Factorio Runtime DocsVersion 2.0.18

ClassLuaRecipechanged

A crafting recipe. Recipes belong to forces (see LuaForce) because some recipes are unlocked by research, and researches are per-force.

Members

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. [...]

Methods

reload()

Reload the recipe from the prototype.

Attributes

name :: Read string  

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 :: Read LocalisedString  

Localised name of the recipe.


localised_description :: Read LocalisedString  


prototype :: Read LuaRecipePrototype  

The prototype for this recipe.


enabled :: Read|Write boolean  

Can the recipe be used?


category :: Read string  

Category of the recipe.


ingredients :: Read array[Ingredient]  

The ingredients to this recipe.

Example

-- The ingredients of "advanced-oil-processing" would look like this:
{{type="fluid", name="crude-oil", amount=100}, {type="fluid", name="water", amount=50}}

products :: Read array[Product]  

The results/products of this recipe.

Example

-- 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}}

hidden :: Read boolean  

Is the recipe hidden? Hidden recipes don't show up in the crafting menu.


hidden_from_flow_stats :: Read|Write boolean  

Is the recipe hidden from flow statistics?


energy :: Read double  

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.


order :: Read string  

The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.


group :: Read LuaGroup  

Group of this recipe.


subgroup :: Read LuaGroup  

Subgroup of this recipe.


force :: Read LuaForce  

The force that owns this recipe.


productivity_bonus :: Read|Write float   new

The productivity bonus for this recipe.


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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