Factorio Runtime Docs

Class LuaControl abstract

This is an abstract base class containing the common functionality between LuaPlayer and entities (see LuaEntity). When accessing player-related functions through a LuaEntity, it must refer to a character entity.

Members

get_inventory(inventory)  → LuaInventory?

Get an inventory belonging to this entity.

Get an inventory belonging to this entity.

get_main_inventory()  → LuaInventory?

Gets the main inventory for this character or player if this is a character or player.

Gets the main inventory for this character or player if this is a character or player.

can_insert(items)  → boolean

Can at least some items be inserted?

Can at least some items be inserted?

insert(items)  → uint

Insert items into this entity.

Insert items into this entity.

set_gui_arrow{type=…}

Create an arrow which points at this entity.

Create an arrow which points at this entity.

clear_gui_arrow()

Removes the arrow created by set_gui_arrow.

Removes the arrow created by set_gui_arrow.

get_item_count(item?)  → uint

Get the number of all or some items in this entity.

Get the number of all or some items in this entity.

has_items_inside()  → boolean

Does this entity have any item inside it?

Does this entity have any item inside it?

can_reach_entity(entity)  → boolean

Can a given entity be opened or accessed?

Can a given entity be opened or accessed?

clear_items_inside()

Remove all items from this entity.

Remove all items from this entity.

remove_item(items)  → uint

Remove items from this entity.

Remove items from this entity.

teleport(position, surface?)  → boolean

Teleport the entity to a given position, possibly on another surface.

Teleport the entity to a given position, possibly on another surface.

update_selected_entity(position)

Select an entity, as if by hovering the mouse above it.

Select an entity, as if by hovering the mouse above it.

clear_selected_entity()

Unselect any selected entity.

Unselect any selected entity.

disable_flashlight()

Disable the flashlight.

Disable the flashlight.

enable_flashlight()

Enable the flashlight.

Enable the flashlight.

is_flashlight_enabled()  → boolean

Is the flashlight enabled.

Is the flashlight enabled.

get_craftable_count(recipe)  → uint

Gets the count of the given recipe that can be crafted.

Gets the count of the given recipe that can be crafted.

begin_crafting{count=…, recipe=…, silent?=…}  → uint

Begins crafting the given count of the given recipe.

Begins crafting the given count of the given recipe.

cancel_crafting{index=…, count=…}

Cancels crafting the given count of the given crafting queue index.

Cancels crafting the given count of the given crafting queue index.

mine_entity(entity, force?)  → boolean

Mines the given entity as if this player (or character) mined it.

Mines the given entity as if this player (or character) mined it.

mine_tile(tile)  → boolean

Mines the given tile as if this player (or character) mined it.

Mines the given tile as if this player (or character) mined it.

is_player()  → boolean

When true control adapter is a LuaPlayer object, false for entities including characters with players.

When true control adapter is a LuaPlayer object, false for entities including characters with players.

open_technology_gui(technology?)

Open the technology GUI and select a given technology.

Open the technology GUI and select a given technology.

set_personal_logistic_slot(slot_index, value)  → boolean

Sets a personal logistic request and auto-trash slot to the given value.

Sets a personal logistic request and auto-trash slot to the given value.

set_vehicle_logistic_slot(slot_index, value)  → boolean

Sets a vehicle logistic request and auto-trash slot to the given value.

Sets a vehicle logistic request and auto-trash slot to the given value.

get_personal_logistic_slot(slot_index)  → LogisticParameters

Gets the parameters of a personal logistic request and auto-trash slot.

Gets the parameters of a personal logistic request and auto-trash slot.

get_vehicle_logistic_slot(slot_index)  → LogisticParameters

Gets the parameters of a vehicle logistic request and auto-trash slot.

Gets the parameters of a vehicle logistic request and auto-trash slot.

clear_personal_logistic_slot(slot_index)
clear_vehicle_logistic_slot(slot_index)
is_cursor_blueprint()  → boolean

Returns whether the player is holding a blueprint.

Returns whether the player is holding a blueprint.

get_blueprint_entities()  → array[BlueprintEntity]?

Gets the entities that are part of the currently selected blueprint, regardless of it being in a blueprint book or picked from the blueprint library.

Gets the entities that are part of the currently selected blueprint, regardless of it being in a blueprint book or picked from the blueprint library.

is_cursor_empty()  → boolean

Returns whether the player is holding something in the cursor.

Returns whether the player is holding something in the cursor.

surface [R] :: LuaSurface

The surface this entity is currently on.

The surface this entity is currently on.

surface_index [R] :: uint

Unique ID associated with the surface this entity is currently on.

Unique ID associated with the surface this entity is currently on.

position [R] :: MapPosition

The current position of the entity.

The current position of the entity.

vehicle [R] :: LuaEntity?

The vehicle the player is currently sitting in.

The vehicle the player is currently sitting in.

force [RW] :: ForceIdentification

The force of this entity.

The force of this entity.

force_index [R] :: uint

Unique ID associated with the force of this entity.

Unique ID associated with the force of this entity.

selected [RW] :: LuaEntity?

The currently selected entity.

The currently selected entity.

opened [RW] :: LuaEntity or LuaItemStack or LuaEquipment or LuaEquipmentGrid or LuaPlayer or LuaGuiElement or LuaInventory or LuaTechnology or defines.gui_type?

The GUI the player currently has open.

The GUI the player currently has open.

crafting_queue_size [R] :: uint

Size of the crafting queue.

Size of the crafting queue.

crafting_queue_progress [RW] :: double

The crafting queue progress in the range [0-1].

The crafting queue progress in the range [0-1].

walking_state [RW] :: table

Current walking state.

Current walking state.

riding_state [RW] :: RidingState

Current riding state of this car, or of the car this player is riding in.

Current riding state of this car, or of the car this player is riding in.

mining_state [RW] :: table

Current mining state.

Current mining state.

shooting_state [RW] :: table

Current shooting state.

Current shooting state.

picking_state [RW] :: boolean

Current item-picking state.

Current item-picking state.

repair_state [RW] :: table

Current repair state.

Current repair state.

cursor_stack [R] :: LuaItemStack?

The player's cursor stack.

The player's cursor stack.

cursor_ghost [RW] :: ItemPrototypeIdentification?

The ghost prototype in the player's cursor.

The ghost prototype in the player's cursor.

driving [RW] :: boolean

true if the player is in a vehicle.

true if the player is in a vehicle.

crafting_queue [R] :: array[CraftingQueueItem]

The current crafting queue items.

The current crafting queue items.

following_robots [R] :: array[LuaEntity]

The current combat robots following the character.

The current combat robots following the character.

cheat_mode [RW] :: boolean

When true hand crafting is free and instant.

When true hand crafting is free and instant.

character_crafting_speed_modifier [RW] :: double
character_mining_speed_modifier [RW] :: double
character_additional_mining_categories [RW] :: array[string]
character_running_speed_modifier [RW] :: double

Modifies the running speed of this character by the given value as a percentage.

Modifies the running speed of this character by the given value as a percentage.

character_build_distance_bonus [RW] :: uint
character_item_drop_distance_bonus [RW] :: uint
character_reach_distance_bonus [RW] :: uint
character_resource_reach_distance_bonus [RW] :: uint
character_item_pickup_distance_bonus [RW] :: uint
character_loot_pickup_distance_bonus [RW] :: uint
character_inventory_slots_bonus [RW] :: uint
character_trash_slot_count_bonus [RW] :: uint
character_maximum_following_robot_count_bonus [RW] :: uint
character_health_bonus [RW] :: float
character_personal_logistic_requests_enabled [RW] :: boolean

If personal logistic requests are enabled for this character or players character.

If personal logistic requests are enabled for this character or players character.

vehicle_logistic_requests_enabled [RW] :: boolean

If personal logistic requests are enabled for this vehicle (spidertron).

If personal logistic requests are enabled for this vehicle (spidertron).

opened_gui_type [R] :: defines.gui_type?
build_distance [R] :: uint

The build distance of this character or max uint when not a character or player connected to a character.

The build distance of this character or max uint when not a character or player connected to a character.

drop_item_distance [R] :: uint

The item drop distance of this character or max uint when not a character or player connected to a character.

The item drop distance of this character or max uint when not a character or player connected to a character.

reach_distance [R] :: uint

The reach distance of this character or max uint when not a character or player connected to a character.

The reach distance of this character or max uint when not a character or player connected to a character.

item_pickup_distance [R] :: double

The item pickup distance of this character or max double when not a character or player connected to a character.

The item pickup distance of this character or max double when not a character or player connected to a character.

loot_pickup_distance [R] :: double

The loot pickup distance of this character or max double when not a character or player connected to a character.

The loot pickup distance of this character or max double when not a character or player connected to a character.

resource_reach_distance [R] :: double

The resource reach distance of this character or max double when not a character or player connected to a character.

The resource reach distance of this character or max double when not a character or player connected to a character.

in_combat [R] :: boolean

Whether this character entity is in combat.

Whether this character entity is in combat.

character_running_speed [R] :: double

The current movement speed of this character, including effects from exoskeletons, tiles, stickers and shooting.

The current movement speed of this character, including effects from exoskeletons, tiles, stickers and shooting.

character_mining_progress [R] :: double

The current mining progress between 0 and 1 of this character, or 0 if they aren't mining.

The current mining progress between 0 and 1 of this character, or 0 if they aren't mining.

Methods

get_inventory(inventory)  → LuaInventory?

Get an inventory belonging to this entity. This can be either the "main" inventory or some auxiliary one, like the module slots or logistic trash slots.

Parameters

inventory :: defines.inventory

Return values

→ LuaInventory?

The inventory or nil if none with the given index was found.

Note

A given defines.inventory is only meaningful for the corresponding LuaObject type. EG: get_inventory(defines.inventory.character_main) is only meaningful if 'this' is a player character. You may get a value back but if the type of 'this' isn't the type referred to by the defines.inventory it's almost guaranteed to not be the inventory asked for.


get_main_inventory()  → LuaInventory?

Gets the main inventory for this character or player if this is a character or player.

Return values

→ LuaInventory?

The inventory or nil if this entity is not a character or player.


can_insert(items)  → boolean

Can at least some items be inserted?

Parameters

items :: ItemStackIdentification

Items that would be inserted.

Items that would be inserted.

Return values

→ boolean

true if at least a part of the given items could be inserted into this inventory.


insert(items)  → uint

Insert items into this entity. This works the same way as inserters or shift-clicking: the "best" inventory is chosen automatically.

Parameters

items :: ItemStackIdentification

The items to insert.

The items to insert.

Return values

→ uint

The number of items that were actually inserted.


set_gui_arrow{type=…}

Create an arrow which points at this entity. This is used in the tutorial. For examples, see control.lua in the campaign missions.

Parameters

Table with the following fields:
type :: string

Where to point to. This field determines what other fields are mandatory. May be "nowhere", "goal", "entity_info", "active_window", "entity", "position", "crafting_queue", or "item_stack".

Where to point to. This field determines what other fields are mandatory. May be "nowhere", "goal", "entity_info", "active_window", "entity", "position", "crafting_queue", or "item_stack".

Other attributes may be specified depending on type:

entity

entity :: LuaEntity

position

position :: MapPosition

crafting_queue

crafting_queueindex :: uint

item_stack

inventory_index :: defines.inventory
item_stack_index :: uint
source :: string

May be either "player" or "target".

May be either "player" or "target".


clear_gui_arrow()

Removes the arrow created by set_gui_arrow.


get_item_count(item?)  → uint

Get the number of all or some items in this entity.

Parameters

item :: string?

Prototype name of the item to count. If not specified, count all items.

Prototype name of the item to count. If not specified, count all items.


has_items_inside()  → boolean

Does this entity have any item inside it?


can_reach_entity(entity)  → boolean

Can a given entity be opened or accessed?

Parameters

entity :: LuaEntity

clear_items_inside()

Remove all items from this entity.


remove_item(items)  → uint

Remove items from this entity.

Parameters

items :: ItemStackIdentification

The items to remove.

The items to remove.

Return values

→ uint

The number of items that were actually removed.


teleport(position, surface?)  → boolean

Teleport the entity to a given position, possibly on another surface.

Parameters

position :: MapPosition

Where to teleport to.

Where to teleport to.

surface :: SurfaceIdentification?

Surface to teleport to. If not given, will teleport to the entity's current surface. Only players, cars, and spidertrons can be teleported cross-surface.

Surface to teleport to. If not given, will teleport to the entity's current surface. Only players, cars, and spidertrons can be teleported cross-surface.

Return values

→ boolean

true if the entity was successfully teleported.

Raised events

on_player_changed_position? instantly

Raised if the teleported entity is a player character.

Notes

Some entities may not be teleported. For instance, transport belts won't allow teleportation and this method will always return false when used on any such entity.

You can also pass 1 or 2 numbers as the parameters and they will be used as relative teleport coordinates 'teleport(0, 1)' to move the entity 1 tile positive y. 'teleport(4)' to move the entity 4 tiles to the positive x.


update_selected_entity(position)

Select an entity, as if by hovering the mouse above it.

Parameters

position :: MapPosition

Position of the entity to select.

Position of the entity to select.

Raised events

on_selected_entity_changed? instantly

Raised if there is an entity at the given position to select.


clear_selected_entity()

Unselect any selected entity.

Raised events

on_selected_entity_changed? instantly

Raised if there is a currently selected entity.


disable_flashlight()

Disable the flashlight.


enable_flashlight()

Enable the flashlight.


is_flashlight_enabled()  → boolean

Is the flashlight enabled.


get_craftable_count(recipe)  → uint

Gets the count of the given recipe that can be crafted.

Parameters

recipe :: string or LuaRecipe

The recipe.

The recipe.

Return values

→ uint

The count that can be crafted.


begin_crafting{count=…, recipe=…, silent?=…}  → uint

Begins crafting the given count of the given recipe.

Parameters

Table with the following fields:
count :: uint

The count to craft.

The count to craft.

recipe :: string or LuaRecipe

The recipe to craft.

The recipe to craft.

silent :: boolean?

If false and the recipe can't be crafted the requested number of times printing the failure is skipped.

If false and the recipe can't be crafted the requested number of times printing the failure is skipped.

Return values

→ uint

The count that was actually started crafting.

Raised events

on_pre_player_crafted_item? instantly

Raised if crafting was able to be started.

on_player_main_inventory_changed? current_tick

Raised if crafting was able to be started.


cancel_crafting{index=…, count=…}

Cancels crafting the given count of the given crafting queue index.

Parameters

Table with the following fields:
index :: uint

The crafting queue index.

The crafting queue index.

count :: uint

The count to cancel crafting.

The count to cancel crafting.

Raised events

on_player_cancelled_crafting? instantly

Raised if crafting was able to be cancelled.

on_player_main_inventory_changed? current_tick

Raised if crafting was able to be cancelled.


mine_entity(entity, force?)  → boolean

Mines the given entity as if this player (or character) mined it.

Parameters

entity :: LuaEntity

The entity to mine

The entity to mine

force :: boolean?

Forces mining the entity even if the items can't fit in the player.

Forces mining the entity even if the items can't fit in the player.

Return values

→ boolean

Whether the mining succeeded.

Raised events

on_pre_player_mined_item? instantly

Raised if mining is possible.

on_player_mined_entity? instantly

Raised if mining is successful.

on_player_mined_item? instantly

Raised if mining is successful.


mine_tile(tile)  → boolean

Mines the given tile as if this player (or character) mined it.

Parameters

tile :: LuaTile

The tile to mine.

The tile to mine.

Return values

→ boolean

Whether the mining succeeded.

Raised events

on_player_mined_item? instantly

Raised if mining is successful.

on_player_mined_tile? instantly

Raised if mining is successful.


is_player()  → boolean

When true control adapter is a LuaPlayer object, false for entities including characters with players.


open_technology_gui(technology?)

Open the technology GUI and select a given technology.

Parameters

technology :: TechnologyIdentification?

The technology to select after opening the GUI.

The technology to select after opening the GUI.


set_personal_logistic_slot(slot_index, value)  → boolean

Sets a personal logistic request and auto-trash slot to the given value.

Parameters

slot_index :: uint

The slot to set.

The slot to set.

value :: LogisticParameters

The logistic request parameters.

The logistic request parameters.

Return values

→ boolean

Whether the slot was set successfully. false if personal logistics are not researched yet.

Raised events

on_entity_logistic_slot_changed? instantly

Raised if setting of logistic slot was successful.

Note

This will silently fail if personal logistics are not researched yet.


set_vehicle_logistic_slot(slot_index, value)  → boolean

Sets a vehicle logistic request and auto-trash slot to the given value. Only used on spider-vehicle.

Parameters

slot_index :: uint

The slot to set.

The slot to set.

value :: LogisticParameters

The logistic request parameters.

The logistic request parameters.

Return values

→ boolean

Whether the slot was set successfully. false if the vehicle does not use logistics.

Raised events

on_entity_logistic_slot_changed? instantly

Raised if setting of logistic slot was successful.


get_personal_logistic_slot(slot_index)  → LogisticParameters

Gets the parameters of a personal logistic request and auto-trash slot.

Parameters

slot_index :: uint

The slot to get.

The slot to get.

Return values

→ LogisticParameters

The logistic parameters. If personal logistics are not researched yet, their name will be nil.


get_vehicle_logistic_slot(slot_index)  → LogisticParameters

Gets the parameters of a vehicle logistic request and auto-trash slot. Only used on spider-vehicle.

Parameters

slot_index :: uint

The slot to get.

The slot to get.

Return values

→ LogisticParameters

The logistic parameters. If the vehicle does not use logistics, their name will be nil.


clear_personal_logistic_slot(slot_index)

Parameters

slot_index :: uint

The slot to clear.

The slot to clear.

Raised events

on_entity_logistic_slot_changed? instantly

Raised if clearing of logistic slot was successful.

Note

This will silently fail if personal logistics are not researched yet.


clear_vehicle_logistic_slot(slot_index)

Parameters

slot_index :: uint

The slot to clear.

The slot to clear.

Raised events

on_entity_logistic_slot_changed? instantly

Raised if clearing of logistic slot was successful.

Note

This will silently fail if the vehicle does not use logistics.


is_cursor_blueprint()  → boolean

Returns whether the player is holding a blueprint. This takes both blueprint items as well as blueprint records from the blueprint library into account.

Note that both this method and LuaControl::get_blueprint_entities refer to the currently selected blueprint, meaning a blueprint book with a selected blueprint will return the information as well.


get_blueprint_entities()  → array[BlueprintEntity]?

Gets the entities that are part of the currently selected blueprint, regardless of it being in a blueprint book or picked from the blueprint library.

Return values

→ array[BlueprintEntity]?

Returns nil if there is no currently selected blueprint.


is_cursor_empty()  → boolean

Returns whether the player is holding something in the cursor. It takes into account items from the blueprint library, as well as items and ghost cursor.

Attributes

surface :: LuaSurface Read

The surface this entity is currently on.


surface_index :: uint Read

Unique ID associated with the surface this entity is currently on.


position :: MapPosition Read

The current position of the entity.


vehicle :: LuaEntity? Read

The vehicle the player is currently sitting in.


force :: ForceIdentification Read/Write

The force of this entity. Reading will always give a LuaForce, but it is possible to assign either string or LuaForce to this attribute to change the force.


force_index :: uint Read

Unique ID associated with the force of this entity.


selected :: LuaEntity? Read/Write

The currently selected entity. Assigning an entity will select it if is selectable, otherwise the selection is cleared.

Raised events

on_selected_entity_changed? instantly

Raised when a selectable entity is written to this attribute.


opened :: LuaEntity or LuaItemStack or LuaEquipment or LuaEquipmentGrid or LuaPlayer or LuaGuiElement or LuaInventory or LuaTechnology or defines.gui_type? Read/Write

The GUI the player currently has open.

This is the GUI that will asked to close (by firing the on_gui_closed event) when the Esc or E keys are pressed. If this attribute is not nil, and a new GUI is written to it, the existing one will be asked to close.

Raised events

on_gui_opened? instantly

Raised when writing a valid GUI target to this attribute.

Note

Write supports any of the types. Read will return the entity, equipment, equipment-grid, player, element, inventory, technology, or nil.


crafting_queue_size :: uint Read

Size of the crafting queue.


crafting_queue_progress :: double Read/Write

The crafting queue progress in the range [0-1]. 0 when no recipe is being crafted.


walking_state :: table Read/Write

Current walking state.

Table fields

walking :: boolean

If false, the player is currently not walking; otherwise it's going somewhere

If false, the player is currently not walking; otherwise it's going somewhere

direction :: defines.direction

Direction where the player is walking

Direction where the player is walking

Example

Make the player go north. Note that a one-shot action like this will only make the player walk for one tick.

game.player.walking_state = {walking = true, direction = defines.direction.north}

riding_state :: RidingState Read/Write

Current riding state of this car, or of the car this player is riding in.


mining_state :: table Read/Write

Current mining state.

Table fields

mining :: boolean

Whether the player is mining at all

Whether the player is mining at all

position :: MapPosition?

What tiles the player is mining; only used when the player is mining tiles (holding a tile in the cursor).

What tiles the player is mining; only used when the player is mining tiles (holding a tile in the cursor).

Note

When the player isn't mining tiles the player will mine what ever entity is currently selected. See LuaControl::selected and LuaControl::update_selected_entity.


shooting_state :: table Read/Write

Current shooting state.

Table fields

state :: defines.shooting

The current state

The current state

position :: MapPosition

The position being shot at

The position being shot at


picking_state :: boolean Read/Write

Current item-picking state.


repair_state :: table Read/Write

Current repair state.

Table fields

repairing :: boolean

The current state

The current state

position :: MapPosition

The position being repaired

The position being repaired


cursor_stack :: LuaItemStack? Read

The player's cursor stack. nil if the player controller is a spectator.

Example

Even though this property is marked as read-only, it returns a LuaItemStack, meaning it can be manipulated like so:

player.cursor_stack.clear()

cursor_ghost :: ItemPrototypeIdentification? Read/Write

The ghost prototype in the player's cursor. When read, it will be a LuaItemPrototype.

Note

Items in the cursor stack will take priority over the cursor ghost.


driving :: boolean Read/Write

true if the player is in a vehicle. Writing to this attribute puts the player in or out of a vehicle.

Raised events

on_player_driving_changed_state? instantly

Raised if the driving state successfully changed.


crafting_queue :: array[CraftingQueueItem] Read

The current crafting queue items.


following_robots :: array[LuaEntity] Read

The current combat robots following the character.

Note

When called on a LuaPlayer, it must be associated with a character(see LuaPlayer::character).


cheat_mode :: boolean Read/Write

When true hand crafting is free and instant.


character_crafting_speed_modifier :: double Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_mining_speed_modifier :: double Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_additional_mining_categories :: array[string] Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_running_speed_modifier :: double Read/Write

Modifies the running speed of this character by the given value as a percentage. Setting the running modifier to 0.5 makes the character run 50% faster. The minimum value of -1 reduces the movement speed by 100%, resulting in a speed of 0.

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_build_distance_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_item_drop_distance_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_reach_distance_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_resource_reach_distance_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_item_pickup_distance_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_loot_pickup_distance_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_inventory_slots_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_trash_slot_count_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_maximum_following_robot_count_bonus :: uint Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_health_bonus :: float Read/Write

Note

When called on a LuaPlayer, it must be associated with a character (see LuaPlayer::character).


character_personal_logistic_requests_enabled :: boolean Read/Write

If personal logistic requests are enabled for this character or players character.


vehicle_logistic_requests_enabled :: boolean Read/Write

If personal logistic requests are enabled for this vehicle (spidertron).


opened_gui_type :: defines.gui_type? Read


build_distance :: uint Read

The build distance of this character or max uint when not a character or player connected to a character.


drop_item_distance :: uint Read

The item drop distance of this character or max uint when not a character or player connected to a character.


reach_distance :: uint Read

The reach distance of this character or max uint when not a character or player connected to a character.


item_pickup_distance :: double Read

The item pickup distance of this character or max double when not a character or player connected to a character.


loot_pickup_distance :: double Read

The loot pickup distance of this character or max double when not a character or player connected to a character.


resource_reach_distance :: double Read

The resource reach distance of this character or max double when not a character or player connected to a character.


in_combat :: boolean Read

Whether this character entity is in combat.


character_running_speed :: double Read

The current movement speed of this character, including effects from exoskeletons, tiles, stickers and shooting.


character_mining_progress :: double Read

The current mining progress between 0 and 1 of this character, or 0 if they aren't mining.

Classes

Events

Concepts

Defines

Builtin types

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