Factorio API Docs

1.1.58 <>

Class LuaTilePrototype

Prototype of a tile.

help()
string

All methods and properties that this object supports.


:: string
[R]

Name of this prototype.


:: string
[R]

Order string of this prototype.




[R]

The collision mask this tile uses



:: uint
[R]

[R]

Autoplace specification for this prototype.




:: Color
[R]

:: float
[R]

The probability that decorative entities will be removed from on top of this tile when this tile is generated.



:: dictionary[stringLuaTilePrototype]
[R]

:: boolean
[R]

If this tile needs correction logic applied when it's generated in the world..



[R]

The next direction of this tile or nil - used when a tile has multiple directions (such as hazard concrete)


:: array[SimpleItemStack]
[R]

Items that when placed will produce this tile.


:: boolean
[R]

False if this tile is not allowed in blueprints regardless of the ability to build it.


:: double
[R]

Amount of pollution emissions per second this tile will absorb.


:: boolean
[R]

True if building this tile should check for colliding entities above and prevent building if such are found.


:: boolean
[R]

Is this object valid?


:: string
[R]

The class name of this object.

Methods

help() → string

All methods and properties that this object supports.

Return values

:: string

Attributes

name :: string [Read]

Name of this prototype.


order :: string [Read]

Order string of this prototype.


localised_name :: LocalisedString [Read]


localised_description :: LocalisedString [Read]


collision_mask :: CollisionMask [Read]

The collision mask this tile uses


collision_mask_with_flags :: CollisionMaskWithFlags [Read]


layer :: uint [Read]


autoplace_specification :: AutoplaceSpecification [Read]

Autoplace specification for this prototype. nil if none.


walking_speed_modifier :: float [Read]


vehicle_friction_modifier :: float [Read]


map_color :: Color [Read]


decorative_removal_probability :: float [Read]

The probability that decorative entities will be removed from on top of this tile when this tile is generated.


automatic_neighbors :: boolean [Read]


allowed_neighbors :: dictionary[stringLuaTilePrototype] [Read]


needs_correction :: boolean [Read]

If this tile needs correction logic applied when it's generated in the world..


mineable_properties :: table [Read]

Table fields

minable
:: boolean

Is this tile mineable at all?


miningtime
:: double

Energy required to mine a tile.


miningparticle
:: string?

Prototype name of the particle produced when mining this tile. Will only be present if this tile produces any particle during mining.


products
:: array[Product]

Products obtained by mining this tile.


next_direction :: LuaTilePrototype [Read]

The next direction of this tile or nil - used when a tile has multiple directions (such as hazard concrete)


items_to_place_this :: array[SimpleItemStack] [Read]

Items that when placed will produce this tile. It is a dictionary indexed by the item prototype name.


can_be_part_of_blueprint :: boolean [Read]

False if this tile is not allowed in blueprints regardless of the ability to build it.


emissions_per_second :: double [Read]

Amount of pollution emissions per second this tile will absorb.


check_collision_with_entities :: boolean [Read]

True if building this tile should check for colliding entities above and prevent building if such are found. Also during mining tiles above this tile checks for entities colliding with this tile and prevents mining if such are found.


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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