A crafting recipe. Recipes belong to forces (see LuaForce) because some recipes are unlocked by research, and researches are per-force.
reload() | Reload the recipe from the prototype. | |
Reload the recipe from the prototype. | ||
name | :: R string | Name of the recipe. [...] |
Name of the recipe. [...] | ||
localised_name | :: R LocalisedString | Localised name of the recipe. |
Localised name of the recipe. | ||
localised_description | :: R LocalisedString | |
prototype | :: R LuaRecipePrototype | The prototype for this recipe. |
The prototype for this recipe. | ||
enabled | :: RW boolean | Can the recipe be used? |
Can the recipe be used? | ||
category | :: R string | Category of the recipe. |
Category of the recipe. | ||
ingredients | :: R array[Ingredient] | The ingredients to this recipe. |
The ingredients to this recipe. | ||
products | :: R array[Product] | The results/products of this recipe. |
The results/products of this recipe. | ||
hidden | :: R boolean | Is the recipe hidden? [...] |
Is the recipe hidden? [...] | ||
hidden_from_flow_stats | :: RW boolean | Is the recipe hidden from flow statistics? |
Is the recipe hidden from flow statistics? | ||
energy | :: R double | Energy required to execute this recipe. [...] |
Energy required to execute this recipe. [...] | ||
order | :: R string | The string used to alphabetically sort these prototypes. [...] |
The string used to alphabetically sort these prototypes. [...] | ||
group | :: R LuaGroup | Group of this recipe. |
Group of this recipe. | ||
subgroup | :: R LuaGroup | Subgroup of this recipe. |
Subgroup of this recipe. | ||
force | :: R LuaForce | The force that owns this recipe. |
The force that owns this recipe. | ||
productivity_bonus new | :: RW float | The productivity bonus for this recipe. |
The productivity bonus for this recipe. | ||
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. [...] |
Name of the recipe. This can be different than the name of the result items as there could be more recipes to make the same item.
Localised name of the recipe.
The prototype for this recipe.
Can the recipe be used?
Category of the recipe.
The ingredients to this recipe.
-- The ingredients of "advanced-oil-processing" would look like this:
{{type="fluid", name="crude-oil", amount=100}, {type="fluid", name="water", amount=50}}
The results/products of this recipe.
-- The products of "advanced-oil-processing" would look like this:
{{type="fluid", name="heavy-oil", amount=25}, {type="fluid", name="light-oil", amount=45}, {type="fluid", name="petroleum-gas", amount=55}}
Is the recipe hidden? Hidden recipes don't show up in the crafting menu.
Is the recipe hidden from flow statistics?
Energy required to execute this recipe. This directly affects the crafting time: Recipe's energy is exactly its crafting time in seconds, when crafted in an assembling machine with crafting speed exactly equal to one.
The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.
Group of this recipe.
Subgroup of this recipe.
The force that owns this recipe.
The productivity bonus for this recipe.
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.
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.