Factorio Runtime DocsVersion 2.0.20

ClassLuaEquipmentGridchanged

An equipment grid is for example the inside of a power armor.

Members

take{position?=…, equipment?=…, by_player?=…} SimpleItemStack?

Remove an equipment from the grid.

Remove an equipment from the grid.

take_all(by_player?) changed → array[ItemCountWithQuality]

Remove all equipment from the grid.

Remove all equipment from the grid.

clear(by_player?)

Clear all equipment from the grid, removing it without actually returning it.

Clear all equipment from the grid, removing it without actually returning it.

put{name=…, quality?=…, position?=…, by_player?=…, ghost?=…} changedLuaEquipment?

Insert an equipment into the grid.

Insert an equipment into the grid.

can_move{equipment=…, position=…} boolean

Check whether moving an equipment would succeed.

Check whether moving an equipment would succeed.

move{equipment=…, position=…} boolean

Move an equipment within this grid.

Move an equipment within this grid.

get(position) LuaEquipment?

Find equipment in the Equipment Grid based off a position.

Find equipment in the Equipment Grid based off a position.

get_contents() → dictionary[string → uint]

Get counts of all equipment in this grid.

Get counts of all equipment in this grid.

get_generator_energy(quality?) newdouble

Total energy per tick generated by the equipment inside this grid.

Total energy per tick generated by the equipment inside this grid.

find(equipment, search_ghosts?) changedLuaEquipment?

Find equipment by name.

Find equipment by name.

count(equipment?) uint

Get the number of all or some equipment in this grid.

Get the number of all or some equipment in this grid.

revive(equipment) newLuaEquipment

Revives the given equipment ghost if possible.

Revives the given equipment ghost if possible.

order_removal(equipment) newboolean

Marks the given equipment for removal. [...]

Marks the given equipment for removal. [...]

cancel_removal(equipment) newboolean

Cancels removal for the given equipment.

Cancels removal for the given equipment.

prototype :: R LuaEquipmentGridPrototype
width :: R uint

Width of the equipment grid.

Width of the equipment grid.

height :: R uint

Height of the equipment grid.

Height of the equipment grid.

equipment :: R array[LuaEquipment]

All the equipment in this grid.

All the equipment in this grid.

max_solar_energy :: R double

Maximum energy per tick that can be created by any solar panels in the equipment grid. [...]

Maximum energy per tick that can be created by any solar panels in the equipment grid. [...]

available_in_batteries :: R double

The total energy stored in all batteries in the equipment grid.

The total energy stored in all batteries in the equipment grid.

battery_capacity :: R double

Total energy storage capacity of all batteries in the equipment grid.

Total energy storage capacity of all batteries in the equipment grid.

shield :: R float

The amount of shields this equipment grid has.

The amount of shields this equipment grid has.

max_shield :: R float

The maximum amount of shields this equipment grid has.

The maximum amount of shields this equipment grid has.

inventory_bonus new :: R uint

The total amount of inventory bonus this equipment grid gives.

The total amount of inventory bonus this equipment grid gives.

movement_bonus new :: R double

The total amount of movement bonus this equipment grid gives. [...]

The total amount of movement bonus this equipment grid gives. [...]

inhibit_movement_bonus :: RW boolean

Whether this grid's equipment movement bonus is active.

Whether this grid's equipment movement bonus is active.

unique_id :: R uint

Unique identifier of this equipment grid.

Unique identifier of this equipment grid.

entity_owner new :: R LuaEntity?

The entity that this equipment grid is owned by (in some inventory or item stack.)

If the owning entity is a character owned by some player and the player is disconnected this will return nil.

The entity that this equipment grid is owned by (in some inventory or item stack.)

If the owning entity is a character owned by some player and the player is disconnected this will return nil.

player_owner new :: R LuaPlayer?

The player that this equipment grid is owned by (in some inventory or item stack.)

The player that this equipment grid is owned by (in some inventory or item stack.)

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. [...]

Methods

take{position?=…, equipment?=…, by_player?=…} → SimpleItemStack?

Remove an equipment from the grid.

Parameters

Table with the following fields:
position :: EquipmentPosition?

Take the equipment that contains this position in the grid.

Take the equipment that contains this position in the grid.

equipment :: LuaEquipment?

Take this exact equipment.

Take this exact equipment.

by_player :: PlayerIdentification?

If provided the action is done 'as' this player and on_player_removed_equipment is triggered.

If provided the action is done 'as' this player and on_player_removed_equipment is triggered.

Return values

→ SimpleItemStack?

The removed equipment, or nil if no equipment was removed.


take_all(by_player?) → array[ItemCountWithQuality] changed

Remove all equipment from the grid.

Parameters

by_player :: PlayerIdentification?

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.

Return values

→ array[ItemCountWithQuality]

List of the equipment that has been removed.


clear(by_player?)

Clear all equipment from the grid, removing it without actually returning it.

Parameters

by_player :: PlayerIdentification?

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.


put{name=…, quality?=…, position?=…, by_player?=…, ghost?=…} → LuaEquipment?changed

Insert an equipment into the grid.

Parameters

Table with the following fields:
name :: EquipmentID

Equipment prototype name

Equipment prototype name

quality :: QualityID?

The quality, nil for any or if not provided normal is used.

The quality, nil for any or if not provided normal is used.

position :: EquipmentPosition?

Grid position to put the equipment in.

Grid position to put the equipment in.

by_player :: PlayerIdentification?

If provided the action is done 'as' this player and on_player_placed_equipment is triggered.

If provided the action is done 'as' this player and on_player_placed_equipment is triggered.

ghost :: boolean?

If true, place the equipment as a ghost.

If true, place the equipment as a ghost.

Return values

→ LuaEquipment?

The newly-added equipment, or nil if the equipment could not be added.


can_move{equipment=…, position=…} → boolean

Check whether moving an equipment would succeed.

Parameters

Table with the following fields:
equipment :: LuaEquipment

The equipment to move

The equipment to move

position :: EquipmentPosition

Where to put it

Where to put it


move{equipment=…, position=…} → boolean

Move an equipment within this grid.

Parameters

Table with the following fields:
equipment :: LuaEquipment

The equipment to move

The equipment to move

position :: EquipmentPosition

Where to put it

Where to put it

Return values

→ boolean

true if the equipment was successfully moved.


get(position) → LuaEquipment?

Find equipment in the Equipment Grid based off a position.

Parameters

position :: EquipmentPosition

The position

The position

Return values

→ LuaEquipment?

The found equipment, or nil if equipment could not be found at the given position.


get_contents() → dictionary[string → uint]

Get counts of all equipment in this grid.

Return values

→ dictionary[string → uint]

The counts, indexed by equipment names.


get_generator_energy(quality?) → doublenew

Total energy per tick generated by the equipment inside this grid.

Parameters

quality :: QualityID?


find(equipment, search_ghosts?) → LuaEquipment?changed

Find equipment by name.

Parameters

equipment :: EquipmentWithQualityID

Prototype of the equipment to find.

Prototype of the equipment to find.

search_ghosts :: boolean?

If ghosts inner equipment should be searched. Defaults to false

If ghosts inner equipment should be searched. Defaults to false

Return values

→ LuaEquipment?

The first found equipment, or nil if equipment could not be found.


count(equipment?) → uint

Get the number of all or some equipment in this grid.

Parameters

equipment :: string?

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

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


revive(equipment) → LuaEquipmentnew

Revives the given equipment ghost if possible.

Parameters

equipment :: LuaEquipment

The equipment ghost to revive.

The equipment ghost to revive.


order_removal(equipment) → booleannew

Marks the given equipment for removal. If the given equipment is a ghost it is removed.

Parameters

equipment :: LuaEquipment

Return values

→ boolean

If the equipment was successfully marked for removal (or in the case of a ghost; removed.)


cancel_removal(equipment) → booleannew

Cancels removal for the given equipment.

Parameters

equipment :: LuaEquipment

Return values

→ boolean

If the equipment removal was successfully cancelled.

Attributes

prototype :: Read LuaEquipmentGridPrototype  


width :: Read uint  

Width of the equipment grid.


height :: Read uint  

Height of the equipment grid.


equipment :: Read array[LuaEquipment]  

All the equipment in this grid.


max_solar_energy :: Read double  

Maximum energy per tick that can be created by any solar panels in the equipment grid. Actual generated energy varies depending on the daylight levels.


available_in_batteries :: Read double  

The total energy stored in all batteries in the equipment grid.


battery_capacity :: Read double  

Total energy storage capacity of all batteries in the equipment grid.


shield :: Read float  

The amount of shields this equipment grid has.


max_shield :: Read float  

The maximum amount of shields this equipment grid has.


inventory_bonus :: Read uint   new

The total amount of inventory bonus this equipment grid gives.


movement_bonus :: Read double   new

The total amount of movement bonus this equipment grid gives.

Returns 0 if LuaEquipmentGrid::inhibit_movement_bonus is false.


inhibit_movement_bonus :: Read|Write boolean  

Whether this grid's equipment movement bonus is active.


unique_id :: Read uint  

Unique identifier of this equipment grid.


entity_owner :: Read LuaEntity  ?new

The entity that this equipment grid is owned by (in some inventory or item stack.)

If the owning entity is a character owned by some player and the player is disconnected this will return nil.


player_owner :: Read LuaPlayer  ?new

The player that this equipment grid is owned by (in some inventory or item stack.)


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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