Factorio Runtime DocsVersion 2.0.20

ClassLuaItemCommonabstractnew

Common methods related to usage of item with data. It is useful when LuaItemStack contains item with data or in general with LuaItem as it can only point at an item with data.

Members

get_inventory(inventory) LuaInventory?

Access the inner inventory of an item.

Access the inner inventory of an item.

clear_blueprint()

Clears this blueprint item.

Clears this blueprint item.

is_blueprint_setup() boolean

Is this blueprint item setup? [...]

Is this blueprint item setup? [...]

build_blueprint{surface=…, force=…, position=…, direction?=…, build_mode?=…, skip_fog_of_war?=…, by_player?=…, raise_built?=…} → array[LuaEntity]

Build this blueprint at the given location. [...]

Build this blueprint at the given location. [...]

create_blueprint{surface=…, force=…, area=…, always_include_tiles?=…, include_entities?=…, include_modules?=…, include_station_names?=…, include_trains?=…, include_fuel?=…} → dictionary[uint → LuaEntity]

Sets up this blueprint using the found blueprintable entities/tiles on the surface.

Sets up this blueprint using the found blueprintable entities/tiles on the surface.

get_blueprint_entity_tags(index) Tags

Gets the tags for the given blueprint entity index in this blueprint item.

Gets the tags for the given blueprint entity index in this blueprint item.

set_blueprint_entity_tags(index, tags)

Sets the tags on the given blueprint entity index in this blueprint item.

Sets the tags on the given blueprint entity index in this blueprint item.

get_blueprint_entity_tag(index, tag) AnyBasic?

Gets the given tag on the given blueprint entity index in this blueprint item.

Gets the given tag on the given blueprint entity index in this blueprint item.

set_blueprint_entity_tag(index, tag, value)

Sets the given tag on the given blueprint entity index in this blueprint item.

Sets the given tag on the given blueprint entity index in this blueprint item.

get_blueprint_entities() → array[BlueprintEntity]?

The entities in this blueprint.

The entities in this blueprint.

set_blueprint_entities(entities)

Set new entities to be a part of this blueprint.

Set new entities to be a part of this blueprint.

get_blueprint_tiles() → array[Tile]?

A list of the tiles in this blueprint.

A list of the tiles in this blueprint.

set_blueprint_tiles(tiles)

Set specific tiles in this blueprint.

Set specific tiles in this blueprint.

get_blueprint_entity_count() uint

Gets the number of entities in this blueprint item.

Gets the number of entities in this blueprint item.

get_tag(tag_name) AnyBasic?

Gets the tag with the given name or returns nil if it doesn't exist.

Gets the tag with the given name or returns nil if it doesn't exist.

set_tag(tag_name, tag)

Sets the tag with the given name and value.

Sets the tag with the given name and value.

remove_tag(tag) boolean

Removes a tag with the given name.

Removes a tag with the given name.

get_entity_filter(index) string?

Gets the entity filter at the given index for this deconstruction item.

Gets the entity filter at the given index for this deconstruction item.

set_entity_filter(index, filter) boolean

Sets the entity filter at the given index for this deconstruction item.

Sets the entity filter at the given index for this deconstruction item.

get_tile_filter(index) string?

Gets the tile filter at the given index for this deconstruction item.

Gets the tile filter at the given index for this deconstruction item.

set_tile_filter(index, filter) boolean

Sets the tile filter at the given index for this deconstruction item.

Sets the tile filter at the given index for this deconstruction item.

deconstruct_area{surface=…, force=…, area=…, skip_fog_of_war?=…, by_player?=…, super_forced?=…}

Deconstruct the given area with this deconstruction item.

Deconstruct the given area with this deconstruction item.

cancel_deconstruct_area{surface=…, force=…, area=…, skip_fog_of_war?=…, by_player?=…, super_forced?=…}

Cancel deconstruct the given area with this deconstruction item.

Cancel deconstruct the given area with this deconstruction item.

clear_deconstruction_item()

Clears all settings/filters on this deconstruction item resetting it to default values.

Clears all settings/filters on this deconstruction item resetting it to default values.

clear_upgrade_item()

Clears all settings/filters on this upgrade item resetting it to default values.

Clears all settings/filters on this upgrade item resetting it to default values.

get_mapper(index, type) UpgradeMapperSource or UpgradeMapperDestination

Gets the filter at the given index for this upgrade item. [...]

Gets the filter at the given index for this upgrade item. [...]

set_mapper(index, type, mapper)

Sets the module filter at the given index for this upgrade item. [...]

Sets the module filter at the given index for this upgrade item. [...]

is_blueprint :: R boolean

If this is a blueprint item.

If this is a blueprint item.

is_blueprint_book :: R boolean

If this is a blueprint book item.

If this is a blueprint book item.

is_item_with_label :: R boolean

If this is an item with label item.

If this is an item with label item.

is_item_with_inventory :: R boolean

If this is an item with inventory item.

If this is an item with inventory item.

is_item_with_entity_data :: R boolean

If this is an item with entity data item.

If this is an item with entity data item.

is_selection_tool :: R boolean

If this is a selection tool item.

If this is a selection tool item.

is_item_with_tags :: R boolean

If this is an item with tags item.

If this is an item with tags item.

is_deconstruction_item :: R boolean

If this is a deconstruction tool item.

If this is a deconstruction tool item.

is_upgrade_item :: R boolean

If this is a upgrade item.

If this is a upgrade item.

is_tool :: R boolean

If this is a tool item.

If this is a tool item.

is_ammo :: R boolean

If this is an ammo item.

If this is an ammo item.

is_armor :: R boolean

If this is an armor item.

If this is an armor item.

is_repair_tool :: R boolean

If this is a repair tool item.

If this is a repair tool item.

item_number :: R uint?

The unique identifier for this item, if any. [...]

The unique identifier for this item, if any. [...]

preview_icons :: RW array[BlueprintSignalIcon] ?

Icons of this blueprint item, blueprint book, deconstruction item or upgrade planner. [...]

Icons of this blueprint item, blueprint book, deconstruction item or upgrade planner. [...]

grid :: R LuaEquipmentGrid?

The equipment grid of this item, if any.

The equipment grid of this item, if any.

owner_location :: R ItemLocationData

The location of this item if it can be found.

The location of this item if it can be found.

blueprint_snap_to_grid :: RW TilePosition?

The snapping grid size in this blueprint item. [...]

The snapping grid size in this blueprint item. [...]

blueprint_position_relative_to_grid :: RW TilePosition?

The offset from the absolute grid. [...]

The offset from the absolute grid. [...]

blueprint_absolute_snapping :: RW boolean

If absolute snapping is enabled on this blueprint item.

If absolute snapping is enabled on this blueprint item.

cost_to_build :: R array[ItemCountWithQuality]

List of raw materials required to build this blueprint.

List of raw materials required to build this blueprint.

default_icons :: R array[BlueprintSignalIcon]

The default icons for a blueprint item.

The default icons for a blueprint item.

active_index :: RW uint?

The active blueprint index for this blueprint book. [...]

The active blueprint index for this blueprint book. [...]

label :: RW string?

The current label for this item, if any.

The current label for this item, if any.

label_color :: RW Color?

The current label color for this item, if any.

The current label color for this item, if any.

allow_manual_label_change :: RW boolean

Whether the label for this item can be manually changed. [...]

Whether the label for this item can be manually changed. [...]

entity_label :: RW string?

If this is an item with entity data, get the stored entity label.

If this is an item with entity data, get the stored entity label.

entity_color :: RW Color?

If this is an item with entity data, get the stored entity color.

If this is an item with entity data, get the stored entity color.

tags :: RW Tags
custom_description :: RW LocalisedString

The custom description this item-with-tags. [...]

The custom description this item-with-tags. [...]

entity_filter_count :: R uint

The number of entity filters this deconstruction item supports.

The number of entity filters this deconstruction item supports.

entity_filters :: RW array[string]

The entity filters for this deconstruction item. [...]

The entity filters for this deconstruction item. [...]

tile_filter_count :: R uint

The number of tile filters this deconstruction item supports.

The number of tile filters this deconstruction item supports.

tile_filters :: RW array[TileID]

The tile filters for this deconstruction item. [...]

The tile filters for this deconstruction item. [...]

entity_filter_mode :: RW defines.deconstruction_item.entity_filter_mode

The blacklist/whitelist entity filter mode for this deconstruction item.

The blacklist/whitelist entity filter mode for this deconstruction item.

tile_filter_mode :: RW defines.deconstruction_item.tile_filter_mode

The blacklist/whitelist tile filter mode for this deconstruction item.

The blacklist/whitelist tile filter mode for this deconstruction item.

tile_selection_mode :: RW defines.deconstruction_item.tile_selection_mode

The tile selection mode for this deconstruction item.

The tile selection mode for this deconstruction item.

trees_and_rocks_only :: RW boolean

If this deconstruction item is set to allow trees and rocks only.

If this deconstruction item is set to allow trees and rocks only.

mapper_count :: R uint

The current count of mappers in the upgrade item.

The current count of mappers in the upgrade item.

durability :: RW double

Durability of the contained item. [...]

Durability of the contained item. [...]

ammo :: RW uint

Number of bullets left in the magazine.

Number of bullets left in the magazine.

Methods

get_inventory(inventory) → LuaInventory?

Access the inner inventory of an item.

Parameters

inventory :: defines.inventory

Index of the inventory to access, which can only be defines.inventory.item_main.

Index of the inventory to access, which can only be defines.inventory.item_main.

Return values

→ LuaInventory?

nil if there is no inventory with the given index.


clear_blueprint()

Clears this blueprint item.

Can only be used if this is BlueprintItem

is_blueprint_setup() → boolean

Is this blueprint item setup? I.e. is it a non-empty blueprint?

Can only be used if this is BlueprintItem

build_blueprint{surface=…, force=…, position=…, direction?=…, build_mode?=…, skip_fog_of_war?=…, by_player?=…, raise_built?=…} → array[LuaEntity]

Build this blueprint at the given location.

Built entities can be come invalid between the building of the blueprint and the function returning if by_player or raise_built is used and one of those events invalidates the entity.

Parameters

Table with the following fields:
surface :: SurfaceIdentification

Surface to build on

Surface to build on

force :: ForceID

Force to use for the building

Force to use for the building

position :: MapPosition

The position to build at

The position to build at

direction :: defines.direction?

The direction to use when building

The direction to use when building

build_mode :: defines.build_mode?

If normal, blueprint will not be built if any one thing can't be built. If forced, anything that can be built is built and obstructing nature entities will be deconstructed. If superforced, all obstructions will be deconstructed and the blueprint will be built.

If normal, blueprint will not be built if any one thing can't be built. If forced, anything that can be built is built and obstructing nature entities will be deconstructed. If superforced, all obstructions will be deconstructed and the blueprint will be built.

skip_fog_of_war :: boolean?

If chunks covered by fog-of-war are skipped.

If chunks covered by fog-of-war are skipped.

by_player :: PlayerIdentification?

The player to use if any. If provided defines.events.on_built_entity will also be fired on successful entity creation.

The player to use if any. If provided defines.events.on_built_entity will also be fired on successful entity creation.

raise_built :: boolean?

If true; defines.events.script_raised_built will be fired on successful entity creation. Note: this is ignored if by_player is provided.

If true; defines.events.script_raised_built will be fired on successful entity creation. Note: this is ignored if by_player is provided.

Return values

→ array[LuaEntity]

Array of created ghosts

Can only be used if this is BlueprintItem

create_blueprint{surface=…, force=…, area=…, always_include_tiles?=…, include_entities?=…, include_modules?=…, include_station_names?=…, include_trains?=…, include_fuel?=…} → dictionary[uint → LuaEntity]

Sets up this blueprint using the found blueprintable entities/tiles on the surface.

Parameters

Table with the following fields:
surface :: SurfaceIdentification

Surface to create from

Surface to create from

force :: ForceID

Force to use for the creation

Force to use for the creation

area :: BoundingBox

The bounding box

The bounding box

always_include_tiles :: boolean?

When true, blueprintable tiles are always included in the blueprint. When false they're only included if no entities exist in the setup area. Defaults to false.

When true, blueprintable tiles are always included in the blueprint. When false they're only included if no entities exist in the setup area. Defaults to false.

include_entities :: boolean?

When true, entities are included in the blueprint. Defaults to true.

When true, entities are included in the blueprint. Defaults to true.

include_modules :: boolean?

When true, modules are included in the blueprint. Defaults to true.

When true, modules are included in the blueprint. Defaults to true.

include_station_names :: boolean?

When true, station names are included in the blueprint. Defaults to false.

When true, station names are included in the blueprint. Defaults to false.

include_trains :: boolean?

When true, trains are included in the blueprint. Defaults to false.

When true, trains are included in the blueprint. Defaults to false.

include_fuel :: boolean?

When true, train fuel is included in the blueprint, Defaults to true.

When true, train fuel is included in the blueprint, Defaults to true.

Return values

→ dictionary[uint → LuaEntity]

The blueprint entity index to source entity mapping.

Can only be used if this is BlueprintItem

get_blueprint_entity_tags(index) → Tags

Gets the tags for the given blueprint entity index in this blueprint item.

Parameters

index :: uint

Can only be used if this is BlueprintItem

set_blueprint_entity_tags(index, tags)

Sets the tags on the given blueprint entity index in this blueprint item.

Parameters

index :: uint

The entity index

The entity index

tags :: Tags

Can only be used if this is BlueprintItem

get_blueprint_entity_tag(index, tag) → AnyBasic?

Gets the given tag on the given blueprint entity index in this blueprint item.

Parameters

index :: uint

The entity index.

The entity index.

tag :: string

The tag to get.

The tag to get.

Can only be used if this is BlueprintItem

set_blueprint_entity_tag(index, tag, value)

Sets the given tag on the given blueprint entity index in this blueprint item.

Parameters

index :: uint

The entity index.

The entity index.

tag :: string

The tag to set.

The tag to set.

value :: AnyBasic

The tag value to set or nil to clear the tag.

The tag value to set or nil to clear the tag.

Can only be used if this is BlueprintItem

get_blueprint_entities() → array[BlueprintEntity]?

The entities in this blueprint.

Can only be used if this is BlueprintItem

set_blueprint_entities(entities)

Set new entities to be a part of this blueprint.

Parameters

entities :: array[BlueprintEntity]

The new blueprint entities.

The new blueprint entities.

Can only be used if this is BlueprintItem

get_blueprint_tiles() → array[Tile]?

A list of the tiles in this blueprint.

Can only be used if this is BlueprintItem

set_blueprint_tiles(tiles)

Set specific tiles in this blueprint.

Parameters

tiles :: array[Tile]

Tiles to be a part of the blueprint.

Tiles to be a part of the blueprint.

Can only be used if this is BlueprintItem

get_blueprint_entity_count() → uint

Gets the number of entities in this blueprint item.

Can only be used if this is BlueprintItem

get_tag(tag_name) → AnyBasic?

Gets the tag with the given name or returns nil if it doesn't exist.

Parameters

tag_name :: string

Can only be used if this is ItemWithTags

set_tag(tag_name, tag)

Sets the tag with the given name and value.

Parameters

tag_name :: string
tag :: AnyBasic

Can only be used if this is ItemWithTags

remove_tag(tag) → boolean

Removes a tag with the given name.

Parameters

tag :: string

Return values

→ boolean

If the tag existed and was removed.

Can only be used if this is ItemWithTags

get_entity_filter(index) → string?

Gets the entity filter at the given index for this deconstruction item.

Parameters

index :: uint

Can only be used if this is DeconstructionItem

set_entity_filter(index, filter) → boolean

Sets the entity filter at the given index for this deconstruction item.

Parameters

index :: uint
filter :: string or LuaEntityPrototype or LuaEntity or nil

Writing nil removes the filter.

Writing nil removes the filter.

Return values

→ boolean

Whether the new filter was successfully set (meaning it was valid).

Can only be used if this is DeconstructionItem

get_tile_filter(index) → string?

Gets the tile filter at the given index for this deconstruction item.

Parameters

index :: uint

Can only be used if this is DeconstructionItem

set_tile_filter(index, filter) → boolean

Sets the tile filter at the given index for this deconstruction item.

Parameters

index :: uint
filter :: string or LuaTilePrototype or LuaTile or nil

Writing nil removes the filter.

Writing nil removes the filter.

Return values

→ boolean

Whether the new filter was successfully set (meaning it was valid).

Can only be used if this is DeconstructionItem

deconstruct_area{surface=…, force=…, area=…, skip_fog_of_war?=…, by_player?=…, super_forced?=…}

Deconstruct the given area with this deconstruction item.

Parameters

Table with the following fields:
surface :: SurfaceIdentification

Surface to deconstruct on

Surface to deconstruct on

force :: ForceID

Force to use for the deconstruction

Force to use for the deconstruction

area :: BoundingBox

The area to deconstruct

The area to deconstruct

skip_fog_of_war :: boolean?

If chunks covered by fog-of-war are skipped. Defaults to false.

If chunks covered by fog-of-war are skipped. Defaults to false.

by_player :: PlayerIdentification?

The player to use if any.

The player to use if any.

super_forced :: boolean?

If the deconstruction is super-forced. Defaults to false.

If the deconstruction is super-forced. Defaults to false.

Can only be used if this is DeconstructionItem

cancel_deconstruct_area{surface=…, force=…, area=…, skip_fog_of_war?=…, by_player?=…, super_forced?=…}

Cancel deconstruct the given area with this deconstruction item.

Parameters

Table with the following fields:
surface :: SurfaceIdentification

Surface to cancel deconstruct on

Surface to cancel deconstruct on

force :: ForceID

Force to use for canceling deconstruction

Force to use for canceling deconstruction

area :: BoundingBox

The area to deconstruct

The area to deconstruct

skip_fog_of_war :: boolean?

If chunks covered by fog-of-war are skipped. Defaults to false.

If chunks covered by fog-of-war are skipped. Defaults to false.

by_player :: PlayerIdentification?

The player to use if any.

The player to use if any.

super_forced :: boolean?

If the cancel deconstruction is super-forced. Defaults to false.

If the cancel deconstruction is super-forced. Defaults to false.

Can only be used if this is DeconstructionItem

clear_deconstruction_item()

Clears all settings/filters on this deconstruction item resetting it to default values.

Can only be used if this is DeconstructionItem

clear_upgrade_item()

Clears all settings/filters on this upgrade item resetting it to default values.

Can only be used if this is UpgradeItem

get_mapper(index, type) → UpgradeMapperSource or UpgradeMapperDestination

Gets the filter at the given index for this upgrade item.

In contrast to LuaItemCommon::set_mapper, indices past the upgrade item's current size are considered to be out of bounds.

Parameters

index :: uint

The index of the mapper to read.

The index of the mapper to read.

type :: "from" or "to"

Can only be used if this is UpgradeItem

set_mapper(index, type, mapper)

Sets the module filter at the given index for this upgrade item.

In contrast to LuaItemCommon::get_mapper, indices past the upgrade item's current size are valid and expand the list of mappings accordingly, if within reasonable bounds.

Parameters

index :: uint

The index of the mapper to set.

The index of the mapper to set.

type :: "from" or "to"
mapper :: UpgradeMapperSource or UpgradeMapperDestination or nil

The mapper to set or nil

The mapper to set or nil

Can only be used if this is UpgradeItem

Attributes

is_blueprint :: Read boolean  

If this is a blueprint item.


is_blueprint_book :: Read boolean  

If this is a blueprint book item.


is_item_with_label :: Read boolean  

If this is an item with label item.


is_item_with_inventory :: Read boolean  

If this is an item with inventory item.


is_item_with_entity_data :: Read boolean  

If this is an item with entity data item.


is_selection_tool :: Read boolean  

If this is a selection tool item.


is_item_with_tags :: Read boolean  

If this is an item with tags item.


is_deconstruction_item :: Read boolean  

If this is a deconstruction tool item.


is_upgrade_item :: Read boolean  

If this is a upgrade item.


is_tool :: Read boolean  

If this is a tool item.


is_ammo :: Read boolean  

If this is an ammo item.


is_armor :: Read boolean  

If this is an armor item.


is_repair_tool :: Read boolean  

If this is a repair tool item.


item_number :: Read uint  ?

The unique identifier for this item, if any. Note that this ID stays the same no matter where the item is moved to.


preview_icons :: Read|Write array[BlueprintSignalIcon]  ?

Icons of this blueprint item, blueprint book, deconstruction item or upgrade planner. An item that doesn't have icons returns nil on read and throws error on write.


grid :: Read LuaEquipmentGrid  ?

The equipment grid of this item, if any.


owner_location :: Read ItemLocationData  

The location of this item if it can be found.


blueprint_snap_to_grid :: Read|Write TilePosition  ?

The snapping grid size in this blueprint item. nil if snapping is not enabled.

Can only be used if this is BlueprintItem

blueprint_position_relative_to_grid :: Read|Write TilePosition  ?

The offset from the absolute grid. nil if absolute snapping is not enabled.

Can only be used if this is BlueprintItem

blueprint_absolute_snapping :: Read|Write boolean  

If absolute snapping is enabled on this blueprint item.

Can only be used if this is BlueprintItem

cost_to_build :: Read array[ItemCountWithQuality]  

List of raw materials required to build this blueprint.

Can only be used if this is BlueprintItem

default_icons :: Read array[BlueprintSignalIcon]  

The default icons for a blueprint item.

Can only be used if this is BlueprintItem

active_index :: Read|Write uint  ?

The active blueprint index for this blueprint book. nil if this blueprint book is empty.

Can only be used if this is BlueprintBookItem

label :: Read|Write string  ?

The current label for this item, if any.

Can only be used if this is ItemWithLabel

label_color :: Read|Write Color  ?

The current label color for this item, if any.

Can only be used if this is ItemWithLabel

allow_manual_label_change :: Read|Write boolean  

Whether the label for this item can be manually changed. When false the label can only be changed through the API.

Can only be used if this is ItemWithLabel

entity_label :: Read|Write string  ?

If this is an item with entity data, get the stored entity label.

Can only be used if this is ItemWithEntityData

entity_color :: Read|Write Color  ?

If this is an item with entity data, get the stored entity color.

Can only be used if this is ItemWithEntityData

tags :: Read|Write Tags  

Can only be used if this is ItemWithTags

custom_description :: Read|Write LocalisedString  

The custom description this item-with-tags. This is shown over the normal item description if this is set to a non-empty value.

Can only be used if this is ItemWithTags

entity_filter_count :: Read uint  

The number of entity filters this deconstruction item supports.

Can only be used if this is DeconstructionItem

entity_filters :: Read|Write array[string]  

The entity filters for this deconstruction item. The attribute is a sparse array with the keys representing the index of the filter. All strings in this array must be entity prototype names that don't have the "not-deconstructable" flag set and are either a cliff or marked as minable.

Can only be used if this is DeconstructionItem

tile_filter_count :: Read uint  

The number of tile filters this deconstruction item supports.

Can only be used if this is DeconstructionItem

tile_filters :: Read|Write array[TileID]  

The tile filters for this deconstruction item. The attribute is a sparse array with the keys representing the index of the filter. Reading filters always returns an array of strings which are the tile prototype names.

Can only be used if this is DeconstructionItem

entity_filter_mode :: Read|Write defines.deconstruction_item.entity_filter_mode  

The blacklist/whitelist entity filter mode for this deconstruction item.

Can only be used if this is DeconstructionItem

tile_filter_mode :: Read|Write defines.deconstruction_item.tile_filter_mode  

The blacklist/whitelist tile filter mode for this deconstruction item.

Can only be used if this is DeconstructionItem

tile_selection_mode :: Read|Write defines.deconstruction_item.tile_selection_mode  

The tile selection mode for this deconstruction item.

Can only be used if this is DeconstructionItem

trees_and_rocks_only :: Read|Write boolean  

If this deconstruction item is set to allow trees and rocks only.

Can only be used if this is DeconstructionItem

mapper_count :: Read uint  

The current count of mappers in the upgrade item.

Can only be used if this is UpgradeItem

durability :: Read|Write double  

Durability of the contained item. Automatically capped at the item's maximum durability.

Can only be used if this is Tool

ammo :: Read|Write uint  

Number of bullets left in the magazine.

Can only be used if this is AmmoItem

Classes

Concepts

Events

Defines