collides_with(layer) changed | → boolean | What type of things can collide with this tile? |
What type of things can collide with this tile? | ||
to_be_deconstructed(force?) changed | → boolean | Is this tile marked for deconstruction? |
Is this tile marked for deconstruction? | ||
order_deconstruction(force, player?) changed | → LuaEntity? | Orders deconstruction of this tile by the given force. |
Orders deconstruction of this tile by the given force. | ||
cancel_deconstruction(force, player?) changed | Cancels deconstruction if it is scheduled, does nothing otherwise. | |
Cancels deconstruction if it is scheduled, does nothing otherwise. | ||
has_tile_ghost(force?) changed | → boolean | Does this tile have any tile ghosts on it. |
Does this tile have any tile ghosts on it. | ||
get_tile_ghosts(force?) changed | → array[LuaEntity] | Gets all tile ghosts on this tile. |
Gets all tile ghosts on this tile. | ||
name | :: R string | Prototype name of this tile. [...] |
Prototype name of this tile. [...] | ||
prototype | :: R LuaTilePrototype | |
position | :: R TilePosition | The position this tile references. |
The position this tile references. | ||
hidden_tile | :: R string? | The name of the LuaTilePrototype hidden under this tile, if any. [...] |
The name of the LuaTilePrototype hidden under this tile, if any. [...] | ||
double_hidden_tile new | :: R string? | The name of the LuaTilePrototype double hidden under this tile or |
The name of the LuaTilePrototype double hidden under this tile or | ||
surface | :: R LuaSurface | The surface this tile is on. |
The surface this tile is on. | ||
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. [...] |
layer | :: CollisionLayerID |
-- Check if the character would collide with a tile
game.player.print(tostring(game.player.surface.get_tile(1, 1).collides_with("player")))
force | :: ForceID? | The force whose robots are supposed to do the deconstruction. If not given, checks if to be deconstructed by any force. |
The force whose robots are supposed to do the deconstruction. If not given, checks if to be deconstructed by any force. |
force | :: ForceID | The force whose robots are supposed to do the deconstruction. |
The force whose robots are supposed to do the deconstruction. | ||
player | :: PlayerIdentification? | The player to set the last_user to if any. |
The player to set the last_user to if any. |
→ LuaEntity? | The deconstructible tile proxy created, if any. |
on_marked_for_deconstruction? instantly | Raised if the tile was successfully marked for deconstruction. |
force | :: ForceID | The force who did the deconstruction order. |
The force who did the deconstruction order. | ||
player | :: PlayerIdentification? | The player to set the last_user to if any. |
The player to set the last_user to if any. |
on_cancelled_deconstruction? instantly | Raised if the tile's deconstruction was successfully cancelled. |
force | :: ForceID? | Check for tile ghosts of this force. |
Check for tile ghosts of this force. |