Factorio Runtime DocsVersion 2.0.18

ClassLuaAISettings

Collection of settings for overriding default ai behavior.

Members

allow_destroy_when_commands_fail :: RW boolean

If enabled, units that repeatedly fail to succeed at commands will be destroyed.

If enabled, units that repeatedly fail to succeed at commands will be destroyed.

allow_try_return_to_spawner :: RW boolean

If enabled, units that have nothing else to do will attempt to return to a spawner.

If enabled, units that have nothing else to do will attempt to return to a spawner.

do_separation :: RW boolean

If enabled, units will try to separate themselves from nearby friendly units.

If enabled, units will try to separate themselves from nearby friendly units.

path_resolution_modifier :: RW int8

Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. [...]

Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. [...]

valid :: R boolean

Is this object valid? [...]

Is this object valid? [...]

object_name :: R string

The class name of this object. [...]

The class name of this object. [...]

Attributes

allow_destroy_when_commands_fail :: Read|Write boolean  

If enabled, units that repeatedly fail to succeed at commands will be destroyed.


allow_try_return_to_spawner :: Read|Write boolean  

If enabled, units that have nothing else to do will attempt to return to a spawner.


do_separation :: Read|Write boolean  

If enabled, units will try to separate themselves from nearby friendly units.


path_resolution_modifier :: Read|Write int8  

Defines how coarse the pathfinder's grid is, where smaller values mean a coarser grid. Defaults to 0, which equals a resolution of 1x1 tiles, centered on tile centers. Values range from -8 to 8 inclusive, where each integer increment doubles/halves the resolution. So, a resolution of -8 equals a grid of 256x256 tiles, and a resolution of 8 equals 1/256 of a tile.


valid :: Read boolean  

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.


object_name :: Read string  

The class name of this object. Available even when valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

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