Commonly used conventions for passing data between mods and Factorio.
LocalisedString | string or number or boolean or LuaObject or nil or array[string or LocalisedString] |
Localised strings are a way to support translation of in-game text. |
Localised strings are a way to support translation of in-game text. |
||
DisplayResolution | table |
|
LogisticParameters | table |
|
RealOrientation | float |
The smooth orientation. |
The smooth orientation. |
||
MapPosition | table or tuple |
Coordinates on a surface, for example of an entity. |
Coordinates on a surface, for example of an entity. |
||
ChunkPosition | table or tuple |
Coordinates of a chunk in a LuaSurface where each integer |
Coordinates of a chunk in a LuaSurface where each integer |
||
TilePosition | table or tuple |
Coordinates of a tile on a LuaSurface where each integer |
Coordinates of a tile on a LuaSurface where each integer |
||
EquipmentPosition | table or tuple |
Position inside an equipment grid. |
Position inside an equipment grid. |
||
GuiLocation | table or tuple |
Screen coordinates of a GUI element in a LuaGui. |
Screen coordinates of a GUI element in a LuaGui. |
||
ChunkPositionAndArea | table |
A ChunkPosition with an added bounding box for the area of the chunk. |
A ChunkPosition with an added bounding box for the area of the chunk. |
||
EquipmentPoint | table |
A table used to define a manual shape for a piece of equipment. |
A table used to define a manual shape for a piece of equipment. |
||
GuiAnchor | table |
|
TabAndContent | table |
|
OldTileAndPosition | table |
|
Tags | dictionary[string → AnyBasic] |
A dictionary of string to the four basic Lua types: |
A dictionary of string to the four basic Lua types: |
||
SmokeSource | table |
|
Vector | table or tuple |
A vector is a two-element array containing the |
A vector is a two-element array containing the |
||
BoundingBox | table or tuple |
Two positions, specifying the top-left and bottom-right corner of the box respectively. |
Two positions, specifying the top-left and bottom-right corner of the box respectively. |
||
ScriptArea | table |
An area defined using the map editor. |
An area defined using the map editor. |
||
ScriptPosition | table |
A position defined using the map editor. |
A position defined using the map editor. |
||
Color | table or tuple |
Red, green, blue and alpha values, all in range [0, 1] or all in range [0, 255] if any value is > 1. |
Red, green, blue and alpha values, all in range [0, 1] or all in range [0, 255] if any value is > 1. |
||
ColorModifier | table or tuple |
Same as Color, but red, green, blue and alpha values can be any floating point number, without any special handling of the range [1, 255]. |
Same as Color, but red, green, blue and alpha values can be any floating point number, without any special handling of the range [1, 255]. |
||
CraftingQueueItem | table |
|
Alert | table |
|
ScriptRenderVertexTarget | table |
One vertex of a ScriptRenderPolygon. |
One vertex of a ScriptRenderPolygon. |
||
PathfinderWaypoint | table |
|
CutsceneWaypoint | table |
|
Decorative | table |
|
DecorativeResult | table |
|
PrototypeHistory | table |
|
ChartTagSpec | table |
|
GameViewSettings | struct |
Parameters that affect the look and control of the game. |
Parameters that affect the look and control of the game. |
||
MapViewSettings | table |
What is shown in the map view. |
What is shown in the map view. |
||
PollutionMapSettings | table |
These values are for the time frame of one second (60 ticks). |
These values are for the time frame of one second (60 ticks). |
||
EnemyEvolutionMapSettings | table |
These values represent a percentual increase in evolution. |
These values represent a percentual increase in evolution. |
||
EnemyExpansionMapSettings | table |
Candidate chunks are given scores to determine which one of them should be expanded into. |
Candidate chunks are given scores to determine which one of them should be expanded into. |
||
UnitGroupMapSettings | table |
|
SteeringMapSetting | table |
|
SteeringMapSettings | table |
|
PathFinderMapSettings | table |
|
MapSettings | table |
Various game-related settings. |
Various game-related settings. |
||
DifficultySettings | table |
Technology and recipe difficulty settings. |
Technology and recipe difficulty settings. |
||
MapAndDifficultySettings | table |
All regular MapSettings plus an additional table that contains the DifficultySettings. |
All regular MapSettings plus an additional table that contains the DifficultySettings. |
||
MapExchangeStringData | table |
The data that can be extracted from a map exchange string, as a plain table. |
The data that can be extracted from a map exchange string, as a plain table. |
||
BlueprintItemIcon | table |
|
BlueprintSignalIcon | table |
|
BlueprintEntity | table |
The representation of an entity inside of a blueprint. |
The representation of an entity inside of a blueprint. |
||
Tile | table |
|
Fluid | table |
|
Ingredient | table |
|
Product | table |
|
Loot | table |
|
TechnologyModifier | table |
The effect that is applied when a technology is researched. |
The effect that is applied when a technology is researched. |
||
Offer | table |
A single offer on a market entity. |
A single offer on a market entity. |
||
AutoplaceSpecification | table |
Specifies how probability and richness are calculated when placing something on the map. |
Specifies how probability and richness are calculated when placing something on the map. |
||
NoiseExpression | table |
A fragment of a functional program used to generate coherent noise, probably for purposes related to terrain generation. |
A fragment of a functional program used to generate coherent noise, probably for purposes related to terrain generation. |
||
AutoplaceSpecificationPeak | table |
|
AutoplaceSpecificationRestriction | table |
|
Resistance | table |
|
MapGenSize | union |
A floating point number specifying an amount. |
A floating point number specifying an amount. |
||
AutoplaceControl | table |
|
AutoplaceSettings | table |
|
CliffPlacementSettings | table |
|
MapGenSettings | table |
The 'map type' dropdown in the map generation GUI is actually a selector for elevation generator. |
The 'map type' dropdown in the map generation GUI is actually a selector for elevation generator. |
||
AdvancedMapGenSettings | table |
|
MapGenPreset | table |
|
SignalID | table |
|
Signal | table |
An actual signal transmitted by the network. |
An actual signal transmitted by the network. |
||
UpgradeFilter | table |
|
InfinityInventoryFilter | table |
A single filter used by an infinity-filters instance. |
A single filter used by an infinity-filters instance. |
||
InfinityPipeFilter | table |
A single filter used by an infinity-pipe type entity. |
A single filter used by an infinity-pipe type entity. |
||
FluidBoxFilter | table |
|
FluidBoxFilterSpec | table |
|
HeatSetting | table |
The settings used by a heat-interface type entity. |
The settings used by a heat-interface type entity. |
||
HeatConnection | table |
|
FluidBoxConnection | table |
A definition of a fluidbox connection point. |
A definition of a fluidbox connection point. |
||
ArithmeticCombinatorParameters | table |
|
ConstantCombinatorParameters | table |
|
ComparatorString | union |
A string that specifies how the inputs should be compared |
A string that specifies how the inputs should be compared |
||
DeciderCombinatorParameters | table |
|
InserterCircuitConditions | table |
|
CircuitCondition | table |
|
CircuitConditionDefinition | table |
|
CircuitConnectionDefinition | table |
|
WireConnectionDefinition | table |
|
DragTarget | table |
|
InventoryFilter | table |
|
PlaceAsTileResult | table |
|
Command | table |
Commands can be given to enemies and unit groups. |
Commands can be given to enemies and unit groups. |
||
PathfinderFlags | table |
|
UnitSpawnDefinition | table |
|
SpawnPointDefinition | table |
|
ItemStackDefinition | table |
|
SimpleItemStack | union |
An item stack may be specified in one of two ways. |
An item stack may be specified in one of two ways. |
||
FluidIdentification | union |
A fluid may be specified in one of three ways. |
A fluid may be specified in one of three ways. |
||
ForceIdentification | union |
A force may be specified in one of three ways. |
A force may be specified in one of three ways. |
||
TechnologyIdentification | union |
A technology may be specified in one of three ways. |
A technology may be specified in one of three ways. |
||
SurfaceIdentification | union |
A surface may be specified in one of three ways. |
A surface may be specified in one of three ways. |
||
PlayerIdentification | union |
A player may be specified in one of three ways. |
A player may be specified in one of three ways. |
||
ItemStackIdentification | union |
An item may be specified in one of two ways. |
An item may be specified in one of two ways. |
||
EntityPrototypeIdentification | union |
An entity prototype may be specified in one of three ways. |
An entity prototype may be specified in one of three ways. |
||
ItemPrototypeIdentification | union |
An item prototype may be specified in one of three ways. |
An item prototype may be specified in one of three ways. |
||
WaitCondition | table |
|
TrainScheduleRecord | table |
|
TrainSchedule | table |
|
GuiArrowSpecification | table |
Used for specifying where a GUI arrow should point to. |
Used for specifying where a GUI arrow should point to. |
||
AmmoType | table |
|
BeamTarget | table |
|
RidingState | table |
|
SpritePath | string |
It can be either the name of a sprite prototype defined in the data stage, or a path in form "type/name". |
It can be either the name of a sprite prototype defined in the data stage, or a path in form "type/name". |
||
SoundPath | string |
It can be either the name of a sound prototype defined in the data stage, or a path in the form |
It can be either the name of a sound prototype defined in the data stage, or a path in the form |
||
ModuleEffectValue | table |
|
ModuleEffects | table |
|
EntityPrototypeFlags | dictionary[union → True] |
A set of flags. |
A set of flags. |
||
ItemPrototypeFlags | dictionary[union → True] |
A set of flags. |
A set of flags. |
||
CollisionMaskLayer | union |
A string specifying a collision mask layer. |
A string specifying a collision mask layer. |
||
CollisionMask | dictionary[CollisionMaskLayer → True] |
A set of flags. |
A set of flags. |
||
CollisionMaskWithFlags | dictionary[union → True] |
A CollisionMask which also includes any flags this mask has. |
A CollisionMask which also includes any flags this mask has. |
||
TriggerTargetMask | dictionary[string → boolean] |
A set of trigger target masks. |
A set of trigger target masks. |
||
TriggerEffectItem | table |
|
TriggerDelivery | table |
|
TriggerItem | table |
|
CircularParticleCreationSpecification | table |
|
CircularProjectileCreationSpecification | tuple |
|
AttackParameterFluid | table |
|
AttackParameters | table |
|
CapsuleAction | table |
|
SelectionModeFlags | dictionary[union → True] |
A set of flags on a selection tool that define how entities and tiles are selected. |
A set of flags on a selection tool that define how entities and tiles are selected. |
||
LogisticFilter | table |
|
ModSetting | table |
|
AnyBasic | string or boolean or number or table |
Any basic type (string, number, boolean) or table. |
Any basic type (string, number, boolean) or table. |
||
Any | string or boolean or number or table or LuaObject |
Any basic type (string, number, boolean), table, or LuaObject. |
Any basic type (string, number, boolean), table, or LuaObject. |
||
ProgrammableSpeakerParameters | table |
|
ProgrammableSpeakerAlertParameters | table |
|
ProgrammableSpeakerCircuitParameters | table |
|
ProgrammableSpeakerInstrument | table |
|
Alignment | union |
A string that specifies where a GUI element should be. |
A string that specifies where a GUI element should be. |
||
EventData | table |
Information about the event that has been raised. |
Information about the event that has been raised. |
||
NthTickEventData | table |
|
ModChangeData | table |
|
ConfigurationChangedData | table |
|
CustomCommandData | table |
|
SelectedPrototypeData | table |
|
ScriptRenderTarget | table |
|
MouseButtonFlags | dictionary[union → True] |
A set of flags. |
A set of flags. |
||
CursorBoxRenderType | union |
|
ForceCondition | union |
|
RenderLayer | union |
A number between 0 and 255 inclusive, represented by one of the following named strings or the string version of the number. |
A number between 0 and 255 inclusive, represented by one of the following named strings or the string version of the number. |
||
CliffOrientation | union |
|
ItemStackLocation | table |
|
VehicleAutomaticTargetingParameters | table |
|
SoundType | union |
Defines which slider in the game's sound settings affects the volume of this sound. |
Defines which slider in the game's sound settings affects the volume of this sound. |
||
PrototypeFilter | array[union] |
Types |
Types |
||
ItemPrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
ModSettingPrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
TechnologyPrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
DecorativePrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
AchievementPrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
FluidPrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
EquipmentPrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
TilePrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
RecipePrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
EntityPrototypeFilter | table |
Depending on the value of |
Depending on the value of |
||
EventFilter | array[union] |
Used to filter out irrelevant event callbacks in a performant way. |
Used to filter out irrelevant event callbacks in a performant way. |
||
LuaScriptRaisedReviveEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaEntityDiedEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaEntityMarkedForDeconstructionEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPreGhostDeconstructedEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaScriptRaisedDestroyEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaUpgradeCancelledEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPlayerRepairedEntityEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaScriptRaisedTeleportedEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaEntityMarkedForUpgradeEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPostEntityDiedEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPreRobotMinedEntityEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaEntityClonedEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaScriptRaisedBuiltEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaRobotMinedEntityEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPrePlayerMinedEntityEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaRobotBuiltEntityEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPreGhostUpgradedEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaEntityDeconstructionCancelledEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPlayerBuiltEntityEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaPlayerMinedEntityEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaEntityDamagedEventFilter | table |
Depending on the value of |
Depending on the value of |
||
LuaSectorScannedEventFilter | table |
Depending on the value of |
Depending on the value of |
Localised strings are a way to support translation of in-game text. It is an array where the first element is the key and the remaining elements are parameters that will be substituted for placeholders in the template designated by the key.
The key identifies the string template. For example, "gui-alert-tooltip.attack"
(for the template "__1__
objects are being damaged"
; see the file data/core/locale/en.cfg
).
The template can contain placeholders such as __1__
or __2__
. These will be replaced by the respective parameter in the LocalisedString. The parameters themselves can be other localised strings, which will be processed recursively in the same fashion. Localised strings can not be recursed deeper than 20 levels and can not have more than 20 parameters.
As a special case, when the key is just the empty string, all the parameters will be concatenated (after processing, if any are localised strings). If there is only one parameter, it will be used as is.
Furthermore, when an API function expects a localised string, it will also accept a regular string (i.e. not a table) which will not be translated, as well as a number, boolean or nil
, which will be converted to their textual representation.
In the English translation, this will print
The |
In the English translation, this will print
|
This will print
|
This will print
|
The smooth orientation. It is a float in the range [0, 1)
that covers a full circle, starting at the top and going clockwise. This means a value of 0
indicates "north", a value of 0.5
indicates "south".
For example then, a value of 0.625
would indicate "south-west", and a value of 0.875
would indicate "north-west".
Coordinates on a surface, for example of an entity. MapPositions may be specified either as a dictionary with x
, y
as keys, or simply as an array with two elements.
The coordinates are saved as a fixed-size 32 bit integer, with 8 bits reserved for decimal precision, meaning the smallest value step is 1/2^8 = 0.00390625
tiles.
x | :: double |
|
y | :: double |
|
Explicit definition:
|
Shorthand:
|
Coordinates of a chunk in a LuaSurface where each integer x
/y
represents a different chunk. This uses the same format as MapPosition, meaning it can be specified either with or without explicit keys. A MapPosition can be translated to a ChunkPosition by dividing the x
/y
values by 32.
x | :: int |
|
y | :: int |
|
Coordinates of a tile on a LuaSurface where each integer x
/y
represents a different tile. This uses the same format as MapPosition, except it rounds any non-integer x
/y
down to whole numbers. It can be specified either with or without explicit keys.
x | :: int |
|
y | :: int |
|
Position inside an equipment grid. This uses the same format as MapPosition, meaning it can be specified either with or without explicit keys.
x | :: int |
|
y | :: int |
|
Explicit definition:
|
Shorthand:
|
Screen coordinates of a GUI element in a LuaGui. This uses the same format as TilePosition, meaning it can be specified either with or without explicit keys.
x | :: int |
|
y | :: int |
|
A ChunkPosition with an added bounding box for the area of the chunk.
x | :: int |
|
y | :: int |
|
area | :: BoundingBox |
|
gui | :: defines.relative_gui_type |
|
position | :: defines.relative_gui_position |
|
type | :: string? |
If provided, only anchors the GUI element when the opened things type matches the type. |
If provided, only anchors the GUI element when the opened things type matches the type. |
||
name | :: string? |
If provided, only anchors the GUI element when the opened thing matches the name. |
If provided, only anchors the GUI element when the opened thing matches the name. |
||
names | :: array[string]? |
If provided, only anchors the GUI element when the opened thing matches one of the names. When reading an anchor, |
If provided, only anchors the GUI element when the opened thing matches one of the names. When reading an anchor, |
tab | :: LuaGuiElement |
|
content | :: LuaGuiElement |
|
old_tile | :: LuaTilePrototype |
|
position | :: TilePosition |
|
A dictionary of string to the four basic Lua types: string
, boolean
, number
, table
.
Note that the API returns tags as a simple table, meaning any modifications to it will not propagate back to the game. Thus, to modify a set of tags, the whole table needs to be written back to the respective property.
|
name | :: string |
|
frequency | :: double |
|
offset | :: double |
|
position | :: Vector? |
|
north_position | :: Vector? |
|
east_position | :: Vector? |
|
south_position | :: Vector? |
|
west_position | :: Vector? |
|
deviation | :: MapPosition? |
|
starting_frame_speed | :: uint16 |
|
starting_frame_speed_deviation | :: double |
|
starting_frame | :: uint16 |
|
starting_frame_deviation | :: double |
|
slow_down_factor | :: uint8 |
|
height | :: float |
|
height_deviation | :: float |
|
starting_vertical_speed | :: float |
|
starting_vertical_speed_deviation | :: float |
|
vertical_speed_slowdown | :: float |
|
The vectors for all 5 position attributes are a table with x
and y
keys instead of an array.
Two positions, specifying the top-left and bottom-right corner of the box respectively. Like with MapPosition, the names of the members may be omitted. When read from the game, the third member orientation
is present if it is non-zero, however it is ignored when provided to the game.
left_top | :: MapPosition |
|
right_bottom | :: MapPosition |
|
orientation | :: RealOrientation? |
|
Explicit definition:
|
Shorthand:
|
An area defined using the map editor.
area | :: BoundingBox |
|
name | :: string |
|
color | :: Color |
|
id | :: uint |
|
A position defined using the map editor.
position | :: MapPosition |
|
name | :: string |
|
color | :: Color |
|
id | :: uint |
|
Red, green, blue and alpha values, all in range [0, 1] or all in range [0, 255] if any value is > 1. All values here are optional. Color channels default to 0
, the alpha channel defaults to 1
.
Similar to MapPosition, Color allows the short-hand notation of passing an array of exactly 3 or 4 numbers. The game usually expects colors to be in pre-multiplied form (color channels are pre-multiplied by alpha).
r | :: float? |
|
g | :: float? |
|
b | :: float? |
|
a | :: float? |
|
|
index | :: uint |
The index of the item in the crafting queue. |
The index of the item in the crafting queue. |
||
recipe | :: string |
The recipe being crafted. |
The recipe being crafted. |
||
count | :: uint |
The amount of items being crafted. |
The amount of items being crafted. |
||
prerequisite | :: boolean |
The item is a prerequisite for another item in the queue. |
The item is a prerequisite for another item in the queue. |
tick | :: uint |
The tick this alert was created. |
The tick this alert was created. |
||
target | :: LuaEntity? |
|
prototype | :: LuaEntityPrototype? |
|
position | :: MapPosition? |
|
icon | :: SignalID? |
The SignalID used for a custom alert. Only present for custom alerts. |
The SignalID used for a custom alert. Only present for custom alerts. |
||
message | :: LocalisedString? |
The message for a custom alert. Only present for custom alerts. |
The message for a custom alert. Only present for custom alerts. |
One vertex of a ScriptRenderPolygon.
target | :: MapPosition or LuaEntity |
|
target_offset | :: Vector? |
Only used if |
Only used if |
position | :: MapPosition |
The position of the waypoint on its surface. |
The position of the waypoint on its surface. |
||
needs_destroy_to_reach | :: boolean |
|
|
position | :: MapPosition? |
Position to pan the camera to. |
Position to pan the camera to. |
||
target | :: LuaEntity or LuaUnitGroup? |
Entity or unit group to pan the camera to. |
Entity or unit group to pan the camera to. |
||
transition_time | :: uint |
How many ticks it will take to reach this waypoint from the previous one. |
How many ticks it will take to reach this waypoint from the previous one. |
||
time_to_wait | :: uint |
Time in ticks to wait before moving to the next waypoint. |
Time in ticks to wait before moving to the next waypoint. |
||
zoom | :: double? |
Zoom level to be set when the waypoint is reached. When not specified, the previous waypoint's zoom is used. |
Zoom level to be set when the waypoint is reached. When not specified, the previous waypoint's zoom is used. |
name | :: string |
The name of the decorative prototype. |
The name of the decorative prototype. |
||
position | :: TilePosition |
|
amount | :: uint8 |
|
position | :: TilePosition |
|
decorative | :: LuaDecorativePrototype |
|
amount | :: uint |
|
position | :: MapPosition |
|
icon | :: SignalID? |
|
text | :: string? |
|
last_user | :: PlayerIdentification? |
|
Either icon
, text
, or both must be provided.
Parameters that affect the look and control of the game. Updating any of the member attributes here will immediately take effect in the game engine.
Show the controller GUI elements. This includes the toolbar, the selected tool slot, the armour slot, and the gun and ammunition slots.
Show the chart in the upper right-hand corner of the screen.
Show research progress and name in the upper right-hand corner of the screen.
Show overlay icons on entities. Also known as "alt-mode".
Show the flashing alert icons next to the player's toolbar.
When true
(the default), mousing over an entity will select it. Otherwise, moving the mouse won't update entity selection.
When true
(false
is default), the rails will always show the rail block visualisation.
Shows or hides the view options when map is opened.
Shows or hides quickbar of shortcuts.
Shows or hides the shortcut bar.
What is shown in the map view. If a field is not given, that setting will not be changed.
show-logistic-network | :: boolean? |
|
show-electric-network | :: boolean? |
|
show-turret-range | :: boolean? |
|
show-pollution | :: boolean? |
|
show-train-station-names | :: boolean? |
|
show-player-names | :: boolean? |
|
show-networkless-logistic-members | :: boolean? |
|
show-non-standard-map-info | :: boolean? |
|
These values are for the time frame of one second (60 ticks).
enabled | :: boolean |
Whether pollution is enabled at all. |
Whether pollution is enabled at all. |
||
diffusion_ratio | :: double |
The amount that is diffused to a neighboring chunk (possibly repeated for other directions as well). Defaults to |
The amount that is diffused to a neighboring chunk (possibly repeated for other directions as well). Defaults to |
||
min_to_diffuse | :: double |
The amount of PUs that need to be in a chunk for it to start diffusing. Defaults to |
The amount of PUs that need to be in a chunk for it to start diffusing. Defaults to |
||
ageing | :: double |
The amount of pollution eaten by a chunk's tiles as a percentage of 1. Defaults to |
The amount of pollution eaten by a chunk's tiles as a percentage of 1. Defaults to |
||
expected_max_per_chunk | :: double |
Any amount of pollution larger than this value is visualized as this value instead. Defaults to |
Any amount of pollution larger than this value is visualized as this value instead. Defaults to |
||
min_to_show_per_chunk | :: double |
Any amount of pollution smaller than this value (but bigger than zero) is visualized as this value instead. Defaults to |
Any amount of pollution smaller than this value (but bigger than zero) is visualized as this value instead. Defaults to |
||
min_pollution_to_damage_trees | :: double |
Defaults to |
Defaults to |
||
pollution_with_max_forest_damage | :: double |
Defaults to |
Defaults to |
||
pollution_per_tree_damage | :: double |
Defaults to |
Defaults to |
||
pollution_restored_per_tree_damage | :: double |
Defaults to |
Defaults to |
||
max_pollution_to_restore_trees | :: double |
Defaults to |
Defaults to |
||
enemy_attack_pollution_consumption_modifier | :: double |
Defaults to |
Defaults to |
These values represent a percentual increase in evolution. This means a value of 0.1
would increase evolution by 10%.
enabled | :: boolean |
Whether enemy evolution is enabled at all. |
Whether enemy evolution is enabled at all. |
||
time_factor | :: double |
The amount evolution naturally progresses by every second. Defaults to |
The amount evolution naturally progresses by every second. Defaults to |
||
destroy_factor | :: double |
The amount evolution progresses for every destroyed spawner. Defaults to |
The amount evolution progresses for every destroyed spawner. Defaults to |
||
pollution_factor | :: double |
The amount evolution progresses for every unit of pollution. Defaults to |
The amount evolution progresses for every unit of pollution. Defaults to |
Candidate chunks are given scores to determine which one of them should be expanded into. This score takes into account various settings noted below. The iteration is over a square region centered around the chunk for which the calculation is done, and includes the central chunk as well. Distances are calculated as Manhattan distance.
The pseudocode algorithm to determine a chunk's score is as follows:
player = 0
for neighbour in all chunks within enemy_building_influence_radius from chunk:
player += number of player buildings on neighbour
* building_coefficient
* neighbouring_chunk_coefficient^distance(chunk, neighbour)
base = 0
for neighbour in all chunk within friendly_base_influence_radius from chunk:
base += num of enemy bases on neighbour
* other_base_coefficient
* neighbouring_base_chunk_coefficient^distance(chunk, neighbour)
score(chunk) = 1 / (1 + player + base)
enabled | :: boolean |
Whether enemy expansion is enabled at all. |
Whether enemy expansion is enabled at all. |
||
max_expansion_distance | :: uint |
Distance in chunks from the furthest base around to prevent expansions from reaching too far into the player's territory. Defaults to |
Distance in chunks from the furthest base around to prevent expansions from reaching too far into the player's territory. Defaults to |
||
friendly_base_influence_radius | :: uint |
Defaults to |
Defaults to |
||
enemy_building_influence_radius | :: uint |
Defaults to |
Defaults to |
||
building_coefficient | :: double |
Defaults to |
Defaults to |
||
other_base_coefficient | :: double |
Defaults to |
Defaults to |
||
neighbouring_chunk_coefficient | :: double |
Defaults to |
Defaults to |
||
neighbouring_base_chunk_coefficient | :: double |
Defaults to |
Defaults to |
||
max_colliding_tiles_coefficient | :: double |
A chunk has to have at most this high of a percentage of unbuildable tiles for it to be considered a candidate to avoid chunks full of water as candidates. Defaults to |
A chunk has to have at most this high of a percentage of unbuildable tiles for it to be considered a candidate to avoid chunks full of water as candidates. Defaults to |
||
settler_group_min_size | :: uint |
The minimum size of a biter group that goes to build a new base. This is multiplied by the evolution factor. Defaults to |
The minimum size of a biter group that goes to build a new base. This is multiplied by the evolution factor. Defaults to |
||
settler_group_max_size | :: uint |
The maximum size of a biter group that goes to build a new base. This is multiplied by the evolution factor. Defaults to |
The maximum size of a biter group that goes to build a new base. This is multiplied by the evolution factor. Defaults to |
||
min_expansion_cooldown | :: uint |
The minimum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to |
The minimum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to |
||
max_expansion_cooldown | :: uint |
The maximum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to |
The maximum time between expansions in ticks. The actual cooldown is adjusted to the current evolution levels. Defaults to |
min_group_gathering_time | :: uint |
The minimum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to |
The minimum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to |
||
max_group_gathering_time | :: uint |
The maximum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to |
The maximum amount of time in ticks a group will spend gathering before setting off. The actual time is a random time between the minimum and maximum times. Defaults to |
||
max_wait_time_for_late_members | :: uint |
After gathering has finished, the group is allowed to wait this long in ticks for delayed members. New members are not accepted anymore however. Defaults to |
After gathering has finished, the group is allowed to wait this long in ticks for delayed members. New members are not accepted anymore however. Defaults to |
||
min_group_radius | :: double |
The minimum group radius in tiles. The actual radius is adjusted based on the number of members. Defaults to |
The minimum group radius in tiles. The actual radius is adjusted based on the number of members. Defaults to |
||
max_group_radius | :: double |
The maximum group radius in tiles. The actual radius is adjusted based on the number of members. Defaults to |
The maximum group radius in tiles. The actual radius is adjusted based on the number of members. Defaults to |
||
max_member_speedup_when_behind | :: double |
The maximum speed a percentage of its regular speed that a group member can speed up to when catching up with the group. Defaults to |
The maximum speed a percentage of its regular speed that a group member can speed up to when catching up with the group. Defaults to |
||
max_member_slowdown_when_ahead | :: double |
The minimum speed a percentage of its regular speed that a group member can slow down to when ahead of the group. Defaults to |
The minimum speed a percentage of its regular speed that a group member can slow down to when ahead of the group. Defaults to |
||
max_group_slowdown_factor | :: double |
The minimum speed as a percentage of its maximum speed that a group will slow down to so members that fell behind can catch up. Defaults to |
The minimum speed as a percentage of its maximum speed that a group will slow down to so members that fell behind can catch up. Defaults to |
||
max_group_member_fallback_factor | :: double |
When a member of a group falls back more than this factor times the group radius, the group will slow down to its |
When a member of a group falls back more than this factor times the group radius, the group will slow down to its |
||
member_disown_distance | :: double |
When a member of a group falls back more than this factor times the group radius, it will be dropped from the group. Defaults to |
When a member of a group falls back more than this factor times the group radius, it will be dropped from the group. Defaults to |
||
tick_tolerance_when_member_arrives | :: uint |
|
max_gathering_unit_groups | :: uint |
The maximum number of automatically created unit groups gathering for attack at any time. Defaults to |
The maximum number of automatically created unit groups gathering for attack at any time. Defaults to |
||
max_unit_group_size | :: uint |
The maximum number of members for an attack unit group. This only affects automatically created unit groups, manual groups created through the API are unaffected. Defaults to |
The maximum number of members for an attack unit group. This only affects automatically created unit groups, manual groups created through the API are unaffected. Defaults to |
radius | :: double |
Does not include the radius of the unit. |
Does not include the radius of the unit. |
||
separation_factor | :: double |
|
separation_force | :: double |
|
force_unit_fuzzy_goto_behavior | :: boolean |
Used to make steering look better for aesthetic purposes. |
Used to make steering look better for aesthetic purposes. |
default | :: SteeringMapSetting |
|
moving | :: SteeringMapSetting |
|
fwd2bwd_ratio | :: uint |
The pathfinder performs a step of the backward search every |
The pathfinder performs a step of the backward search every |
||
goal_pressure_ratio | :: double |
When looking at which node to check next, their heuristic value is multiplied by this ratio. The higher it is, the more the search is directed straight at the goal. Defaults to |
When looking at which node to check next, their heuristic value is multiplied by this ratio. The higher it is, the more the search is directed straight at the goal. Defaults to |
||
max_steps_worked_per_tick | :: double |
The maximum number of nodes that are expanded per tick. Defaults to |
The maximum number of nodes that are expanded per tick. Defaults to |
||
max_work_done_per_tick | :: uint |
The maximum amount of work each pathfinding job is allowed to do per tick. Defaults to |
The maximum amount of work each pathfinding job is allowed to do per tick. Defaults to |
||
use_path_cache | :: boolean |
Whether to cache paths at all. Defaults to |
Whether to cache paths at all. Defaults to |
||
short_cache_size | :: uint |
Number of elements in the short cache. Defaults to |
Number of elements in the short cache. Defaults to |
||
long_cache_size | :: uint |
Number of elements in the long cache. Defaults to |
Number of elements in the long cache. Defaults to |
||
short_cache_min_cacheable_distance | :: double |
The minimal distance to the goal in tiles required to be searched in the short path cache. Defaults to |
The minimal distance to the goal in tiles required to be searched in the short path cache. Defaults to |
||
short_cache_min_algo_steps_to_cache | :: uint |
The minimal number of nodes required to be searched in the short path cache. Defaults to |
The minimal number of nodes required to be searched in the short path cache. Defaults to |
||
long_cache_min_cacheable_distance | :: double |
The minimal distance to the goal in tiles required to be searched in the long path cache. Defaults to |
The minimal distance to the goal in tiles required to be searched in the long path cache. Defaults to |
||
cache_max_connect_to_cache_steps_multiplier | :: uint |
When looking for a connection to a cached path, search at most for this number of steps times the original estimate. Defaults to |
When looking for a connection to a cached path, search at most for this number of steps times the original estimate. Defaults to |
||
cache_accept_path_start_distance_ratio | :: double |
When looking for a path from cache, make sure it doesn't start too far from the requested start in relative terms. Defaults to |
When looking for a path from cache, make sure it doesn't start too far from the requested start in relative terms. Defaults to |
||
cache_accept_path_end_distance_ratio | :: double |
When looking for a path from cache, make sure it doesn't end too far from the requested end in relative terms. This is typically more lenient than the start ratio since the end target could be moving. Defaults to |
When looking for a path from cache, make sure it doesn't end too far from the requested end in relative terms. This is typically more lenient than the start ratio since the end target could be moving. Defaults to |
||
negative_cache_accept_path_start_distance_ratio | :: double |
Same principle as |
Same principle as |
||
negative_cache_accept_path_end_distance_ratio | :: double |
Same principle as |
Same principle as |
||
cache_path_start_distance_rating_multiplier | :: double |
When assigning a rating to the best path, this multiplier times start distances is considered. Defaults to |
When assigning a rating to the best path, this multiplier times start distances is considered. Defaults to |
||
cache_path_end_distance_rating_multiplier | :: double |
When assigning a rating to the best path, this multiplier times end distances is considered. This value is typically higher than the start multiplier as this results in better end path quality. Defaults to |
When assigning a rating to the best path, this multiplier times end distances is considered. This value is typically higher than the start multiplier as this results in better end path quality. Defaults to |
||
stale_enemy_with_same_destination_collision_penalty | :: double |
A penalty that is applied for another unit that is on the way to the goal. This is mainly relevant for situations where a group of units has arrived at the target they are supposed to attack, making units further back circle around to reach the target. Defaults to |
A penalty that is applied for another unit that is on the way to the goal. This is mainly relevant for situations where a group of units has arrived at the target they are supposed to attack, making units further back circle around to reach the target. Defaults to |
||
ignore_moving_enemy_collision_distance | :: double |
The distance in tiles after which other moving units are not considered for pathfinding. Defaults to |
The distance in tiles after which other moving units are not considered for pathfinding. Defaults to |
||
enemy_with_different_destination_collision_penalty | :: double |
A penalty that is applied for another unit that is too close and either not moving or has a different goal. Defaults to |
A penalty that is applied for another unit that is too close and either not moving or has a different goal. Defaults to |
||
general_entity_collision_penalty | :: double |
The general collision penalty with other units. Defaults to |
The general collision penalty with other units. Defaults to |
||
general_entity_subsequent_collision_penalty | :: double |
The collision penalty for positions that require the destruction of an entity to get to. Defaults to |
The collision penalty for positions that require the destruction of an entity to get to. Defaults to |
||
extended_collision_penalty | :: double |
The collision penalty for collisions in the extended bounding box but outside the entity's actual bounding box. Defaults to |
The collision penalty for collisions in the extended bounding box but outside the entity's actual bounding box. Defaults to |
||
max_clients_to_accept_any_new_request | :: uint |
The amount of path finder requests accepted per tick regardless of the requested path's length. Defaults to |
The amount of path finder requests accepted per tick regardless of the requested path's length. Defaults to |
||
max_clients_to_accept_short_new_request | :: uint |
When the |
When the |
||
direct_distance_to_consider_short_request | :: uint |
The maximum direct distance in tiles before a request is no longer considered short. Defaults to |
The maximum direct distance in tiles before a request is no longer considered short. Defaults to |
||
short_request_max_steps | :: uint |
The maximum amount of nodes a short request will traverse before being rescheduled as a long request. Defaults to |
The maximum amount of nodes a short request will traverse before being rescheduled as a long request. Defaults to |
||
short_request_ratio | :: double |
The amount of steps that are allocated to short requests each tick, as a percentage of all available steps. Defaults to |
The amount of steps that are allocated to short requests each tick, as a percentage of all available steps. Defaults to |
||
min_steps_to_check_path_find_termination | :: uint |
The minimum amount of steps that are guaranteed to be performed for every request. Defaults to |
The minimum amount of steps that are guaranteed to be performed for every request. Defaults to |
||
start_to_goal_cost_multiplier_to_terminate_path_find | :: double |
If the actual amount of steps is higher than the initial estimate by this factor, pathfinding is terminated. Defaults to |
If the actual amount of steps is higher than the initial estimate by this factor, pathfinding is terminated. Defaults to |
||
overload_levels | :: array[uint] |
The thresholds of waiting clients after each of which the per-tick work limit will be increased by the corresponding value in |
The thresholds of waiting clients after each of which the per-tick work limit will be increased by the corresponding value in |
||
overload_multipliers | :: array[double] |
The multipliers to the amount of per-tick work applied after the corresponding thresholds in |
The multipliers to the amount of per-tick work applied after the corresponding thresholds in |
||
negative_path_cache_delay_interval | :: uint |
The delay in ticks between decrementing the score of all paths in the negative cache by one. Defaults to |
The delay in ticks between decrementing the score of all paths in the negative cache by one. Defaults to |
Various game-related settings. Updating any of the attributes will immediately take effect in the game engine.
pollution | :: PollutionMapSettings |
|
enemy_evolution | :: EnemyEvolutionMapSettings |
|
enemy_expansion | :: EnemyExpansionMapSettings |
|
unit_group | :: UnitGroupMapSettings |
|
steering | :: SteeringMapSettings |
|
path_finder | :: PathFinderMapSettings |
|
max_failed_behavior_count | :: uint |
If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters getting stuck within their own base. |
If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters getting stuck within their own base. |
Increase the number of short paths the pathfinder can cache.
|
Technology and recipe difficulty settings. Updating any of the attributes will immediately take effect in the game engine.
recipe_difficulty | :: defines.difficulty_settings.recipe_difficulty |
|
technology_difficulty | :: defines.difficulty_settings.technology_difficulty |
|
technology_price_multiplier | :: double |
A value in range [0.001, 1000]. |
A value in range [0.001, 1000]. |
||
research_queue_setting | :: string |
Either |
Either |
All regular MapSettings plus an additional table that contains the DifficultySettings.
pollution | :: PollutionMapSettings |
|
enemy_evolution | :: EnemyEvolutionMapSettings |
|
enemy_expansion | :: EnemyExpansionMapSettings |
|
unit_group | :: UnitGroupMapSettings |
|
steering | :: SteeringMapSettings |
|
path_finder | :: PathFinderMapSettings |
|
max_failed_behavior_count | :: uint |
If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters getting stuck within their own base. |
If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters getting stuck within their own base. |
||
difficulty_settings | :: DifficultySettings |
|
The data that can be extracted from a map exchange string, as a plain table.
map_settings | :: MapAndDifficultySettings |
|
map_gen_settings | :: MapGenSettings |
|
name | :: string |
Name of the item prototype whose icon should be used. |
Name of the item prototype whose icon should be used. |
||
index | :: uint |
Index of the icon in the blueprint icons slots. Has to be an integer in the range [1, 4]. |
Index of the icon in the blueprint icons slots. Has to be an integer in the range [1, 4]. |
signal | :: SignalID |
The icon to use. It can be any item icon as well as any virtual signal icon. |
The icon to use. It can be any item icon as well as any virtual signal icon. |
||
index | :: uint |
Index of the icon in the blueprint icons slots. Has to be an integer in the range [1, 4]. |
Index of the icon in the blueprint icons slots. Has to be an integer in the range [1, 4]. |
The representation of an entity inside of a blueprint. It has at least these fields, but can contain additional ones depending on the kind of entity.
entity_number | :: uint |
The entity's unique identifier in the blueprint. |
The entity's unique identifier in the blueprint. |
||
name | :: string |
The prototype name of the entity. |
The prototype name of the entity. |
||
position | :: MapPosition |
The position of the entity. |
The position of the entity. |
||
direction | :: defines.direction? |
The direction the entity is facing. Only present for entities that can face in different directions and when the entity is not facing north. |
The direction the entity is facing. Only present for entities that can face in different directions and when the entity is not facing north. |
||
tags | :: Tags? |
The entity tags of the entity, if there are any. Only relevant for entity ghosts. |
The entity tags of the entity, if there are any. Only relevant for entity ghosts. |
||
items | :: dictionary[string → uint]? |
The items that the entity will request when revived, if there are any. It's a mapping of prototype names to amounts. Only relevant for entity ghosts. |
The items that the entity will request when revived, if there are any. It's a mapping of prototype names to amounts. Only relevant for entity ghosts. |
||
connections | :: BlueprintCircuitConnection? |
The circuit network connections of the entity, if there are any. Only relevant for entities that support circuit connections. |
The circuit network connections of the entity, if there are any. Only relevant for entities that support circuit connections. |
||
control_behavior | :: BlueprintControlBehavior? |
The control behavior of the entity, if it has one. The format of the control behavior depends on the entity's type. Only relevant for entities that support control behaviors. |
The control behavior of the entity, if it has one. The format of the control behavior depends on the entity's type. Only relevant for entities that support control behaviors. |
||
schedule | :: array[TrainScheduleRecord]? |
The schedule of the entity, if it has one. Only relevant for locomotives. |
The schedule of the entity, if it has one. Only relevant for locomotives. |
position | :: TilePosition |
The position of the tile. |
The position of the tile. |
||
name | :: string |
The prototype name of the tile. |
The prototype name of the tile. |
name | :: string |
Fluid prototype name of the fluid. |
Fluid prototype name of the fluid. |
||
amount | :: double |
Amount of the fluid. |
Amount of the fluid. |
||
temperature | :: double? |
The temperature. When reading from LuaFluidBox, this field will always be present. It is not necessary to specify it when writing, however. When not specified, the fluid will be set to the fluid's default temperature as specified in the fluid's prototype. |
The temperature. When reading from LuaFluidBox, this field will always be present. It is not necessary to specify it when writing, however. When not specified, the fluid will be set to the fluid's default temperature as specified in the fluid's prototype. |
type | :: string |
|
|
||
name | :: string |
Prototype name of the required item or fluid. |
Prototype name of the required item or fluid. |
||
amount | :: double |
Amount of the item or fluid. |
Amount of the item or fluid. |
||
catalyst_amount | :: uint or double? |
How much of this ingredient is a catalyst. |
How much of this ingredient is a catalyst. |
type | :: string |
|
|
||
name | :: string |
Prototype name of the result. |
Prototype name of the result. |
||
amount | :: double? |
Amount of the item or fluid to give. If not specified, |
Amount of the item or fluid to give. If not specified, |
||
amount_min | :: uint or double? |
Minimal amount of the item or fluid to give. Has no effect when |
Minimal amount of the item or fluid to give. Has no effect when |
||
amount_max | :: uint or double? |
Maximum amount of the item or fluid to give. Has no effect when |
Maximum amount of the item or fluid to give. Has no effect when |
||
probability | :: double? |
A value in range [0, 1]. Item or fluid is only given with this probability; otherwise no product is produced. |
A value in range [0, 1]. Item or fluid is only given with this probability; otherwise no product is produced. |
||
catalyst_amount | :: uint or double? |
How much of this product is a catalyst. |
How much of this product is a catalyst. |
Other attributes may be specified depending on type
:
fluid
temperature | :: double? |
The fluid temperature of this product. |
The fluid temperature of this product. |
Products of the "steel-chest" recipe (an array of Product):
|
Products of the "advanced-oil-processing" recipe:
|
What a custom recipe would look like that had a probability of 0.5 to return a minimum amount of 1 and a maximum amount of 5:
|
item | :: string |
Item prototype name of the result. |
Item prototype name of the result. |
||
probability | :: double |
Probability that any loot at all will drop, as a number in range [0, 1]. |
Probability that any loot at all will drop, as a number in range [0, 1]. |
||
count_min | :: double |
Minimum amount of loot to drop. |
Minimum amount of loot to drop. |
||
count_max | :: double |
Maximum amount of loot to drop. |
Maximum amount of loot to drop. |
The effect that is applied when a technology is researched. It is a table that contains at least the field type
.
type | :: string |
Modifier type. Specifies which of the other fields will be available. Possible values are: |
Modifier type. Specifies which of the other fields will be available. Possible values are: |
Other attributes may be specified depending on type
:
gun-speed
ammo_category | :: string |
Prototype name of the ammunition category that is affected |
Prototype name of the ammunition category that is affected |
||
modifier | :: double |
Modification value. This will be added to the current gun speed modifier upon researching. |
Modification value. This will be added to the current gun speed modifier upon researching. |
ammo-damage
ammo_category | :: string |
Prototype name of the ammunition category that is affected |
Prototype name of the ammunition category that is affected |
||
modifier | :: double |
Modification value. This will be added to the current ammo damage modifier upon researching. |
Modification value. This will be added to the current ammo damage modifier upon researching. |
give-item
item | :: string |
Item prototype name to give. |
Item prototype name to give. |
||
count | :: uint? |
Number of items to give. Defaults to |
Number of items to give. Defaults to |
turret-attack
turret_id | :: string |
Turret prototype name this modifier will affect. |
Turret prototype name this modifier will affect. |
||
modifier | :: double |
Modification value. This will be added to the current turret damage modifier upon researching. |
Modification value. This will be added to the current turret damage modifier upon researching. |
unlock-recipe
recipe | :: string |
Recipe prototype name to unlock. |
Recipe prototype name to unlock. |
nothing
effect_description | :: LocalisedString |
Description of this nothing modifier. |
Description of this nothing modifier. |
Other types
modifier | :: double |
Modification value. This value will be added to the variable it modifies. |
Modification value. This value will be added to the variable it modifies. |
A single offer on a market entity.
price | :: array[Ingredient] |
List of prices. |
List of prices. |
||
offer | :: TechnologyModifier |
The action that will take place when a player accepts the offer. Usually a |
The action that will take place when a player accepts the offer. Usually a |
Specifies how probability and richness are calculated when placing something on the map. Can be specified either using probability_expression
and richness_expression
or by using all the other fields.
probability_expression | :: NoiseExpression |
|
richness_expression | :: NoiseExpression |
|
coverage | :: double |
|
sharpness | :: double |
|
max_probability | :: double |
|
placement_density | :: uint |
|
richness_base | :: double |
|
richness_multiplier | :: double |
|
richness_multiplier_distance_bonus | :: double |
|
starting_area_size | :: uint |
|
order | :: string |
|
default_enabled | :: boolean |
|
peaks | :: array[AutoplaceSpecificationPeak]? |
|
control | :: string? |
Control prototype name. |
Control prototype name. |
||
tile_restriction | :: array[AutoplaceSpecificationRestriction]? |
|
force | :: string |
|
random_probability_penalty | :: double |
|
A fragment of a functional program used to generate coherent noise, probably for purposes related to terrain generation. These can only be meaningfully written/modified during the data load phase. More detailed information is found on the wiki.
type | :: string |
Names the type of the expression and determines what other fields are required. |
Names the type of the expression and determines what other fields are required. |
influence | :: double |
|
max_influence | :: double |
|
min_influence | :: double |
|
richness_influence | :: double |
|
noisePersistence | :: double |
|
noise_layer | :: string? |
Prototype name of the noise layer. |
Prototype name of the noise layer. |
||
noise_octaves_difference | :: double |
|
water_optimal | :: double |
|
water_range | :: double |
|
water_max_range | :: double |
|
water_top_property_limit | :: double |
|
elevation_optimal | :: double |
|
elevation_range | :: double |
|
elevation_max_range | :: double |
|
elevation_top_property_limit | :: double |
|
temperature_optimal | :: double |
|
temperature_range | :: double |
|
temperature_max_range | :: double |
|
temperature_top_property_limit | :: double |
|
starting_area_weight_optimal | :: double |
|
starting_area_weight_range | :: double |
|
starting_area_weight_max_range | :: double |
|
starting_area_weight_top_property_limit | :: double |
|
tier_from_start_optimal | :: double |
|
tier_from_start_range | :: double |
|
tier_from_start_max_range | :: double |
|
tier_from_start_top_property_limit | :: double |
|
distance_optimal | :: double |
|
distance_range | :: double |
|
distance_max_range | :: double |
|
distance_top_property_limit | :: double |
|
aux_optimal | :: double |
|
aux_range | :: double |
|
aux_max_range | :: double |
|
aux_top_property_limit | :: double |
|
A floating point number specifying an amount.
For backwards compatibility, MapGenSizes can also be specified as one of the following strings, which will be converted to a number (when queried, a number will always be returned):
float |
Specifying a map gen dimension. |
"none" |
equivalent to |
"very-low" |
equivalent to |
"very-small" |
equivalent to |
"very-poor" |
equivalent to |
"low" |
equivalent to |
"small" |
equivalent to |
"poor" |
equivalent to |
"normal" |
equivalent to |
"medium" |
equivalent to |
"regular" |
equivalent to |
"high" |
equivalent to |
"big" |
equivalent to |
"good" |
equivalent to |
"very-high" |
equivalent to |
"very-big" |
equivalent to |
"very-good" |
equivalent to |
The map generation algorithm officially supports the range of values the in-game map generation screen shows (specifically 0
and values from 1/6
to 6
). Values outside this range are not guaranteed to work as expected.
frequency | :: MapGenSize |
For things that are placed as spots such as ores and enemy bases, frequency is generally proportional to number of spots placed per unit area. For continuous features such as forests, frequency is how compressed the probability function is over distance, i.e. the inverse of 'scale' (similar to terrain_segmentation). When the LuaAutoplaceControlPrototype is of the category |
For things that are placed as spots such as ores and enemy bases, frequency is generally proportional to number of spots placed per unit area. For continuous features such as forests, frequency is how compressed the probability function is over distance, i.e. the inverse of 'scale' (similar to terrain_segmentation). When the LuaAutoplaceControlPrototype is of the category |
||
size | :: MapGenSize |
For things that are placed as spots, size is proportional to the area of each spot. For continuous features, size affects how much of the map is covered with the thing, and is called 'coverage' in the GUI. |
For things that are placed as spots, size is proportional to the area of each spot. For continuous features, size affects how much of the map is covered with the thing, and is called 'coverage' in the GUI. |
||
richness | :: MapGenSize |
Has different effects for different things, but generally affects the 'health' or density of a thing that is placed without affecting where it is placed. For trees, richness affects tree health. For ores, richness multiplies the amount of ore at any given tile in a patch. Metadata about autoplace controls (such as whether or not 'richness' does anything for them) can be found in the LuaAutoplaceControlPrototype by looking up |
Has different effects for different things, but generally affects the 'health' or density of a thing that is placed without affecting where it is placed. For trees, richness affects tree health. For ores, richness multiplies the amount of ore at any given tile in a patch. Metadata about autoplace controls (such as whether or not 'richness' does anything for them) can be found in the LuaAutoplaceControlPrototype by looking up |
treat_missing_as_default | :: boolean |
Whether missing autoplace names for this type should be default enabled. |
Whether missing autoplace names for this type should be default enabled. |
||
settings | :: dictionary[string → AutoplaceControl] |
|
name | :: string |
Name of the cliff prototype. |
Name of the cliff prototype. |
||
cliff_elevation_0 | :: float |
Elevation at which the first row of cliffs is placed. The default is |
Elevation at which the first row of cliffs is placed. The default is |
||
cliff_elevation_interval | :: float |
Elevation difference between successive rows of cliffs. This is inversely proportional to 'frequency' in the map generation GUI. Specifically, when set from the GUI the value is |
Elevation difference between successive rows of cliffs. This is inversely proportional to 'frequency' in the map generation GUI. Specifically, when set from the GUI the value is |
||
richness | :: MapGenSize |
Corresponds to 'continuity' in the GUI. This value is not used directly, but is used by the 'cliffiness' noise expression, which in combination with elevation and the two cliff elevation properties drives cliff placement (cliffs are placed when elevation crosses the elevation contours defined by |
Corresponds to 'continuity' in the GUI. This value is not used directly, but is used by the 'cliffiness' noise expression, which in combination with elevation and the two cliff elevation properties drives cliff placement (cliffs are placed when elevation crosses the elevation contours defined by |
The 'map type' dropdown in the map generation GUI is actually a selector for elevation generator. The base game sets property_expression_names.elevation
to "0_16-elevation"
to reproduce terrain from 0.16 or to "0_17-island"
for the island preset. If generators are available for other properties, the 'map type' dropdown in the GUI will be renamed to 'elevation' and shown along with selectors for the other selectable properties.
terrain_segmentation | :: MapGenSize |
The inverse of 'water scale' in the map generator GUI. Lower |
The inverse of 'water scale' in the map generator GUI. Lower |
||
water | :: MapGenSize |
The equivalent to 'water coverage' in the map generator GUI. Specifically, when this value is non-zero, |
The equivalent to 'water coverage' in the map generator GUI. Specifically, when this value is non-zero, |
||
autoplace_controls | :: dictionary[string → AutoplaceControl] |
Indexed by autoplace control prototype name. |
Indexed by autoplace control prototype name. |
||
default_enable_all_autoplace_controls | :: boolean |
Whether undefined |
Whether undefined |
||
autoplace_settings | :: dictionary[string → AutoplaceSettings] |
Each setting in this dictionary maps the string type to the settings for that type. Valid types are |
Each setting in this dictionary maps the string type to the settings for that type. Valid types are |
||
cliff_settings | :: CliffPlacementSettings |
Map generation settings for entities of the type "cliff". |
Map generation settings for entities of the type "cliff". |
||
seed | :: uint |
The random seed used to generated this map. |
The random seed used to generated this map. |
||
width | :: uint |
Width in tiles. If |
Width in tiles. If |
||
height | :: uint |
Height in tiles. If |
Height in tiles. If |
||
starting_area | :: MapGenSize |
Size of the starting area. |
Size of the starting area. |
||
starting_points | :: array[MapPosition] |
Positions of the starting areas. |
Positions of the starting areas. |
||
peaceful_mode | :: boolean |
Whether peaceful mode is enabled for this map. |
Whether peaceful mode is enabled for this map. |
||
property_expression_names | :: dictionary[string → string] |
Overrides for tile property value generators. Values either name a NamedNoiseExpression or can be literal numbers, stored as strings (e.g. |
Overrides for tile property value generators. Values either name a NamedNoiseExpression or can be literal numbers, stored as strings (e.g. |
Assuming a NamedNoiseExpression with the name "my-alternate-grass1-probability" is defined
would override the probability of grass1 being placed at any given point on the current surface. |
To make there be no deep water on (newly generated chunks) a surface:
This does not require a NamedNoiseExpression to be defined, since literal numbers (and strings naming literal numbers, e.g. |
pollution | :: PollutionMapSettings |
|
enemy_evolution | :: EnemyEvolutionMapSettings |
|
enemy_expansion | :: EnemyExpansionMapSettings |
|
difficulty_settings | :: DifficultySettings |
|
order | :: string |
The string used to alphabetically sort the presets. It is a simple string that has no additional semantic meaning. |
The string used to alphabetically sort the presets. It is a simple string that has no additional semantic meaning. |
||
default | :: boolean? |
Whether this is the preset that is selected by default. |
Whether this is the preset that is selected by default. |
||
basic_settings | :: MapGenSettings? |
|
advanced_settings | :: AdvancedMapGenSettings? |
|
A single filter used by an infinity-filters instance.
name | :: string |
Name of the item. |
Name of the item. |
||
count | :: uint? |
The count of the filter. |
The count of the filter. |
||
mode | :: string? |
|
|
||
index | :: uint |
The index of this filter in the filters list. Not required when writing a filter. |
The index of this filter in the filters list. Not required when writing a filter. |
A single filter used by an infinity-pipe type entity.
name | :: string |
Name of the fluid. |
Name of the fluid. |
||
percentage | :: double? |
The fill percentage the pipe (e.g. 0.5 for 50%). Can't be negative. |
The fill percentage the pipe (e.g. 0.5 for 50%). Can't be negative. |
||
temperature | :: double? |
The temperature of the fluid. Defaults to the default/minimum temperature of the fluid. |
The temperature of the fluid. Defaults to the default/minimum temperature of the fluid. |
||
mode | :: string? |
|
|
name | :: string |
Fluid prototype name of the filtered fluid. |
Fluid prototype name of the filtered fluid. |
||
minimum_temperature | :: double |
The minimum temperature allowed into the fluidbox. |
The minimum temperature allowed into the fluidbox. |
||
maximum_temperature | :: double |
The maximum temperature allowed into the fluidbox. |
The maximum temperature allowed into the fluidbox. |
name | :: string |
Fluid prototype name of the filtered fluid. |
Fluid prototype name of the filtered fluid. |
||
minimum_temperature | :: double? |
The minimum temperature allowed into the fluidbox. |
The minimum temperature allowed into the fluidbox. |
||
maximum_temperature | :: double? |
The maximum temperature allowed into the fluidbox. |
The maximum temperature allowed into the fluidbox. |
||
force | :: boolean? |
Force the filter to be set, regardless of current fluid content. |
Force the filter to be set, regardless of current fluid content. |
The settings used by a heat-interface type entity.
temperature | :: double? |
The target temperature. Defaults to the minimum temperature of the heat buffer. |
The target temperature. Defaults to the minimum temperature of the heat buffer. |
||
mode | :: string? |
|
|
position | :: Vector |
|
direction | :: defines.direction |
|
A definition of a fluidbox connection point.
type | :: string |
The connection type: "input", "output", or "input-output". |
The connection type: "input", "output", or "input-output". |
||
positions | :: array[Vector] |
The 4 cardinal direction connection points for this pipe. This vector is a table with |
The 4 cardinal direction connection points for this pipe. This vector is a table with |
||
max_underground_distance | :: uint? |
The maximum tile distance this underground connection can connect at if this is an underground pipe. |
The maximum tile distance this underground connection can connect at if this is an underground pipe. |
first_signal | :: SignalID? |
First signal to use in an operation. If not specified, the second argument will be the value of |
First signal to use in an operation. If not specified, the second argument will be the value of |
||
second_signal | :: SignalID? |
Second signal to use in an operation. If not specified, the second argument will be the value of |
Second signal to use in an operation. If not specified, the second argument will be the value of |
||
first_constant | :: int? |
Constant to use as the first argument of the operation. Has no effect when |
Constant to use as the first argument of the operation. Has no effect when |
||
second_constant | :: int? |
Constant to use as the second argument of the operation. Has no effect when |
Constant to use as the second argument of the operation. Has no effect when |
||
operation | :: string? |
Must be one of |
Must be one of |
||
output_signal | :: SignalID? |
Specifies the signal to output. |
Specifies the signal to output. |
A string that specifies how the inputs should be compared
"=" |
"equal to" |
">" |
"greater than" |
"<" |
"lesser than" |
"≥" |
"greater than or equal to" |
">=" |
"greater than or equal to" |
"≤" |
"lesser than or equal to" |
"<=" |
"lesser than or equal to" |
"≠" |
"not equal to" |
"!=" |
"not equal to" |
While the API accepts both versions for "less/greater than or equal to"
and "not equal"
, it'll always return "≥"
, "≤"
or "≠"
respectively when reading them back.
first_signal | :: SignalID? |
Defaults to blank. |
Defaults to blank. |
||
second_signal | :: SignalID? |
Second signal to use in an operation, if any. If this is not specified, the second argument to a decider combinator's operation is assumed to be the value of |
Second signal to use in an operation, if any. If this is not specified, the second argument to a decider combinator's operation is assumed to be the value of |
||
constant | :: uint? |
Constant to use as the second argument of operation. Defaults to |
Constant to use as the second argument of operation. Defaults to |
||
comparator | :: ComparatorString? |
Specifies how the inputs should be compared. If not specified, defaults to |
Specifies how the inputs should be compared. If not specified, defaults to |
||
output_signal | :: SignalID? |
Defaults to blank. |
Defaults to blank. |
||
copy_count_from_input | :: boolean? |
Defaults to |
Defaults to |
circuit | :: CircuitCondition? |
|
logistics | :: CircuitCondition? |
|
comparator | :: ComparatorString? |
Specifies how the inputs should be compared. If not specified, defaults to |
Specifies how the inputs should be compared. If not specified, defaults to |
||
first_signal | :: SignalID? |
Defaults to blank |
Defaults to blank |
||
second_signal | :: SignalID? |
What to compare |
What to compare |
||
constant | :: int? |
Constant to compare |
Constant to compare |
condition | :: CircuitCondition |
|
fulfilled | :: boolean? |
Whether the condition is currently fulfilled |
Whether the condition is currently fulfilled |
wire | :: defines.wire_type |
Wire color, either defines.wire_type.red or defines.wire_type.green. |
Wire color, either defines.wire_type.red or defines.wire_type.green. |
||
target_entity | :: LuaEntity |
|
source_circuit_id | :: defines.circuit_connector_id |
|
target_circuit_id | :: defines.circuit_connector_id |
|
wire | :: defines.wire_type |
Wire color, either defines.wire_type.red or defines.wire_type.green. |
Wire color, either defines.wire_type.red or defines.wire_type.green. |
||
target_entity | :: LuaEntity |
The entity to (dis)connect the source entity with. |
The entity to (dis)connect the source entity with. |
||
source_circuit_id | :: defines.circuit_connector_id? |
Mandatory if the source entity has more than one circuit connection using circuit wire. |
Mandatory if the source entity has more than one circuit connection using circuit wire. |
||
target_circuit_id | :: defines.circuit_connector_id? |
Mandatory if the target entity has more than one circuit connection using circuit wire. |
Mandatory if the target entity has more than one circuit connection using circuit wire. |
||
source_wire_id | :: defines.wire_connection_id? |
Mandatory if the source entity has more than one wire connection using copper wire. |
Mandatory if the source entity has more than one wire connection using copper wire. |
||
target_wire_id | :: defines.wire_connection_id? |
Mandatory if the target entity has more than one wire connection using copper wire. |
Mandatory if the target entity has more than one wire connection using copper wire. |
target_entity | :: LuaEntity |
|
target_circuit_id | :: defines.circuit_connector_id? |
If the wire being dragged is a circuit wire this is the connector id. |
If the wire being dragged is a circuit wire this is the connector id. |
||
target_wire_id | :: defines.wire_connection_id? |
If the wire being dragged is copper wire this is the wire id. |
If the wire being dragged is copper wire this is the wire id. |
result | :: LuaTilePrototype |
The tile prototype. |
The tile prototype. |
||
condition_size | :: uint |
|
condition | :: CollisionMask |
|
Commands can be given to enemies and unit groups.
type | :: defines.command |
Type of command. The remaining fields depend on the value of this field. |
Type of command. The remaining fields depend on the value of this field. |
Other attributes may be specified depending on type
:
defines.command.attack
target | :: LuaEntity |
|
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
defines.command.go_to_location
destination | :: MapPosition? |
The position to path to. Either this or |
The position to path to. Either this or |
||
destination_entity | :: LuaEntity? |
The entity to path to. Either this or |
The entity to path to. Either this or |
||
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
||
pathfind_flags | :: PathfinderFlags? |
Flags that affect pathfinder behavior. |
Flags that affect pathfinder behavior. |
||
radius | :: double? |
How close the pathfinder needs to get to its destination (in tiles). Defaults to |
How close the pathfinder needs to get to its destination (in tiles). Defaults to |
defines.command.compound
structure_type | :: defines.compound_command |
How the commands should be chained together. |
How the commands should be chained together. |
||
commands | :: array[Command] |
The sub-commands. |
The sub-commands. |
defines.command.group
group | :: LuaUnitGroup |
The group whose command to follow. |
The group whose command to follow. |
||
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
||
use_group_distraction | :: boolean? |
Whether the unit will use the group distraction or the commands distraction. Defaults to true. |
Whether the unit will use the group distraction or the commands distraction. Defaults to true. |
defines.command.attack_area
destination | :: MapPosition |
Center of the attack area. |
Center of the attack area. |
||
radius | :: double |
Radius of the attack area. |
Radius of the attack area. |
||
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
defines.command.wander
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
||
radius | :: double? |
Defaults to 10. Does not apply when |
Defaults to 10. Does not apply when |
||
wander_in_group | :: boolean? |
When commanding a group, defines how the group will wander. When |
When commanding a group, defines how the group will wander. When |
||
ticks_to_wait | :: uint? |
Ticks to wander before successfully completing the command. Default is max uint, which means wander forever. |
Ticks to wander before successfully completing the command. Default is max uint, which means wander forever. |
defines.command.stop
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
||
ticks_to_wait | :: uint? |
Ticks to wander before successfully completing the command. Default is max uint, which means stop forever. |
Ticks to wander before successfully completing the command. Default is max uint, which means stop forever. |
defines.command.flee
from | :: LuaEntity |
The entity to flee from |
The entity to flee from |
||
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
defines.command.build_base
destination | :: MapPosition |
Where to build the base. |
Where to build the base. |
||
distraction | :: defines.distraction? |
Defaults to |
Defaults to |
||
ignore_planner | :: boolean? |
Whether the units should ignore expansion candidate chunks. When |
Whether the units should ignore expansion candidate chunks. When |
allow_destroy_friendly_entities | :: boolean? |
Allows pathing through friendly entities. Defaults to |
Allows pathing through friendly entities. Defaults to |
||
allow_paths_through_own_entities | :: boolean? |
Allows the pathfinder to path through entities of the same force. Defaults to |
Allows the pathfinder to path through entities of the same force. Defaults to |
||
cache | :: boolean? |
Enables path caching. This can be more efficient, but might fail to respond to changes in the environment. Defaults to |
Enables path caching. This can be more efficient, but might fail to respond to changes in the environment. Defaults to |
||
prefer_straight_paths | :: boolean? |
Makes the pathfinder try to path in straight lines. Defaults to |
Makes the pathfinder try to path in straight lines. Defaults to |
||
low_priority | :: boolean? |
Sets lower priority on the path request, meaning it might take longer to find a path at the expense of speeding up others. Defaults to |
Sets lower priority on the path request, meaning it might take longer to find a path at the expense of speeding up others. Defaults to |
||
no_break | :: boolean? |
Makes the pathfinder not break in the middle of processing this pathfind, no matter how much work is needed. Defaults to |
Makes the pathfinder not break in the middle of processing this pathfind, no matter how much work is needed. Defaults to |
unit | :: string |
Prototype name of the unit that would be spawned. |
Prototype name of the unit that would be spawned. |
||
spawn_points | :: array[SpawnPointDefinition] |
The points at which to spawn the unit. |
The points at which to spawn the unit. |
name | :: string |
Prototype name of the item the stack holds. |
Prototype name of the item the stack holds. |
||
count | :: uint? |
Number of items the stack holds. If not specified, defaults to |
Number of items the stack holds. If not specified, defaults to |
||
health | :: float? |
Health of the items in the stack. Defaults to |
Health of the items in the stack. Defaults to |
||
durability | :: double? |
Durability of the tool items in the stack. |
Durability of the tool items in the stack. |
||
ammo | :: double? |
Amount of ammo in the ammo items in the stack. |
Amount of ammo in the ammo items in the stack. |
||
tags | :: array[string]? |
Tags of the items with tags in the stack. |
Tags of the items with tags in the stack. |
An item stack may be specified in one of two ways.
string |
The name of the item, which represents a full stack of that item. |
ItemStackDefinition |
The detailed definition of an item stack. |
Both of these lines specify an item stack of one iron plate:
|
This is a stack of 47 copper plates:
|
These are both full stacks of iron plates (for iron-plate, a full stack is 100 plates):
|
A fluid may be specified in one of three ways.
string |
The fluid name. |
LuaFluidPrototype |
The fluid prototype. |
Fluid |
The fluid. |
A technology may be specified in one of three ways.
string |
The technology name. |
LuaTechnology |
A reference to LuaTechnology may be passed directly. |
LuaTechnologyPrototype |
A reference to LuaTechnologyPrototype may be passed directly. |
A surface may be specified in one of three ways.
uint |
It will be the index of the surface. |
string |
It will be the surface name. E.g. |
LuaSurface |
A reference to LuaSurface may be passed directly. |
An entity prototype may be specified in one of three ways.
LuaEntity |
The entity. |
LuaEntityPrototype |
The entity prototype. |
string |
The prototype name. |
An item prototype may be specified in one of three ways.
LuaItemStack |
The item. |
LuaItemPrototype |
The item prototype. |
string |
The prototype name. |
type | :: string |
One of |
One of |
||
compare_type | :: string |
Either |
Either |
||
ticks | :: uint? |
Number of ticks to wait when |
Number of ticks to wait when |
||
condition | :: CircuitCondition? |
Only present when |
Only present when |
station | :: string? |
Name of the station. |
Name of the station. |
||
rail | :: LuaEntity? |
Rail to path to. Ignored if |
Rail to path to. Ignored if |
||
rail_direction | :: defines.rail_direction? |
When a train is allowed to reach rail target from any direction it will be |
When a train is allowed to reach rail target from any direction it will be |
||
wait_conditions | :: array[WaitCondition]? |
|
temporary | :: boolean? |
Only present when the station is temporary, the value is then always |
Only present when the station is temporary, the value is then always |
current | :: uint |
Index of the currently active record |
Index of the currently active record |
||
records | :: array[TrainScheduleRecord] |
|
Used for specifying where a GUI arrow should point to.
type | :: string |
This determines which of the following fields will be required. Must be one of |
This determines which of the following fields will be required. Must be one of |
Other attributes may be specified depending on type
:
entity
entity | :: LuaEntity |
|
position
position | :: MapPosition |
|
crafting_queue
crafting_queueindex | :: uint |
Index in the crafting queue to point to. |
Index in the crafting queue to point to. |
item_stack
inventory_index | :: defines.inventory |
Which inventory the stack is in. |
Which inventory the stack is in. |
||
item_stack_index | :: uint |
Which stack to point to. |
Which stack to point to. |
||
source | :: string |
Must be either |
Must be either |
action | :: array[TriggerItem]? |
|
target_type | :: string |
One of |
One of |
||
clamp_position | :: boolean? |
When |
When |
||
category | :: string |
Ammo category of this ammo. |
Ammo category of this ammo. |
||
energy_consumption | :: double? |
Energy consumption of a single shot, if applicable. Defaults to |
Energy consumption of a single shot, if applicable. Defaults to |
||
range_modifier | :: double? |
|
cooldown_modifier | :: double? |
|
consumption_modifier | :: double? |
|
entity | :: LuaEntity? |
The target entity. |
The target entity. |
||
position | :: MapPosition? |
The target position. |
The target position. |
acceleration | :: defines.riding.acceleration |
|
direction | :: defines.riding.direction |
|
It can be either the name of a sprite prototype defined in the data stage, or a path in form "type/name".
The validity of a SpritePath can be verified at runtime using LuaGameScript::is_valid_sprite_path.
The supported types are:
- "item"
- for example "item/iron-plate" is the icon sprite of iron plate
- "entity"
- for example "entity/small-biter" is the icon sprite of the small biter
- "technology"
- "recipe"
- "item-group"
- "fluid"
- "tile"
- "virtual-signal"
- "achievement"
- "equipment"
- "file"
- path to an image file located inside the current scenario. This file is not preloaded so it will be slower; for frequently used sprites, it is better to define sprite prototype and use it instead.
- "utility"
- sprite defined in the utility-sprites object, these are the pictures used by the game internally for the UI.
It can be either the name of a sound prototype defined in the data stage, or a path in the form "type/name"
. The latter option can be sorted into three categories.
The validity of a SoundPath can be verified at runtime using LuaGameScript::is_valid_sound_path.
The utility and ambient types each contain general use sound prototypes defined by the game itself.
- "utility"
- Uses the UtilitySounds prototype. Example: "utility/wire_connect_pole"
- "ambient"
- Uses AmbientSound prototypes. Example: "ambient/resource-deficiency"
The following types can be combined with any tile name as long as its prototype defines the
corresponding sound.
- "tile-walking"
- Uses Tile::walking_sound. Example: "tile-walking/concrete"
- "tile-mined"
- Uses Tile::mined_sound
- "tile-build-small"
- Uses Tile::build_sound. Example: "tile-build-small/concrete"
- "tile-build-medium"
- Uses Tile::build_sound
- "tile-build-large"
- Uses Tile::build_sound
The following types can be combined with any entity name as long as its prototype defines the
corresponding sound.
- "entity-build"
- Uses Entity::build_sound. Example: "entity-build/wooden-chest"
- "entity-mined"
- Uses Entity::mined_sound
- "entity-mining"
- Uses Entity::mining_sound
- "entity-vehicle_impact"
- Uses Entity::vehicle_impact_sound
- "entity-rotated"
- Uses Entity::rotated_sound
- "entity-open"
- Uses Entity::open_sound
- "entity-close"
- Uses Entity::close_sound
bonus | :: float |
The percentual increase of the attribute. A value of |
The percentual increase of the attribute. A value of |
consumption | :: ModuleEffectValue? |
|
speed | :: ModuleEffectValue? |
|
productivity | :: ModuleEffectValue? |
|
pollution | :: ModuleEffectValue? |
|
These are the effects of the vanilla Productivity Module 3 (up to floating point imprecisions):
|
A set of flags. Active flags are in the dictionary as true
, while inactive flags aren't present at all.
By default, none of these flags are set.
"not-rotatable" |
Prevents the entity from being rotated before or after placement. |
"placeable-neutral" |
Determines the default force when placing entities in the map editor and using the "AUTO" option for the force. |
"placeable-player" |
Determines the default force when placing entities in the map editor and using the "AUTO" option for the force. |
"placeable-enemy" |
Determines the default force when placing entities in the map editor and using the "AUTO" option for the force. |
"placeable-off-grid" |
Determines whether the entity needs to be aligned with the invisible grid within the world. Most entities are confined in this way, with a few exceptions such as trees and land mines. |
"player-creation" |
Makes it possible to blueprint, deconstruct, and repair the entity (which can be turned off again using the specific flags). Makes it possible for the biter AI to target the entity as a distraction. Enables dust to automatically be created when building the entity. If the entity does not have a |
"building-direction-8-way" |
Uses 45 degree angle increments when selecting direction. |
"filter-directions" |
Used to automatically detect the proper direction of the entity if possible. Used by the pump, train stop, and train signal by default. |
"fast-replaceable-no-build-while-moving" |
Fast replace will not apply when building while moving. |
"breaths-air" |
Used to specify that the entity breathes air, and is thus affected by poison. |
"not-repairable" |
Used to specify that the entity can not be 'healed' by repair packs. |
"not-on-map" |
Prevents the entity from being drawn on the map. |
"not-deconstructable" |
Prevents the entity from being deconstructed. |
"not-blueprintable" |
Prevents the entity from being part of a blueprint. |
"hidden" |
Hides the entity from the bonus GUI and from the "made in"-property of recipe tooltips. |
"hide-alt-info" |
Hides the alt-info of this entity when in alt-mode. |
"fast-replaceable-no-cross-type-while-moving" |
Does not fast replace this entity over other entity types when building while moving. |
"no-gap-fill-while-building" |
|
"not-flammable" |
Does not apply fire stickers to the entity. |
"no-automated-item-removal" |
Prevents inserters and loaders from taking items from this entity. |
"no-automated-item-insertion" |
Prevents inserters and loaders from inserting items into this entity. |
"no-copy-paste" |
Prevents the entity from being copy-pasted. |
"not-selectable-in-game" |
Disallows selection of the entity even when a selection box is specified for other reasons. For example, selection boxes are used to determine the size of outlines to be shown when highlighting entities inside electric pole ranges. |
"not-upgradable" |
Prevents the entity from being selected by the upgrade planner. |
"not-in-kill-statistics" |
Prevents the entity from being shown in the kill statistics. |
"not-in-made-in" |
Prevents the entity from being shown in the "made in" list in recipe tooltips. |
A set of flags. Active flags are in the dictionary as true
, while inactive flags aren't present at all.
By default, none of these flags are set.
"draw-logistic-overlay" |
Determines whether the logistics areas of roboports should be drawn when holding this item. Used by the deconstruction planner by default. |
"hidden" |
Hides the item in the logistic requests and filters GUIs (among others). |
"always-show" |
Always shows the item in the logistic requests and filters GUIs (among others) even when the recipe for that item is locked. |
"hide-from-bonus-gui" |
Hides the item from the bonus GUI. |
"hide-from-fuel-tooltip" |
Hides the item from the tooltip that's shown when hovering over a burner inventory. |
"not-stackable" |
Prevents the item from being stacked. It also prevents the item from stacking in assembling machine input slots, which can otherwise exceed the item stack size if required by the recipe. Additionally, the item does not show an item count when in the cursor. |
"can-extend-inventory" |
Makes the item act as an extension to the inventory that it is placed in. Only has an effect for items with inventory. |
"primary-place-result" |
Makes construction bots prefer this item when building the entity specified by its |
"mod-openable" |
Allows the item to be opened by the player, firing the |
"only-in-cursor" |
Makes it so the item is deleted when clearing the cursor, instead of being put into the player's inventory. The copy-paste tools use this by default, for example. |
"spawnable" |
Allows the item to be spawned by a quickbar shortcut or custom input. |
A string specifying a collision mask layer.
In addition to the listed layers, there is "layer-13"
through "layer-55"
. These layers are currently unused by the game but may change. If a mod is going to use one of the unused layers it's recommended to start at the higher layers because the base game will take from the lower ones.
"ground-tile" |
|
"water-tile" |
|
"resource-layer" |
|
"doodad-layer" |
|
"floor-layer" |
|
"item-layer" |
|
"ghost-layer" |
|
"object-layer" |
|
"player-layer" |
|
"train-layer" |
|
"rail-layer" |
|
"transport-belt-layer" |
|
"not-setup" |
|
A set of flags. Active flags are in the dictionary as true
, while inactive flags aren't present at all.
A CollisionMask which also includes any flags this mask has.
CollisionMaskLayer |
|
"not-colliding-with-itself" |
Any two entities that both have this option enabled on their prototype and have an identical collision mask layers list will not collide. Other collision mask options are not included in the identical layer list check. This does mean that two different prototypes with the same collision mask layers and this option enabled will not collide. |
"consider-tile-transitions" |
Uses the prototypes position rather than its collision box when doing collision checks with tile prototypes. Allows the prototype to overlap colliding tiles up until its center point. This is only respected for character movement and cars driven by players. |
"colliding-with-tiles-only" |
Any prototype with this collision option will only be checked for collision with other prototype's collision masks if they are a tile. |
type | :: string |
One of |
One of |
||
repeat_count | :: uint |
|
affects_target | :: boolean |
|
show_in_tooltip | :: boolean |
|
type | :: string |
One of |
One of |
||
source_effects | :: array[TriggerEffectItem] |
|
target_effects | :: array[TriggerEffectItem] |
|
type | :: string |
One of |
One of |
||
action_delivery | :: array[TriggerDelivery]? |
|
entity_flags | :: EntityPrototypeFlags? |
The trigger will only affect entities that contain any of these flags. |
The trigger will only affect entities that contain any of these flags. |
||
ignore_collision_condition | :: boolean |
|
collision_mask | :: CollisionMask |
The trigger will only affect entities that would collide with given collision mask. |
The trigger will only affect entities that would collide with given collision mask. |
||
trigger_target_mask | :: TriggerTargetMask |
|
force | :: ForceCondition |
If |
If |
||
repeat_count | :: uint |
|
name | :: string |
Name of the LuaEntityPrototype |
Name of the LuaEntityPrototype |
||
direction | :: float |
|
direction_deviation | :: float |
|
speed | :: float |
|
speed_deviation | :: float |
|
starting_frame_speed | :: float |
|
starting_frame_speed_deviation | :: float |
|
height | :: float |
|
height_deviation | :: float |
|
vertical_speed | :: float |
|
vertical_speed_deviation | :: float |
|
center | :: Vector |
This vector is a table with |
This vector is a table with |
||
creation_distance | :: double |
|
creation_distance_orientation | :: double |
|
use_source_position | :: boolean |
|
_ | :: RealOrientation |
|
_ | :: Vector |
|
type | :: string |
Name of the LuaFluidPrototype. |
Name of the LuaFluidPrototype. |
||
damage_modifier | :: double |
Multiplier applied to the damage of an attack. |
Multiplier applied to the damage of an attack. |
type | :: string |
The type of AttackParameter. One of |
The type of AttackParameter. One of |
||
range | :: float |
Maximum range of attack. |
Maximum range of attack. |
||
min_range | :: float |
Minimum range of attack. Used with flamethrower turrets to prevent self-immolation. |
Minimum range of attack. Used with flamethrower turrets to prevent self-immolation. |
||
range_mode | :: string |
Defines how the range is determined. Either |
Defines how the range is determined. Either |
||
fire_penalty | :: float |
When searching for the nearest enemy to attack, |
When searching for the nearest enemy to attack, |
||
rotate_penalty | :: float |
When searching for an enemy to attack, a higher |
When searching for an enemy to attack, a higher |
||
health_penalty | :: float |
When searching for an enemy to attack, a higher |
When searching for an enemy to attack, a higher |
||
min_attack_distance | :: float |
If less than |
If less than |
||
turn_range | :: float |
The arc that the entity can attack in as a fraction of a circle. A value of |
The arc that the entity can attack in as a fraction of a circle. A value of |
||
damage_modifier | :: float |
Multiplier applied to the damage of an attack. |
Multiplier applied to the damage of an attack. |
||
ammo_consumption_modifier | :: float |
Multiplier applied to the ammo consumption of an attack. |
Multiplier applied to the ammo consumption of an attack. |
||
cooldown | :: float |
Minimum amount of ticks between shots. If this is less than |
Minimum amount of ticks between shots. If this is less than |
||
warmup | :: uint |
Number of ticks it takes for the weapon to actually shoot after it has been ordered to do so. |
Number of ticks it takes for the weapon to actually shoot after it has been ordered to do so. |
||
movement_slow_down_factor | :: double |
|
movement_slow_down_cooldown | :: float |
|
ammo_type | :: AmmoType? |
|
ammo_categories | :: array[string]? |
List of the names of compatible LuaAmmoCategoryPrototypes. |
List of the names of compatible LuaAmmoCategoryPrototypes. |
Other attributes may be specified depending on type
:
projectile
projectile_center | :: Vector |
|
projectile_creation_distance | :: float |
|
projectile_orientation_offset | :: float |
|
shell_particle | :: CircularParticleCreationSpecification? |
|
projectile_creation_parameters | :: array[CircularProjectileCreationSpecification]? |
|
stream
gun_barrel_length | :: float |
|
gun_center_shift | :: dictionary[string → Vector] |
|
fluid_consumption | :: float |
|
fluids | :: array[AttackParameterFluid]? |
|
projectile_creation_parameters | :: array[CircularProjectileCreationSpecification]? |
|
type | :: string |
One of |
One of |
Other attributes may be specified depending on type
:
throw
attack_parameters | :: AttackParameters |
|
uses_stack | :: boolean |
Whether using the capsule consumes an item from the stack. |
Whether using the capsule consumes an item from the stack. |
equipment-remote
equipment | :: string |
Name of the LuaEquipmentPrototype. |
Name of the LuaEquipmentPrototype. |
use-on-self
attack_parameters | :: AttackParameters |
|
artillery-remote
flare | :: string |
Name of the flare prototype. |
Name of the flare prototype. |
destroy-cliffs
attack_parameters | :: AttackParameters |
|
radius | :: float |
|
timeout | :: uint |
|
A set of flags on a selection tool that define how entities and tiles are selected. Active flags are in the dictionary as true
, while inactive flags aren't present at all.
"blueprint" |
Selects entities and tiles as if selecting them for a blueprint. |
"deconstruct" |
Selects entities and tiles as if selecting them for deconstruction. |
"cancel-deconstruct" |
Selects entities and tiles as if selecting them for deconstruction cancellation. |
"items" |
Selects items on the ground. |
"trees" |
Selects trees. |
"buildable-type" |
Selects entities which are considered a building, plus landmines. |
"nothing" |
Selects no entities or tiles, but is useful to select an area. |
"items-to-place" |
Selects entities and tiles that can be built by an item. |
"any-entity" |
Selects all entities. |
"any-tile" |
Selects all tiles. |
"same-force" |
Selects entities with the same force as the selecting player. |
"not-same-force" |
Selects entities with a different force as the selecting player. |
"friend" |
Selects entities from a friendly force. |
"enemy" |
Selects entities from an enemy force. |
"upgrade" |
Selects entities as if selecting them for upgrading. |
"cancel-upgrade" |
Selects entities as if selecting them for upgrade cancellation. |
"downgrade" |
Selects entities as if selecting them for downgrading. |
"entity-with-health" |
Selects entities that are entities with health. |
"entity-with-force" |
Deprecated. Replaced by |
"is-military-target" |
Selects entities that are military targets. |
"entity-with-owner" |
Selects entities that are entities with owner. |
"avoid-rolling-stock" |
Selects entities that are not |
value | :: int or double or boolean or string or Color |
The value of the mod setting. The type depends on the kind of setting. |
The value of the mod setting. The type depends on the kind of setting. |
Runtime settings can be changed through console commands and by the mod that owns the settings by writing a new table to the ModSetting.
Any basic type (string, number, boolean), table, or LuaObject.
A string that specifies where a GUI element should be.
"top-left" |
|
"middle-left" |
|
"left" |
The same as |
"bottom-left" |
|
"top-center" |
|
"middle-center" |
|
"center" |
The same as |
"bottom-center" |
|
"top-right" |
|
"right" |
The same as |
"bottom-right" |
|
Information about the event that has been raised. The table can also contain other fields depending on the type of event. See the list of Factorio events for more information on these.
name | :: defines.events |
The identifier of the event this handler was registered to. |
The identifier of the event this handler was registered to. |
||
tick | :: uint |
The tick during which the event happened. |
The tick during which the event happened. |
||
mod_name | :: string? |
The name of the mod that raised the event if it was raised using LuaBootstrap::raise_event. |
The name of the mod that raised the event if it was raised using LuaBootstrap::raise_event. |
old_version | :: string |
Old version of the mod. May be |
Old version of the mod. May be |
||
new_version | :: string |
New version of the mod. May be |
New version of the mod. May be |
old_version | :: string? |
Old version of the map. Present only when loading map version other than the current version. |
Old version of the map. Present only when loading map version other than the current version. |
||
new_version | :: string? |
New version of the map. Present only when loading map version other than the current version. |
New version of the map. Present only when loading map version other than the current version. |
||
mod_changes | :: dictionary[string → ModChangeData] |
Dictionary of mod changes. It is indexed by mod name. |
Dictionary of mod changes. It is indexed by mod name. |
||
mod_startup_settings_changed | :: boolean |
|
|
||
migration_applied | :: boolean |
|
|
name | :: string |
The name of the command. |
The name of the command. |
||
tick | :: uint |
The tick the command was used in. |
The tick the command was used in. |
||
player_index | :: uint? |
The player who issued the command, or |
The player who issued the command, or |
||
parameter | :: string? |
The parameter passed after the command, if there is one. |
The parameter passed after the command, if there is one. |
entity | :: LuaEntity? |
|
entity_offset | :: Vector? |
|
position | :: MapPosition? |
|
A set of flags. Active flags are in the dictionary as true
, while inactive flags aren't present at all.
To write to this, use an array[string] of the mouse buttons that should be possible to use with on button. The flag "left-and-right"
can also be set, which will set "left"
and "right"
to true
.
"left" |
|
"right" |
|
"middle" |
|
"button-4" |
|
"button-5" |
|
"button-6" |
|
"button-7" |
|
"button-8" |
|
"button-9" |
|
"entity" |
Yellow box. |
"not-allowed" |
Red box. |
"electricity" |
Light blue box. |
"pair" |
Light blue box. |
"copy" |
Green box. |
"train-visualization" |
White box. |
"logistics" |
Light blue box. |
"blueprint-snap-rectangle" |
Green box. |
"all" |
All forces pass. |
"enemy" |
Forces which will attack pass. |
"ally" |
Forces which won't attack pass. |
"friend" |
Forces which are friends pass. |
"not-friend" |
Forces which are not friends pass. |
"same" |
The same force pass. |
"not-same" |
The non-same forces pass. |
A number between 0 and 255 inclusive, represented by one of the following named strings or the string version of the number. For example "27"
and "decals"
are both valid. Higher values are rendered above lower values.
string |
A string of a number |
"water-tile" |
15 |
"ground-tile" |
25 |
"tile-transition" |
26 |
"decals" |
27 |
"lower-radius-visualization" |
29 |
"radius-visualization" |
30 |
"transport-belt-integration" |
65 |
"resource" |
66 |
"building-smoke" |
67 |
"decorative" |
92 |
"ground-patch" |
93 |
"ground-patch-higher" |
94 |
"ground-patch-higher2" |
95 |
"remnants" |
112 |
"floor" |
113 |
"transport-belt" |
114 |
"transport-belt-endings" |
115 |
"floor-mechanics-under-corpse" |
120 |
"corpse" |
121 |
"floor-mechanics" |
122 |
"item" |
123 |
"lower-object" |
124 |
"transport-belt-circuit-connector" |
126 |
"lower-object-above-shadow" |
127 |
"object" |
129 |
"higher-object-under" |
131 |
"higher-object-above" |
132 |
"item-in-inserter-hand" |
134 |
"wires" |
135 |
"wires-above" |
136 |
"entity-info-icon" |
138 |
"entity-info-icon-above" |
139 |
"explosion" |
142 |
"projectile" |
143 |
"smoke" |
144 |
"air-object" |
145 |
"air-entity-info-icon" |
147 |
"light-effect" |
148 |
"selection-box" |
187 |
"higher-selection-box" |
188 |
"collision-selection-box" |
189 |
"arrow" |
190 |
"cursor" |
210 |
"west-to-east" |
|
"north-to-south" |
|
"east-to-west" |
|
"south-to-north" |
|
"west-to-north" |
|
"north-to-east" |
|
"east-to-south" |
|
"south-to-west" |
|
"west-to-south" |
|
"north-to-west" |
|
"east-to-north" |
|
"south-to-east" |
|
"west-to-none" |
|
"none-to-east" |
|
"east-to-none" |
|
"none-to-west" |
|
"north-to-none" |
|
"none-to-south" |
|
"south-to-none" |
|
"none-to-north" |
|
inventory | :: defines.inventory |
|
slot | :: uint |
|
Defines which slider in the game's sound settings affects the volume of this sound. Furthermore, some sound types are mixed differently than others, e.g. zoom level effects are applied.
"game-effect" |
|
"gui-effect" |
|
"ambient" |
|
"environment" |
|
"walking" |
|
"alert" |
|
"wind" |
|
Types "signal"
and "item-group"
do not support filters.
ItemPrototypeFilter |
for type |
TilePrototypeFilter |
for type |
EntityPrototypeFilter |
for type |
FluidPrototypeFilter |
for type |
RecipePrototypeFilter |
for type |
DecorativePrototypeFilter |
for type |
AchievementPrototypeFilter |
for type |
EquipmentPrototypeFilter |
for type |
TechnologyPrototypeFilter |
for type |
Filters are always used as an array of filters of a specific type. Every filter can only be used with its corresponding event, and different types of event filters can not be mixed.
Depending on the value of filter
, the table may take additional fields. filter
may be one of the following:
filter | :: string |
The condition to filter on. One of |
The condition to filter on. One of |
||
mode | :: string? |
How to combine this with the previous filter. Must be |
How to combine this with the previous filter. Must be |
||
invert | :: boolean? |
Inverts the condition. Default is |
Inverts the condition. Default is |
Other attributes may be specified depending on filter
:
place-result
elem_filters | :: array[EntityPrototypeFilter]? |
Filters for the place result. |
Filters for the place result. |
burnt-result
elem_filters | :: array[ItemPrototypeFilter]? |
Filters for the burnt result. |
Filters for the burnt result. |
place-as-tile
elem_filters | :: array[TilePrototypeFilter]? |
Filters for the placed tile. |
Filters for the placed tile. |
placed-as-equipment-result
elem_filters | :: array[EquipmentPrototypeFilter]? |
Filters for the placed equipment. |
Filters for the placed equipment. |
name
name | :: string or array[string] |
The prototype name, or list of acceptable names. |
The prototype name, or list of acceptable names. |
For use within nested filters such as the has-product-item
filter of array[RecipePrototypeFilter]. To get a specific prototype by name, see LuaGameScript::item_prototypes.
type
type | :: string or array[string] |
The prototype type, or a list of acceptable types. |
The prototype type, or a list of acceptable types. |
Usage example:
game.get_filtered_item_prototypes({{filter = "type", type = "armor"}})
flag
flag | :: string |
One of the values in ItemPrototypeFlags. |
One of the values in ItemPrototypeFlags. |
subgroup
subgroup | :: string |
A LuaGroup (subgroup) name |
A LuaGroup (subgroup) name |
fuel-category
fuel-category | :: string |
A LuaFuelCategoryPrototype name |
A LuaFuelCategoryPrototype name |
stack-size
comparison | :: ComparatorString |
|
value | :: uint |
The value to compare against. |
The value to compare against. |
Usage example:
game.get_filtered_item_prototypes({{filter = "stack-size", comparison = ">", value = 20}, {filter = "stack-size", comparison = "<", value = 100, mode = "and"}})
default-request-amount
comparison | :: ComparatorString |
|
value | :: uint |
The value to compare against. |
The value to compare against. |
wire-count
comparison | :: ComparatorString |
|
value | :: uint |
The value to compare against. |
The value to compare against. |
fuel-value
comparison | :: ComparatorString |
|
value | :: double |
The value to compare against. |
The value to compare against. |
fuel-acceleration-multiplier
comparison | :: ComparatorString |
|
value | :: double |
The value to compare against. |
The value to compare against. |
fuel-top-speed-multiplier
comparison | :: ComparatorString |
|
value | :: double |
The value to compare against. |
The value to compare against. |
fuel-emissions-multiplier
comparison | :: ComparatorString |
|
value | :: double |
The value to compare against. |
The value to compare against. |
Depending on the value of filter
, the table may take additional fields. filter
may be one of the following:
filter | :: string |
The condition to filter on. One of |
The condition to filter on. One of |
||
mode | :: string? |
How to combine this with the previous filter. Must be |
How to combine this with the previous filter. Must be |
||
invert | :: boolean? |
Inverts the condition. Default is |
Inverts the condition. Default is |
Other attributes may be specified depending on filter
:
type
type | :: string or array[string] |
The prototype type, or a list of acceptable types. |
The prototype type, or a list of acceptable types. |
mod
mod | :: string |
The mod name |
The mod name |
setting-type
type | :: string |
The setting scope type ( |
The setting scope type ( |
Depending on the value of filter
, the table may take additional fields. filter
may be one of the following:
filter | :: string |
The condition to filter on. One of |
The condition to filter on. One of |
||
mode | :: string? |
How to combine this with the previous filter. Must be |
How to combine this with the previous filter. Must be |
||
invert | :: boolean? |
Inverts the condition. Default is |
Inverts the condition. Default is |
Other attributes may be specified depending on filter
:
research-unit-ingredient
ingredient | :: string |
The research ingredient to check. |
The research ingredient to check. |
unlocks-recipe
recipe | :: string |
The recipe to check. |
The recipe to check. |
level
comparison | :: ComparatorString |
|