Factorio Runtime DocsVersion 2.0.26

ClassLuaGameScriptchanged

Main toplevel type, provides access to most of the API though its members. An instance of LuaGameScript is available as the global object named game.

Members

set_game_state{game_finished?=…, player_won?=…, next_level?=…, can_continue?=…} changed

Set scenario state. [...]

Set scenario state. [...]

reset_game_state()

Reset scenario state (game_finished, player_won, etc.).

Reset scenario state (game_finished, player_won, etc.).

set_win_ending_info{title=…, message?=…, bullet_points?=…, final_message?=…, image_path?=…} new

Set winning ending information for the current scenario.

Set winning ending information for the current scenario.

set_lose_ending_info{title=…, message?=…, bullet_points?=…, final_message?=…, image_path?=…} new

Set losing ending information for the current scenario.

Set losing ending information for the current scenario.

get_entity_by_tag(tag) LuaEntity?

Gets an entity by its name tag. [...]

Gets an entity by its name tag. [...]

show_message_dialog{text=…, image?=…, point_to?=…, style?=…, wrapper_frame_style?=…}

Show an in-game message dialog. [...]

Show an in-game message dialog. [...]

is_demo() boolean

Is this the demo version of Factorio?

Is this the demo version of Factorio?

reload_script()

Forces a reload of the scenario script from the original scenario location. [...]

Forces a reload of the scenario script from the original scenario location. [...]

reload_mods()

Forces a reload of all mods. [...]

Forces a reload of all mods. [...]

save_atlas()

Saves the current configuration of Atlas to a file. [...]

Saves the current configuration of Atlas to a file. [...]

check_consistency()

Run internal consistency checks. [...]

Run internal consistency checks. [...]

regenerate_entity(entities)

Regenerate autoplacement of some entities on all surfaces. [...]

Regenerate autoplacement of some entities on all surfaces. [...]

take_screenshot{player?=…, by_player?=…, surface?=…, position?=…, resolution?=…, zoom?=…, path?=…, show_gui?=…, show_entity_info?=…, show_cursor_building_preview?=…, anti_alias?=…, hide_clouds?=…, hide_fog?=…, quality?=…, allow_in_replay?=…, daytime?=…, water_tick?=…, force_render?=…} changed

Take a screenshot of the game and save it to the script-output folder, located in the game's user data directory. [...]

Take a screenshot of the game and save it to the script-output folder, located in the game's user data directory. [...]

set_wait_for_screenshots_to_finish()

Forces the screenshot saving system to wait until all queued screenshots have been written to disk.

Forces the screenshot saving system to wait until all queued screenshots have been written to disk.

take_technology_screenshot{path?=…, player=…, selected_technology?=…, skip_disabled?=…, quality?=…} changed

Take a screenshot of the technology screen and save it to the script-output folder, located in the game's user data directory. [...]

Take a screenshot of the technology screen and save it to the script-output folder, located in the game's user data directory. [...]

remove_offline_players(players?)

Remove players who are currently not connected from the map.

Remove players who are currently not connected from the map.

force_crc()

Force a CRC check. [...]

Force a CRC check. [...]

create_force(force) LuaForce

Create a new force. [...]

Create a new force. [...]

merge_forces(source, destination) changed

Marks two forces to be merged together. [...]

Marks two forces to be merged together. [...]

create_surface(name, settings?) LuaSurface

Create a new surface. [...]

Create a new surface. [...]

server_save(name?)

Instruct the server to save the map. [...]

Instruct the server to save the map. [...]

auto_save(name?)

Instruct the game to perform an auto-save. [...]

Instruct the game to perform an auto-save. [...]

delete_surface(surface) changedboolean

Deletes the given surface and all entities on it if possible.

Deletes the given surface and all entities on it if possible.

disable_replay()

Disables replay saving for the current save file. [...]

Disables replay saving for the current save file. [...]

print(message, print_settings?) changed

Print text to the chat console all players. [...]

Print text to the chat console all players. [...]

create_random_generator(seed?) LuaRandomGenerator

Creates a deterministic standalone random generator with the given seed or if a seed is not provided the initial map seed is used. [...]

Creates a deterministic standalone random generator with the given seed or if a seed is not provided the initial map seed is used. [...]

play_sound{path=…, position?=…, volume_modifier?=…, override_sound_type?=…}

Play a sound for every player in the game. [...]

Play a sound for every player in the game. [...]

kick_player(player, reason?)

Kicks the given player from this multiplayer game. [...]

Kicks the given player from this multiplayer game. [...]

ban_player(player, reason?) changed

Bans the given player from this multiplayer game. [...]

Bans the given player from this multiplayer game. [...]

unban_player(player) changed

Unbans the given player from this multiplayer game. [...]

Unbans the given player from this multiplayer game. [...]

purge_player(player)

Purges the given players messages from the game. [...]

Purges the given players messages from the game. [...]

mute_player(player)

Mutes the given player. [...]

Mutes the given player. [...]

unmute_player(player)

Unmutes the given player. [...]

Unmutes the given player. [...]

is_multiplayer() boolean

Whether the save is loaded as a multiplayer map.

Whether the save is loaded as a multiplayer map.

get_map_exchange_string() string

Gets the map exchange string for the map generation settings that were used to create this map.

Gets the map exchange string for the map generation settings that were used to create this map.

get_player(player) LuaPlayer?

Gets the given player or returns nil if no player is found.

Gets the given player or returns nil if no player is found.

get_surface(surface) LuaSurface?

Gets the given surface or returns nil if no surface is found. [...]

Gets the given surface or returns nil if no surface is found. [...]

create_profiler(stopped?) LuaProfiler

Creates a LuaProfiler, which is used for measuring script performance. [...]

Creates a LuaProfiler, which is used for measuring script performance. [...]

create_inventory(size, gui_title?) changedLuaInventory

Creates an inventory that is not owned by any game object. [...]

Creates an inventory that is not owned by any game object. [...]

get_script_inventories(mod?) → dictionary[string → array[LuaInventory]]

Gets the inventories created through LuaGameScript::create_inventory. [...]

Gets the inventories created through LuaGameScript::create_inventory. [...]

reset_time_played()

Resets the amount of time played for this map.

Resets the amount of time played for this map.

get_pollution_statistics(surface) newLuaFlowStatistics

The pollution statistics for this the given surface.

The pollution statistics for this the given surface.

get_vehicles{unit_number?=…, force?=…, surface?=…, type?=…, is_moving?=…, has_passenger?=…} new → array[LuaEntity]

Returns vehicles in game

Returns vehicles in game

get_entity_by_unit_number(unit_number) newLuaEntity?

Returns entity with a specified unit number or nil if entity with such number was not found or prototype does not have EntityPrototypeFlags::get-by-unit-number flag set.

Returns entity with a specified unit number or nil if entity with such number was not found or prototype does not have EntityPrototypeFlags::get-by-unit-number flag set.

object_name :: R string

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

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

player :: R LuaPlayer?

This property is only populated inside custom command handlers and when writing Lua console commands. [...]

This property is only populated inside custom command handlers and when writing Lua console commands. [...]

players :: R LuaCustomTable[uint or string → LuaPlayer]

Get a table of all the players that currently exist. [...]

Get a table of all the players that currently exist. [...]

map_settings :: R MapSettings

The currently active set of map settings. [...]

The currently active set of map settings. [...]

difficulty_settings :: R DifficultySettings

The currently active set of difficulty settings. [...]

The currently active set of difficulty settings. [...]

difficulty :: R defines.difficulty

Current scenario difficulty.

Current scenario difficulty.

forces :: R LuaCustomTable[uint or string → LuaForce]

Get a table of all the forces that currently exist. [...]

Get a table of all the forces that currently exist. [...]

console_command_used :: R boolean

Whether a console command has been used.

Whether a console command has been used.

simulation new :: R LuaSimulation

Simulation-related functions, or nil if the current game is not a simulation.

Simulation-related functions, or nil if the current game is not a simulation.

tick :: R uint

Current map tick.

Current map tick.

ticks_played :: R uint

The number of ticks since this game was created using either "new game" or "new game from scenario". [...]

The number of ticks since this game was created using either "new game" or "new game from scenario". [...]

tick_paused :: RW boolean

If the tick has been paused. [...]

If the tick has been paused. [...]

ticks_to_run :: RW uint

The number of ticks to be run while the tick is paused. [...]

The number of ticks to be run while the tick is paused. [...]

finished :: R boolean

True while the victory screen is shown.

True while the victory screen is shown.

finished_but_continuing :: R boolean

True after players finished the game and clicked "continue".

True after players finished the game and clicked "continue".

speed :: RW float

Speed to update the map at. [...]

Speed to update the map at. [...]

surfaces :: R LuaCustomTable[uint or string → LuaSurface]

Get a table of all the surfaces that currently exist. [...]

Get a table of all the surfaces that currently exist. [...]

planets new :: R LuaCustomTable[string → LuaPlanet]
connected_players :: R array[LuaPlayer]

The players that are currently online. [...]

The players that are currently online. [...]

permissions :: R LuaPermissionGroups
backer_names :: R LuaCustomTable[uint → string]

Array of the names of all the backers that supported the game development early on. [...]

Array of the names of all the backers that supported the game development early on. [...]

default_map_gen_settings :: R MapGenSettings

The default map gen settings for this save.

The default map gen settings for this save.

enemy_has_vision_on_land_mines :: RW boolean

Determines if enemy land mines are completely invisible or not.

Determines if enemy land mines are completely invisible or not.

autosave_enabled :: RW boolean

True by default. [...]

True by default. [...]

draw_resource_selection :: RW boolean

True by default. [...]

True by default. [...]

train_manager new :: R LuaTrainManager
blueprints new :: R array[LuaRecord]

Records contained in the "game blueprints" tab of the blueprint library.

Records contained in the "game blueprints" tab of the blueprint library.

technology_notifications_enabled new :: RW boolean

True by default. [...]

True by default. [...]

allow_tip_activation new :: RW boolean

If the tips are allowed to be activated in this scenario, it is false by default. [...]

If the tips are allowed to be activated in this scenario, it is false by default. [...]

Methods

set_game_state{game_finished?=…, player_won?=…, next_level?=…, can_continue?=…} changed

Set scenario state. Any parameters not provided do not change the current state.

Parameters

Table with the following fields:
game_finished :: boolean?
player_won :: boolean?
next_level :: string?
can_continue :: boolean?


reset_game_state()

Reset scenario state (game_finished, player_won, etc.).


set_win_ending_info{title=…, message?=…, bullet_points?=…, final_message?=…, image_path?=…} new

Set winning ending information for the current scenario.

Parameters

Table with the following fields:
title :: LocalisedString
message :: LocalisedString?
bullet_points :: array[LocalisedString]?
final_message :: LocalisedString?
image_path :: string?


set_lose_ending_info{title=…, message?=…, bullet_points?=…, final_message?=…, image_path?=…} new

Set losing ending information for the current scenario.

Parameters

Table with the following fields:
title :: LocalisedString
message :: LocalisedString?
bullet_points :: array[LocalisedString]?
final_message :: LocalisedString?
image_path :: string?


get_entity_by_tag(tag) → LuaEntity?

Gets an entity by its name tag. Entity name tags can also be set in the entity "extra settings" GUI in the map editor.

Parameters

tag :: string


show_message_dialog{text=…, image?=…, point_to?=…, style?=…, wrapper_frame_style?=…}

Show an in-game message dialog.

Can only be used when the map contains exactly one player.

Parameters

Table with the following fields:
text :: LocalisedString

What the dialog should say

What the dialog should say

image :: string?

Path to an image to show on the dialog

Path to an image to show on the dialog

point_to :: GuiArrowSpecification?

If specified, dialog will show an arrow pointing to this place. When not specified, the arrow will point to the player's position. (Use point_to={type="nowhere"} to remove the arrow entirely.) The dialog itself will be placed near the arrow's target.

If specified, dialog will show an arrow pointing to this place. When not specified, the arrow will point to the player's position. (Use point_to={type="nowhere"} to remove the arrow entirely.) The dialog itself will be placed near the arrow's target.

style :: string?

The gui style to use for this speech bubble. Must be of type speech_bubble.

The gui style to use for this speech bubble. Must be of type speech_bubble.

wrapper_frame_style :: string?

Must be of type flow_style.

Must be of type flow_style.


is_demo() → boolean

Is this the demo version of Factorio?


reload_script()

Forces a reload of the scenario script from the original scenario location.

This disables the replay if replay is enabled.


reload_mods()

Forces a reload of all mods.

This will act like saving and loading from the mod(s) perspective.

This will do nothing if run in multiplayer.

This disables the replay if replay is enabled.


save_atlas()

Saves the current configuration of Atlas to a file. This will result in huge file containing all of the game graphics moved to as small space as possible.

Exists mainly for debugging reasons.


check_consistency()

Run internal consistency checks. Allegedly prints any errors it finds.

Exists mainly for debugging reasons.


regenerate_entity(entities)

Regenerate autoplacement of some entities on all surfaces. This can be used to autoplace newly-added entities.

All specified entity prototypes must be autoplacable.

Parameters

entities :: string or array[string]

Prototype names of entity or entities to autoplace.

Prototype names of entity or entities to autoplace.


take_screenshot{player?=…, by_player?=…, surface?=…, position?=…, resolution?=…, zoom?=…, path?=…, show_gui?=…, show_entity_info?=…, show_cursor_building_preview?=…, anti_alias?=…, hide_clouds?=…, hide_fog?=…, quality?=…, allow_in_replay?=…, daytime?=…, water_tick?=…, force_render?=…} changed

Take a screenshot of the game and save it to the script-output folder, located in the game's user data directory. The name of the image file can be specified via the path parameter.

If Factorio is running headless, this function will do nothing.

Parameters

Table with the following fields:
player :: PlayerIdentification?

The player to focus on. Defaults to the local player.

The player to focus on. Defaults to the local player.

by_player :: PlayerIdentification?

If defined, the screenshot will only be taken for this player.

If defined, the screenshot will only be taken for this player.

surface :: SurfaceIdentification?

If defined, the screenshot will be taken on this surface.

If defined, the screenshot will be taken on this surface.

position :: MapPosition?

If defined, the screenshot will be centered on this position. Otherwise, the screenshot will center on player.

If defined, the screenshot will be centered on this position. Otherwise, the screenshot will center on player.

resolution :: TilePosition?

The maximum allowed resolution is 16384x16384 (8192x8192 when anti_alias is true), but the maximum recommended resolution is 4096x4096 (resp. 2048x2048). The x value of the position is used as the width, the y value as the height.

The maximum allowed resolution is 16384x16384 (8192x8192 when anti_alias is true), but the maximum recommended resolution is 4096x4096 (resp. 2048x2048). The x value of the position is used as the width, the y value as the height.

zoom :: double?

The map zoom to take the screenshot at. Defaults to 1.

The map zoom to take the screenshot at. Defaults to 1.

path :: string?

The name of the image file. It should include a file extension indicating the desired format. Supports .png, .jpg /.jpeg, .tga and .bmp. Providing a directory path (ex. "save/here/screenshot.png") will create the necessary folder structure in script-output. Defaults to "screenshot.png".

The name of the image file. It should include a file extension indicating the desired format. Supports .png, .jpg /.jpeg, .tga and .bmp. Providing a directory path (ex. "save/here/screenshot.png") will create the necessary folder structure in script-output. Defaults to "screenshot.png".

show_gui :: boolean?

Whether to include GUIs in the screenshot or not. Defaults to false.

Whether to include GUIs in the screenshot or not. Defaults to false.

show_entity_info :: boolean?

Whether to include entity info ("Alt mode") or not. Defaults to false.

Whether to include entity info ("Alt mode") or not. Defaults to false.

show_cursor_building_preview :: boolean?

When true and when player is specified, the building preview for the item in the player's cursor will also be rendered. Defaults to false.

When true and when player is specified, the building preview for the item in the player's cursor will also be rendered. Defaults to false.

anti_alias :: boolean?

Whether to render in double resolution and downscale the result (including GUI). Defaults to false.

Whether to render in double resolution and downscale the result (including GUI). Defaults to false.

hide_clouds :: boolean?

If true cloud shadows on ground won't be rendered. Defaults to false.

If true cloud shadows on ground won't be rendered. Defaults to false.

hide_fog :: boolean?

If true fog effect and foreground space dust effect won't be rendered. Defaults to false.

If true fog effect and foreground space dust effect won't be rendered. Defaults to false.

quality :: int?

The .jpg render quality as a percentage (from 0% to 100% inclusive), if used. A lower value means a more compressed image. Defaults to 80.

The .jpg render quality as a percentage (from 0% to 100% inclusive), if used. A lower value means a more compressed image. Defaults to 80.

allow_in_replay :: boolean?

Whether to save the screenshot even during replay playback. Defaults to false.

Whether to save the screenshot even during replay playback. Defaults to false.

daytime :: double?

Overrides the current surface daytime for the duration of screenshot rendering.

Overrides the current surface daytime for the duration of screenshot rendering.

water_tick :: uint?

Overrides the tick of water animation, if animated water is enabled.

Overrides the tick of water animation, if animated water is enabled.

force_render :: boolean?

Screenshot requests are processed in between game update and render. The game may skip rendering (ie. drop frames) if the previous frame has not finished rendering or the game simulation starts to fall below 60 updates per second. If force_render is set to true, the game won't drop frames and process the screenshot request at the end of the update in which the request was created. This is not honored on multiplayer clients that are catching up to server. Defaults to false.

Screenshot requests are processed in between game update and render. The game may skip rendering (ie. drop frames) if the previous frame has not finished rendering or the game simulation starts to fall below 60 updates per second. If force_render is set to true, the game won't drop frames and process the screenshot request at the end of the update in which the request was created. This is not honored on multiplayer clients that are catching up to server. Defaults to false.


set_wait_for_screenshots_to_finish()

Forces the screenshot saving system to wait until all queued screenshots have been written to disk.


take_technology_screenshot{path?=…, player=…, selected_technology?=…, skip_disabled?=…, quality?=…} changed

Take a screenshot of the technology screen and save it to the script-output folder, located in the game's user data directory. The name of the image file can be specified via the path parameter.

Parameters

Table with the following fields:
path :: string?

The name of the image file. It should include a file extension indicating the desired format. Supports .png, .jpg /.jpeg, .tga and .bmp. Providing a directory path (ex. "save/here/screenshot.png") will create the necessary folder structure in script-output. Defaults to "technology-screenshot.png".

The name of the image file. It should include a file extension indicating the desired format. Supports .png, .jpg /.jpeg, .tga and .bmp. Providing a directory path (ex. "save/here/screenshot.png") will create the necessary folder structure in script-output. Defaults to "technology-screenshot.png".

player :: PlayerIdentification

The screenshot will be taken for this player.

The screenshot will be taken for this player.

selected_technology :: TechnologyID?

The technology to highlight.

The technology to highlight.

skip_disabled :: boolean?

If true, disabled technologies will be skipped. Their successors will be attached to the disabled technology's parents. Defaults to false.

If true, disabled technologies will be skipped. Their successors will be attached to the disabled technology's parents. Defaults to false.

quality :: int?

The .jpg render quality as a percentage (from 0% to 100% inclusive), if used. A lower value means a more compressed image. Defaults to 80.

The .jpg render quality as a percentage (from 0% to 100% inclusive), if used. A lower value means a more compressed image. Defaults to 80.


remove_offline_players(players?)

Remove players who are currently not connected from the map.

Parameters

players :: array[PlayerIdentification]?

List of players to remove. If not specified, remove all offline players.

List of players to remove. If not specified, remove all offline players.

Raised events


force_crc()

Force a CRC check. Tells all peers to calculate their current CRC, which are then compared to each other. If a mismatch is detected, the game desyncs and some peers are forced to reconnect.


create_force(force) → LuaForce

Create a new force.

The game currently supports a maximum of 64 forces, including the three built-in forces. This means that a maximum of 61 new forces may be created. Force names must be unique.

Parameters

force :: string

Name of the new force

Name of the new force

Return values

→ LuaForce

The force that was just created

Raised events


merge_forces(source, destination) changed

Marks two forces to be merged together. All players and entities in the source force will be reassigned to the target force. The source force will then be destroyed. Importantly, this does not merge technologies or bonuses, which are instead retained from the target force.

The three built-in forces (player, enemy and neutral) can't be destroyed, meaning they can't be used as the source argument to this function.

The source force is not removed until the end of the current tick, or if called during the on_forces_merging or on_forces_merged event, the end of the next tick.

Parameters

source :: ForceID

The force to remove.

The force to remove.

destination :: ForceID

The force to reassign all entities to.

The force to reassign all entities to.

Raised events

on_forces_merging future_tick
on_forces_merged future_tick


create_surface(name, settings?) → LuaSurface

Create a new surface.

The game currently supports a maximum of 4 294 967 295 surfaces, including the default surface. Surface names must be unique.

Parameters

name :: string

Name of the new surface.

Name of the new surface.

settings :: MapGenSettings?

Map generation settings.

Map generation settings.

Return values

→ LuaSurface

The surface that was just created.

Raised events


server_save(name?)

Instruct the server to save the map. Only actually saves when in multiplayer.

Parameters

name :: string?

Save file name. If not specified, the currently running save is overwritten. If there is no current save, no save is made.

Save file name. If not specified, the currently running save is overwritten. If there is no current save, no save is made.


auto_save(name?)

Instruct the game to perform an auto-save.

Only the server will save in multiplayer. In single player a standard auto-save is triggered.

Parameters

name :: string?

The autosave name if any. Saves will be named _autosave-name when provided.

The autosave name if any. Saves will be named _autosave-name when provided.


delete_surface(surface) → booleanchanged

Deletes the given surface and all entities on it if possible.

Parameters

surface :: SurfaceIdentification

The surface to be deleted. Currently the primary surface (1, 'nauvis') cannot be deleted.

The surface to be deleted. Currently the primary surface (1, 'nauvis') cannot be deleted.

Return values

→ boolean

If the surface was queued to be deleted.

Raised events


disable_replay()

Disables replay saving for the current save file. Once done there's no way to re-enable replay saving for the save file without loading an old save.


print(message, print_settings?) changed

Print text to the chat console all players.

By default, messages that are identical to a message sent in the last 60 ticks are not printed again.

Parameters

message :: LocalisedString
print_settings :: PrintSettings?


create_random_generator(seed?) → LuaRandomGenerator

Creates a deterministic standalone random generator with the given seed or if a seed is not provided the initial map seed is used.

Make sure you actually want to use this over math.random(...) as this provides entirely different functionality over math.random(...).

Parameters

seed :: uint?


play_sound{path=…, position?=…, volume_modifier?=…, override_sound_type?=…}

Play a sound for every player in the game.

The sound is not played if its location is not charted for that player.

Parameters

Table with the following fields:
path :: SoundPath

The sound to play.

The sound to play.

position :: MapPosition?

Where the sound should be played. If not given, it's played at the current position of each player.

Where the sound should be played. If not given, it's played at the current position of each player.

volume_modifier :: double?

The volume of the sound to play. Must be between 0 and 1 inclusive.

The volume of the sound to play. Must be between 0 and 1 inclusive.

override_sound_type :: SoundType?

The volume mixer to play the sound through. Defaults to the default mixer for the given sound type.

The volume mixer to play the sound through. Defaults to the default mixer for the given sound type.


kick_player(player, reason?)

Kicks the given player from this multiplayer game. Does nothing if this is a single player game or if the player running this isn't an admin.

Parameters

player :: PlayerIdentification

The player to kick.

The player to kick.

reason :: string?

The reason given if any.

The reason given if any.

Raised events


ban_player(player, reason?) changed

Bans the given player from this multiplayer game. Does nothing if this is a single player game of if the player running this isn't an admin.

Parameters

player :: PlayerIdentification or string

The player to ban.

The player to ban.

reason :: string?

The reason given if any.

The reason given if any.

Raised events


unban_player(player) changed

Unbans the given player from this multiplayer game. Does nothing if this is a single player game of if the player running this isn't an admin.

Parameters

player :: PlayerIdentification or string

The player to unban.

The player to unban.

Raised events


purge_player(player)

Purges the given players messages from the game. Does nothing if the player running this isn't an admin.

Parameters

player :: PlayerIdentification

The player to purge.

The player to purge.

Raised events


mute_player(player)

Mutes the given player. Does nothing if the player running this isn't an admin.

Parameters

player :: PlayerIdentification

The player to mute.

The player to mute.

Raised events


unmute_player(player)

Unmutes the given player. Does nothing if the player running this isn't an admin.

Parameters

player :: PlayerIdentification

The player to unmute.

The player to unmute.

Raised events


is_multiplayer() → boolean

Whether the save is loaded as a multiplayer map.


get_map_exchange_string() → string

Gets the map exchange string for the map generation settings that were used to create this map.


get_player(player) → LuaPlayer?

Gets the given player or returns nil if no player is found.

Parameters

player :: uint or string

The player index or name.

The player index or name.


get_surface(surface) → LuaSurface?

Gets the given surface or returns nil if no surface is found.

This is a shortcut for LuaGameScript::surfaces.

Parameters

surface :: uint or string

The surface index or name.

The surface index or name.


create_profiler(stopped?) → LuaProfiler

Creates a LuaProfiler, which is used for measuring script performance.

LuaProfiler cannot be serialized.

Parameters

stopped :: boolean?

Create the timer stopped

Create the timer stopped


create_inventory(size, gui_title?) → LuaInventorychanged

Creates an inventory that is not owned by any game object.

It can be resized later with LuaInventory::resize.

Make sure to destroy it when you are done with it using LuaInventory::destroy.

Parameters

size :: uint16

The number of slots the inventory initially has.

The number of slots the inventory initially has.

gui_title :: LocalisedString?

The title of the GUI that is shown when this inventory is opened.

The title of the GUI that is shown when this inventory is opened.


get_script_inventories(mod?) → dictionary[string → array[LuaInventory]]

Gets the inventories created through LuaGameScript::create_inventory.

Inventories created through console commands will be owned by "core".

Parameters

mod :: string?

The mod whose inventories to get. If not provided all inventories are returned.

The mod whose inventories to get. If not provided all inventories are returned.

Return values

→ dictionary[string → array[LuaInventory]]

A mapping of mod name to array of inventories owned by that mod.


reset_time_played()

Resets the amount of time played for this map.


get_pollution_statistics(surface) → LuaFlowStatisticsnew

The pollution statistics for this the given surface.

Parameters


get_vehicles{unit_number?=…, force?=…, surface?=…, type?=…, is_moving?=…, has_passenger?=…} → array[LuaEntity] new

Returns vehicles in game

Parameters

Table with the following fields:
unit_number :: uint?
force :: ForceID?
surface :: SurfaceIdentification?

)

)

type :: EntityID or array[EntityID]?
is_moving :: boolean?
has_passenger :: boolean?


get_entity_by_unit_number(unit_number) → LuaEntity?new

Returns entity with a specified unit number or nil if entity with such number was not found or prototype does not have EntityPrototypeFlags::get-by-unit-number flag set.

Parameters

unit_number :: uint

Attributes

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.


player :: Read LuaPlayer  ?

This property is only populated inside custom command handlers and when writing Lua console commands. Returns the player that is typing the command, nil in all other instances.

See LuaGameScript::players for accessing all players.


players :: Read LuaCustomTable[uint or string → LuaPlayer]  

Get a table of all the players that currently exist. This sparse table allows you to find players by indexing it with either their name or index. Iterating this table with pairs() will provide the indexes as the keys. Iterating with ipairs() will not work at all.

If only a single player is required, LuaGameScript::get_player should be used instead, as it avoids the unnecessary overhead of passing the whole table to Lua.


map_settings :: Read MapSettings  

The currently active set of map settings. Even though this property is marked as read-only, the members of the dictionary that is returned can be modified mid-game.

This does not contain difficulty settings, use LuaGameScript::difficulty_settings instead.


difficulty_settings :: Read DifficultySettings  

The currently active set of difficulty settings. Even though this property is marked as read-only, the members of the dictionary that is returned can be modified mid-game.

Example

-- This will set the technology price multiplier to 12.
game.difficulty_settings.technology_price_multiplier = 12

difficulty :: Read defines.difficulty  

Current scenario difficulty.


forces :: Read LuaCustomTable[uint or string → LuaForce]  

Get a table of all the forces that currently exist. This sparse table allows you to find forces by indexing it with either their name or index. Iterating this table with pairs() will provide the names as the keys. Iterating with ipairs() will not work at all.


console_command_used :: Read boolean  

Whether a console command has been used.


simulation :: Read LuaSimulation   new

Simulation-related functions, or nil if the current game is not a simulation.


tick :: Read uint  

Current map tick.


ticks_played :: Read uint  

The number of ticks since this game was created using either "new game" or "new game from scenario". Notably, this number progresses even when the game is tick_paused.

This differs from LuaGameScript::tick in that creating a game from a scenario always starts with this value at 0, even if the scenario has its own level data where the tick has progressed past 0.


tick_paused :: Read|Write boolean  

If the tick has been paused. This means that entity update has been paused.


ticks_to_run :: Read|Write uint  

The number of ticks to be run while the tick is paused.

When LuaGameScript::tick_paused is true, ticks_to_run behaves the following way: While this is > 0, the entity update is running normally and this value is decremented every tick. When this reaches 0, the game will pause again.


finished :: Read boolean  

True while the victory screen is shown.


finished_but_continuing :: Read boolean  

True after players finished the game and clicked "continue".


speed :: Read|Write float  

Speed to update the map at. 1.0 is normal speed -- 60 UPS. Minimum value is 0.01.


surfaces :: Read LuaCustomTable[uint or string → LuaSurface]  

Get a table of all the surfaces that currently exist. This sparse table allows you to find surfaces by indexing it with either their name or index. Iterating this table with pairs() will provide the names as the keys. Iterating with ipairs() will not work at all.


planets :: Read LuaCustomTable[string → LuaPlanet]   new


connected_players :: Read array[LuaPlayer]  

The players that are currently online.

This does not index using player index. See LuaPlayer::index on each player instance for the player index. This is primarily useful when you want to do some action against all online players.


permissions :: Read LuaPermissionGroups  


backer_names :: Read LuaCustomTable[uint → string]  

Array of the names of all the backers that supported the game development early on. These are used as names for labs, locomotives, radars, roboports, and train stops.


default_map_gen_settings :: Read MapGenSettings  

The default map gen settings for this save.


enemy_has_vision_on_land_mines :: Read|Write boolean  

Determines if enemy land mines are completely invisible or not.


autosave_enabled :: Read|Write boolean  

True by default. Can be used to disable autosaving. Make sure to turn it back on soon after.


draw_resource_selection :: Read|Write boolean  

True by default. Can be used to disable the highlighting of resource patches when they are hovered on the map.


train_manager :: Read LuaTrainManager   new


blueprints :: Read array[LuaRecord]   new

Records contained in the "game blueprints" tab of the blueprint library.


technology_notifications_enabled :: Read|Write boolean   new

True by default. Can be used to prevent the game engine from printing certain messages.

Prevented messages:
  • "player-started-research"
  • "player-queued-research"
  • "player-cancelled-research"
  • "technology-researched"

allow_tip_activation :: Read|Write boolean   new

If the tips are allowed to be activated in this scenario, it is false by default.

Can't be modified in a simulation (menu screen, tips and tricks simulation, factoriopedia simulation etc.)

Classes

Concepts

Events

Defines