Factorio Runtime DocsVersion 2.0.20

ClassLuaCustomInputPrototypeextendsLuaPrototypeBasechanged

Prototype of a custom input.

Members

key_sequence :: R string

The default key sequence for this custom input.

The default key sequence for this custom input.

alternative_key_sequence :: R string?

The default alternative key sequence for this custom input, if any

The default alternative key sequence for this custom input, if any

controller_key_sequence :: R string?

The default controller key sequence for this custom input, if any

The default controller key sequence for this custom input, if any

controller_alternative_key_sequence :: R string?

The default controller alternative key sequence for this custom input, if any

The default controller alternative key sequence for this custom input, if any

linked_game_control changed :: R LinkedGameControl?

The linked game control name, if any.

The linked game control name, if any.

consuming :: R "none" or "game-only"

The consuming type.

The consuming type.

action :: R string

The action that happens when this custom input is triggered.

The action that happens when this custom input is triggered.

enabled :: R boolean

Whether this custom input is enabled. [...]

Whether this custom input is enabled. [...]

enabled_while_spectating :: R boolean

Whether this custom input is enabled while using the spectator controller.

Whether this custom input is enabled while using the spectator controller.

enabled_while_in_cutscene :: R boolean

Whether this custom input is enabled while using the cutscene controller.

Whether this custom input is enabled while using the cutscene controller.

include_selected_prototype :: R boolean

Whether this custom input will include the selected prototype (if any) when triggered.

Whether this custom input will include the selected prototype (if any) when triggered.

item_to_spawn :: R LuaItemPrototype?

The item that gets spawned when this custom input is fired, if any.

The item that gets spawned when this custom input is fired, if any.

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. [...]

Inherited from LuaPrototypeBase
type :: R string

Type of this prototype.

Type of this prototype.

name :: R string

Name of this prototype.

Name of this prototype.

order :: R string

The string used to alphabetically sort these prototypes. [...]

The string used to alphabetically sort these prototypes. [...]

localised_name :: R LocalisedString
localised_description :: R LocalisedString
group :: R LuaGroup

Group of this prototype.

Group of this prototype.

subgroup :: R LuaGroup

Subgroup of this prototype.

Subgroup of this prototype.

hidden :: R boolean
hidden_in_factoriopedia :: R boolean
parameter :: R boolean

Attributes

key_sequence :: Read string  

The default key sequence for this custom input.


alternative_key_sequence :: Read string  ?

The default alternative key sequence for this custom input, if any


controller_key_sequence :: Read string  ?

The default controller key sequence for this custom input, if any


controller_alternative_key_sequence :: Read string  ?

The default controller alternative key sequence for this custom input, if any


linked_game_control :: Read LinkedGameControl  ?changed

The linked game control name, if any.


consuming :: Read "none" or "game-only"  

The consuming type.


action :: Read string  

The action that happens when this custom input is triggered.


enabled :: Read boolean  

Whether this custom input is enabled. Disabled custom inputs exist but are not used by the game.


enabled_while_spectating :: Read boolean  

Whether this custom input is enabled while using the spectator controller.


enabled_while_in_cutscene :: Read boolean  

Whether this custom input is enabled while using the cutscene controller.


include_selected_prototype :: Read boolean  

Whether this custom input will include the selected prototype (if any) when triggered.


item_to_spawn :: Read LuaItemPrototype  ?

The item that gets spawned when this custom input is fired, if any.


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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