Factorio Runtime DocsVersion 2.0.14

ClassLuaTechnologyPrototypeextendsLuaPrototypeBasechanged

A Technology prototype.

Members

enabled :: R boolean

If this technology prototype is enabled by default (enabled at the beginning of a game).

If this technology prototype is enabled by default (enabled at the beginning of a game).

essential new :: R boolean

If this technology prototype is essential, meaning it is shown in the condensed technology graph.

If this technology prototype is essential, meaning it is shown in the condensed technology graph.

visible_when_disabled :: R boolean

If this technology will be visible in the research GUI even though it is disabled.

If this technology will be visible in the research GUI even though it is disabled.

ignore_tech_cost_multiplier :: R boolean

If this technology ignores the technology cost multiplier setting. [...]

If this technology ignores the technology cost multiplier setting. [...]

upgrade :: R boolean

If the is technology prototype is an upgrade to some other technology.

If the is technology prototype is an upgrade to some other technology.

prerequisites :: R dictionary[string → LuaTechnologyPrototype]

Prerequisites of this technology. [...]

Prerequisites of this technology. [...]

successors new :: R dictionary[string → LuaTechnologyPrototype]

Successors of this technology, i.e. [...]

Successors of this technology, i.e. [...]

research_unit_ingredients changed :: R array[ResearchIngredient]

The types of ingredients that labs will require to research this technology.

The types of ingredients that labs will require to research this technology.

effects :: R array[TechnologyModifier]

Effects applied when this technology is researched.

Effects applied when this technology is researched.

research_unit_count :: R uint

The number of research units required for this technology. [...]

The number of research units required for this technology. [...]

research_unit_energy :: R double

Amount of energy required to finish a unit of research.

Amount of energy required to finish a unit of research.

level :: R uint

The level of this research.

The level of this research.

max_level :: R uint

The max level of this research.

The max level of this research.

research_unit_count_formula changed :: R MathExpression?

The count formula, if this research has any. [...]

The count formula, if this research has any. [...]

research_trigger new :: R ResearchTrigger?

The trigger that will research this technology if any.

The trigger that will research this technology if any.

allows_productivity new :: R boolean
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. [...]

Inherited from LuaPrototypeBase
type :: R string

Type of this prototype.

Type of this prototype.

name :: R string

Name of this prototype.

Name of this prototype.

order :: R string

The string used to alphabetically sort these prototypes. [...]

The string used to alphabetically sort these prototypes. [...]

localised_name :: R LocalisedString
localised_description :: R LocalisedString
group :: R LuaGroup

Group of this prototype.

Group of this prototype.

subgroup :: R LuaGroup

Subgroup of this prototype.

Subgroup of this prototype.

hidden :: R boolean
hidden_in_factoriopedia :: R boolean
parameter :: R boolean

Attributes

enabled :: Read boolean  

If this technology prototype is enabled by default (enabled at the beginning of a game).


essential :: Read boolean   new

If this technology prototype is essential, meaning it is shown in the condensed technology graph.


visible_when_disabled :: Read boolean  

If this technology will be visible in the research GUI even though it is disabled.


ignore_tech_cost_multiplier :: Read boolean  

If this technology ignores the technology cost multiplier setting.

LuaTechnologyPrototype::research_unit_count will already take this setting into account.


upgrade :: Read boolean  

If the is technology prototype is an upgrade to some other technology.


prerequisites :: Read dictionary[string → LuaTechnologyPrototype]  

Prerequisites of this technology. The result maps technology name to the LuaTechnologyPrototype object.


successors :: Read dictionary[string → LuaTechnologyPrototype]   new

Successors of this technology, i.e. technologies which have this technology as a prerequisite.


research_unit_ingredients :: Read array[ResearchIngredient]   changed

The types of ingredients that labs will require to research this technology.


effects :: Read array[TechnologyModifier]  

Effects applied when this technology is researched.


research_unit_count :: Read uint  

The number of research units required for this technology.

This is multiplied by the current research cost multiplier, unless LuaTechnologyPrototype::ignore_tech_cost_multiplier is true.


research_unit_energy :: Read double  

Amount of energy required to finish a unit of research.


level :: Read uint  

The level of this research.


max_level :: Read uint  

The max level of this research.


research_unit_count_formula :: Read MathExpression  ?changed

The count formula, if this research has any. See TechnologyUnit::count_formula for details.


research_trigger :: Read ResearchTrigger  ?new

The trigger that will research this technology if any.


allows_productivity :: Read boolean   new


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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