start

The position from which to start pathfinding.


goal

The position to find a path to.


force

The force for which to generate the path, determining which gates can be opened for example.


radius
:: double
Optional

How close the pathfinder needs to get to its goal (in tiles). Defaults to 1.


pathfind_flags
Optional

Flags that affect pathfinder behavior.


can_open_gates
:: boolean
Optional

Whether the path request can open gates. Defaults to false.


path_resolution_modifier
:: int
Optional

Defines how coarse the pathfinder's grid is. Smaller values mean a coarser grid (negative numbers allowed). Defaults to 0.


entity_to_ignore
Optional

Makes the pathfinder ignore collisions with this entity if it is given.

Return value

A unique handle to identify this call when on_script_path_request_finished fires.


get_script_areas (name) → array[ScriptArea]

Gets the script areas that match the given name or if no name is given all areas are returned.

Parameters

name
:: string
Optional

get_script_area (key) → ScriptArea

Gets the first script area by name or id.

Parameters

key
:: string or uint
Optional

The name or id of the area to get.


edit_script_area (id, area)

Sets the given script area to the new values.

Parameters

id
:: uint

The area to edit.


area

add_script_area (area) → uint

Adds the given script area.

Parameters

area

Return value

The id of the created area.


remove_script_area (id) → boolean

Removes the given script area.

Parameters

id
:: uint

Return value

If the area was actually removed. False when it didn't exist.


get_script_positions (name) → array[ScriptPosition]

Gets the script positions that match the given name or if no name is given all positions are returned.

Parameters

name
:: string
Optional

get_script_position (key) → ScriptPosition

Gets the first script position by name or id.

Parameters

key
:: string or uint
Optional

The name or id of the position to get.


edit_script_position (id, area)

Sets the given script position to the new values.

Parameters

id
:: uint

The position to edit.


area

add_script_position (area) → uint

Adds the given script position.

Parameters

area

Return value

The id of the created position.


remove_script_position (id) → boolean

Removes the given script position.

Parameters

id
:: uint

Return value

If the position was actually removed. False when it didn't exist.


get_map_exchange_string () → string

Gets the map exchange string for the current map generation settings of this surface.


get_starting_area_radius () → double

Gets the starting area radius of this surface.


get_closest (position, entities) → LuaEntity

Gets the closest entity in the list to this position.

Parameters

position

entities
:: array[LuaEntity]

The Entities to check


get_train_stops {name, force} → array[LuaEntity]

Gets train stops matching the given filters.

Parameters

Table (optional) with the following fields:
name
:: string or array[string]
Optional

force
Optional

get_total_pollution () → double

Gets the total amount of pollution on the surface by iterating over all of the chunks containing pollution.


entity_prototype_collides (prototype, position, use_map_generation_bounding_box, direction)

Parameters

prototype

The entity prototype to check


position

The position to check


use_map_generation_bounding_box
:: boolean

If the map generation bounding box should be used instead of the collision bounding box


direction
Optional

decorative_prototype_collides (prototype, position)

Parameters

prototype
:: string

The decorative prototype to check


position

The position to check


calculate_tile_properties (property_names, positions) → dictionary[string → array[double]]

Parameters

property_names
:: array[string]

Names of properties (e.g. "elevation") to calculate


positions
:: array[Position]

Positions for which to calculate property values

Return value

Table of property value lists, keyed by property name


get_entities_with_force (position, force) → array[LuaEntity]

Returns all the military targets (entities with force) on this chunk for the given force.

Parameters

position

The chunk's position.


force

Entities of this force will be returned.


build_checkerboard (area)

Sets the given area to the checkerboard lab tiles.

Parameters

area

The tile area.


help () → string

All methods and properties that this object supports.

Attributes

name :: string [Read/Write]

The name of this surface. Names are unique among surfaces.

Note

the default surface can't be renamed.


index :: uint [Read]

Unique ID associated with this surface.


map_gen_settings :: MapGenSettings [Read/Write]

The generation settings for this surface. These can be modified to after surface generation, but note that this will not retroactively update the surface. To manually adjust it, LuaSurface::regenerate_entity, LuaSurface::regenerate_decorative and LuaSurface::delete_chunk can be used.


generate_with_lab_tiles :: boolean [Read/Write]

When set to true, new chunks will be generated with lab tiles, instead of using the surface's map generation settings.


always_day :: boolean [Read/Write]

When set to true, the sun will always shine.


daytime :: double [Read/Write]

Current time of day, as a number in range [0, 1).


darkness :: float [Read]

Amount of darkness at the current time.


wind_speed :: double [Read/Write]

Current wind speed.


wind_orientation :: RealOrientation [Read/Write]

Current wind direction.


wind_orientation_change :: double [Read/Write]

Change in wind orientation per tick.


peaceful_mode :: boolean [Read/Write]

Is peaceful mode enabled on this surface?


freeze_daytime :: boolean [Read/Write]

True if daytime is currently frozen.


ticks_per_day :: uint [Read/Write]

The number of ticks per day for this surface.


dusk :: double [Read/Write]

The daytime when dusk starts.


dawn :: double [Read/Write]

The daytime when dawn starts.


evening :: double [Read/Write]

The daytime when evening starts.


morning :: double [Read/Write]

The daytime when morning starts.


solar_power_multiplier :: double [Read/Write]

The multiplier of solar power on this surface. Cannot be less than 0.

Note

Solar equipment is still limited to its maximum power output.


min_brightness :: double [Read/Write]

The minimal brightness during the night. Default is 0.15. The value has an effect on the game simalution only, it doesn't have any effect on rendering.


brightness_visual_weights :: ColorModifier [Read/Write]

Defines how surface daytime brightness influences each color channel of the current color lookup table (LUT).

The LUT is multiplied by ((1 - weight) + brightness * weight) and result is clamped to range [0, 1].

Default is {0, 0, 0}, which means no influence.

Example

Makes night on the surface pitch black, assuming LuaSurface::min_brightness being set to default value 0.15.

game.surfaces[1].brightness_visual_weights = { 1 / 0.85, 1 / 0.85, 1 / 0.85 }

show_clouds :: boolean [Read/Write]

If clouds are shown on this surface.

Note

If false, clouds are never shown. If true the player must also have clouds enabled in graphics settings for them to be shown.


valid :: boolean [Read]

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 :: string [Read]

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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