Prototypes are used as templates for the machines, recipes, and more in the game engine. The point of prototypes is to define parameters for predefined behaviour. This is done by filling out a set of properties. Properties that the game is not looking for are simply ignored.
Each non-abstract prototype has an associated type name, which denotes what its type property needs to equal. Abstract prototypes on the other hand can not be directly created, but serve as a base class that can be inherited from.
Prototypes rely on multiple levels of inheritance, which can be visualized as a tree.
AccumulatorPrototype 'accumulator' | Entity with energy source with specialised animation for charging/discharging. [...] |
AchievementPrototype 'achievement' | This prototype definition is used for the in-game achievements. |
ActiveDefenseEquipmentPrototype 'active-defense-equipment' | Used by discharge defense and personal laser defense. |
AmbientSound 'ambient-sound' | This prototype is used to make sound while playing the game. [...] |
AmmoCategory 'ammo-category' | An ammo category. [...] |
AmmoItemPrototype 'ammo' | Ammo used for a gun. |
AmmoTurretPrototype 'ammo-turret' | A turret that consumes ammo items. |
AnimationPrototype 'animation' | Specifies an animation that can be used with LuaRendering::draw_animation at runtime. |
ArithmeticCombinatorPrototype 'arithmetic-combinator' | |
ArmorPrototype 'armor' | Armor to wear on your in-game character for defense and buffs. |
ArrowPrototype 'arrow' | The arrows used for example in the campaign, they are literally just arrows. |
ArtilleryFlarePrototype 'artillery-flare' | The entity spawned by the artillery targeting remote. |
ArtilleryProjectilePrototype 'artillery-projectile' | The projectile shot by artillery. |
ArtilleryTurretPrototype 'artillery-turret' | An artillery turret. |
ArtilleryWagonPrototype 'artillery-wagon' | An artillery wagon. |
AssemblingMachinePrototype 'assembling-machine' | An assembling machine - like the assembling machines 1/2/3 in the game, but you can use your own recipe categories. |
AutoplaceControl 'autoplace-control' | A setting in the map creation GUI. [...] |
BatteryEquipmentPrototype 'battery-equipment' | Used by personal battery. |
BeaconPrototype 'beacon' | Entity with the ability to transfer module effects to its neighboring entities. |
BeamPrototype 'beam' | Used as a laser beam. |
BeltImmunityEquipmentPrototype 'belt-immunity-equipment' | Used by belt immunity equipment. |
BlueprintBookPrototype 'blueprint-book' | |
BlueprintItemPrototype 'blueprint' | A blueprint. |
BoilerPrototype 'boiler' | A boiler. [...] |
BuildEntityAchievementPrototype 'build-entity-achievement' | This prototype is used for receiving an achievement when the player builds an entity. |
BurnerGeneratorPrototype 'burner-generator' | An entity that produces power from a burner energy source. |
CapsulePrototype 'capsule' | A capsule, for example a combat robot capsule or the raw fish. |
CarPrototype 'car' | Entity with specialized properties for acceleration, braking, and turning. |
CargoWagonPrototype 'cargo-wagon' | A cargo wagon. |
CharacterCorpsePrototype 'character-corpse' | The corpse of a CharacterPrototype. |
CharacterPrototype 'character' | Entity that you move around on the screen during the campaign and freeplay. |
CliffPrototype 'cliff' | A cliff. |
CombatRobotCountAchievementPrototype 'combat-robot-count' | This prototype is used for receiving an achievement when the player has a certain robot follower count. |
CombatRobotPrototype 'combat-robot' | A combat robot. [...] |
CombinatorPrototype abstract | Abstract base type for decider and arithmetic combinators. |
ConstantCombinatorPrototype 'constant-combinator' | |
ConstructWithRobotsAchievementPrototype 'construct-with-robots-achievement' | This prototype is used for receiving an achievement when the player constructs enough entities with construction robots. |
ConstructionRobotPrototype 'construction-robot' | |
ContainerPrototype 'container' | A generic container, such as a chest. [...] |
CopyPasteToolPrototype 'copy-paste-tool' | A copy-paste or cut-paste tool. |
CorpsePrototype 'corpse' | Used for corpses, for example the remnants when destroying buildings. |
CraftingMachinePrototype abstract | The abstract basis of the assembling machines and furnaces. [...] |
CurvedRailPrototype 'curved-rail' | A curved rail. |
CustomInputPrototype 'custom-input' | Used for custom keyboard shortcuts/key bindings in mods. [...] |
DamageType 'damage-type' | A damage type. [...] |
DeciderCombinatorPrototype 'decider-combinator' | |
DeconstructWithRobotsAchievementPrototype 'deconstruct-with-robots-achievement' | This prototype is used for receiving an achievement when the player deconstructs enough entities with construction robots. |
DeconstructibleTileProxyPrototype 'deconstructible-tile-proxy' | Entity used to signify that the tile below it should be deconstructed. |
DeconstructionItemPrototype 'deconstruction-item' | |
DecorativePrototype 'optimized-decorative' | Simple decorative purpose objects on the map, they have no health and some of them are removed when the player builds over. [...] |
DeliverByRobotsAchievementPrototype 'deliver-by-robots-achievement' | This prototype is used for receiving an achievement, when the player requests and receives enough items using logistic robots. |
DontBuildEntityAchievementPrototype 'dont-build-entity-achievement' | This prototype is used for receiving an achievement when the player finishes the game without building a specific entity. |
DontCraftManuallyAchievementPrototype 'dont-craft-manually-achievement' | This prototype is used for receiving an achievement when the player finishes the game without crafting more than a set amount. |
DontUseEntityInEnergyProductionAchievementPrototype 'dont-use-entity-in-energy-production-achievement' | This prototype is used for receiving an achievement when the player finishes the game without receiving energy from a specific energy source. |
EditorControllerPrototype 'editor-controller' | Properties of the editor controller. |
ElectricEnergyInterfacePrototype 'electric-energy-interface' | Entity with electric energy source with that can have some of its values changed runtime. [...] |
ElectricPolePrototype 'electric-pole' | An electric pole - part of the electric system. |
ElectricTurretPrototype 'electric-turret' | A turret that uses electricity as ammunition. |
EnemySpawnerPrototype 'unit-spawner' | Can spawn entities. [...] |
EnergyShieldEquipmentPrototype 'energy-shield-equipment' | Used by energy shield. |
EntityGhostPrototype 'entity-ghost' | The entity used for ghosts of entities. [...] |
EntityParticlePrototype 'particle' | Deprecated in 0.18. [...] |
EntityPrototype abstract | Abstract base of all entities in the game. [...] |
EntityWithHealthPrototype abstract | Abstract base of all entities with health in the game. |
EntityWithOwnerPrototype abstract | Abstract base of all entities with a force in the game. [...] |
EquipmentCategory 'equipment-category' | Defines a category to be available to equipment and equipment grids. |
EquipmentGridPrototype 'equipment-grid' | The prototype of an equipment grid, for example the one used in a power armor. |
EquipmentPrototype abstract | Abstract base of all equipment modules. [...] |
ExplosionPrototype 'explosion' | Used to play an animation and a sound. |
FinishTheGameAchievementPrototype 'finish-the-game-achievement' | This prototype is used for receiving an achievement when the player finishes the game. |
FireFlamePrototype 'fire' | A fire. |
FishPrototype 'fish' | Entity that spawns in water tiles, which can be mined. [...] |
FlameThrowerExplosionPrototype 'flame-thrower-explosion' | Explosion that can deal damage. |
FluidPrototype 'fluid' | A fluid. |
FluidStreamPrototype 'stream' | Used for example for the handheld flamethrower. |
FluidTurretPrototype 'fluid-turret' | A turret that uses fluid as ammunition. |
FluidWagonPrototype 'fluid-wagon' | A fluid wagon. |
FlyingRobotPrototype abstract | Abstract base for construction/logistics and combat robots. |
FlyingTextPrototype 'flying-text' | An upwards flying text that disappears after a certain time (setting LuaEntity::active = false stops the flying and the disappearing.) |
FontPrototype 'font' | Fonts are used in all GUIs in the game. |
FuelCategory 'fuel-category' | Each item which has a fuel_value must have a fuel category. [...] |
FurnacePrototype 'furnace' | A furnace. [...] |
GatePrototype 'gate' | A gate. |
GeneratorEquipmentPrototype 'generator-equipment' | Used by portable fusion reactor. [...] |
GeneratorPrototype 'generator' | An entity that produces power from fluids, for example a steam engine. |
GodControllerPrototype 'god-controller' | Properties of the god controller. |
GroupAttackAchievementPrototype 'group-attack-achievement' | This prototype is used for receiving an achievement when the player gets attacked due to pollution. |
GuiStyle 'gui-style' | The available GUI styles. |
GunPrototype 'gun' | A gun. [...] |
HeatInterfacePrototype 'heat-interface' | This entity produces or consumes heat. [...] |
HeatPipePrototype 'heat-pipe' | A heat pipe. |
HighlightBoxEntityPrototype 'highlight-box' | Used to attach graphics for cursor boxes to entities during runtime. [...] |
InfinityContainerPrototype 'infinity-container' | A generic container, such as a chest, that can spawn or void items and interact with the logistics network. |
InfinityPipePrototype 'infinity-pipe' | This entity produces or consumes fluids. [...] |
InserterPrototype 'inserter' | An inserter. |
ItemEntityPrototype 'item-entity' | The entity used for items on the ground. |
ItemGroup 'item-group' | An item group. [...] |
ItemPrototype 'item' | Possible configuration for all items. |
ItemRequestProxyPrototype 'item-request-proxy' | Entity used to signify that an entity is requesting items, for example modules for an assembling machine after it was blueprinted with modules inside. |
ItemSubGroup 'item-subgroup' | An item subgroup. [...] |
ItemWithEntityDataPrototype 'item-with-entity-data' | ItemWithEntityData saves data associated with the entity that it represents, for example the content of the equipment grid of a car. |
ItemWithInventoryPrototype 'item-with-inventory' | The inventory allows setting player defined filters similar to cargo wagon inventories. |
ItemWithLabelPrototype 'item-with-label' | Like a normal item but with the ability to have a colored label. |
ItemWithTagsPrototype 'item-with-tags' | Item type that can store any basic arbitrary Lua data, see LuaItemStack::tags. |
KillAchievementPrototype 'kill-achievement' | This prototype is used for receiving an achievement when the player destroys a certain amount of an entity, with a specific damage type. |
LabPrototype 'lab' | A lab. [...] |
LampPrototype 'lamp' | A lamp to provide light, using energy. |
LandMinePrototype 'land-mine' | A land mine. |
LeafParticlePrototype 'leaf-particle' | Deprecated in 0.18. [...] |
LinkedBeltPrototype 'linked-belt' | A belt that can be connected to a belt anywhere else, including on a different surface. [...] |
LinkedContainerPrototype 'linked-container' | A container that shares its inventory with containers with the same link_id, which can be set via the GUI. [...] |
Loader1x1Prototype 'loader-1x1' | Continuously loads and unloads machines, as an alternative to inserters. [...] |
Loader1x2Prototype 'loader' | Continuously loads and unloads machines, as an alternative to inserters. [...] |
LoaderPrototype abstract | Continuously loads and unloads machines, as an alternative to inserters. |
LocomotivePrototype 'locomotive' | A locomotive. |
LogisticContainerPrototype 'logistic-container' | A generic container, such as a chest, that interacts with the logistics network. |
LogisticRobotPrototype 'logistic-robot' | |
MapGenPresets 'map-gen-presets' | The available map gen presets. |
MapSettings 'map-settings' | The default map settings. |
MarketPrototype 'market' | Offers can be added to a market and they are shown when opening the entity. [...] |
MiningDrillPrototype 'mining-drill' | A mining drill for automatically extracting resources from resource entities. [...] |
MiningToolPrototype 'mining-tool' | Exists only for migration, cannot be used by mods. |
ModuleCategory 'module-category' | A module category. [...] |
ModulePrototype 'module' | A module. [...] |
MouseCursor 'mouse-cursor' | Used by SelectionToolPrototype::mouse_cursor. |
MovementBonusEquipmentPrototype 'movement-bonus-equipment' | Used by exoskeleton. [...] |
NamedNoiseExpression 'noise-expression' | A NoiseExpression with a name. [...] |
NightVisionEquipmentPrototype 'night-vision-equipment' | Used by nightvision. |
NoiseLayer 'noise-layer' | A noise layer used by the autoplace system. [...] |
OffshorePumpPrototype 'offshore-pump' | An offshore pump. |
ParticlePrototype 'optimized-particle' | An entity with a limited lifetime that can use trigger effects. |
ParticleSourcePrototype 'particle-source' | Creates particles. |
PipePrototype 'pipe' | An entity to transport fluids over a distance and between machines. |
PipeToGroundPrototype 'pipe-to-ground' | |
PlayerDamagedAchievementPrototype 'player-damaged-achievement' | This prototype is used for receiving an achievement when the player receives damage. |
PlayerPortPrototype 'player-port' | When a character dies, this entity will immediately respawn the character at the entities location, so there is no respawn time. [...] |
PowerSwitchPrototype 'power-switch' | A power switch. |
ProduceAchievementPrototype 'produce-achievement' | This prototype is used for receiving an achievement when the player produces more than the specified amount of items. |
ProducePerHourAchievementPrototype 'produce-per-hour-achievement' | This prototype is used for receiving an achievement when the player crafts a specified item a certain amount, in an hour. |
ProgrammableSpeakerPrototype 'programmable-speaker' | |
ProjectilePrototype 'projectile' | Entity with limited lifetime that can hit other entities and has triggers when this happens. |
PrototypeBase abstract | The abstract base for prototypes. [...] |
PumpPrototype 'pump' | The pump is used to transfer fluids between tanks, fluid wagons and pipes. |
RadarPrototype 'radar' | A radar. |
RailChainSignalPrototype 'rail-chain-signal' | |
RailPlannerPrototype 'rail-planner' | A rail planner. |
RailPrototype abstract | The abstract base of both rail prototypes. |
RailRemnantsPrototype 'rail-remnants' | Used for rail corpses. |
RailSignalBasePrototype abstract | The abstract base entity for both rail signals. |
RailSignalPrototype 'rail-signal' | A rail signal. |
ReactorPrototype 'reactor' | A reactor. |
RecipeCategory 'recipe-category' | A recipe category. [...] |
RecipePrototype 'recipe' | A recipe. [...] |
RepairToolPrototype 'repair-tool' | A repair pack. [...] |
ResearchAchievementPrototype 'research-achievement' | This prototype is used for receiving an achievement when the player completes a specific research. |
ResourceCategory 'resource-category' | A resource category. [...] |
ResourceEntityPrototype 'resource' | A mineable/gatherable entity. [...] |
RoboportEquipmentPrototype 'roboport-equipment' | Used by personal roboport. |
RoboportPrototype 'roboport' | A roboport. |
RobotWithLogisticInterfacePrototype abstract | The common properties of logistic and construction robots represented by an abstract prototype. |
RocketSiloPrototype 'rocket-silo' | A rocket silo. |
RocketSiloRocketPrototype 'rocket-silo-rocket' | The rocket inside the rocket silo. |
RocketSiloRocketShadowPrototype 'rocket-silo-rocket-shadow' | The shadow of the rocket inside the rocket silo. |
RollingStockPrototype abstract | The abstract base of all rolling stock. |
SelectionToolPrototype 'selection-tool' | Used in the base game as a base for the blueprint item and the deconstruction item. |
ShortcutPrototype 'shortcut' | Definition for a shortcut button in the shortcut bar. [...] |
SimpleEntityPrototype 'simple-entity' | An extremely basic entity with no special functionality. [...] |
SimpleEntityWithForcePrototype 'simple-entity-with-force' | By default, this entity will be a priority target for units/turrets, who will choose to attack it even if it does not block their path. [...] |
SimpleEntityWithOwnerPrototype 'simple-entity-with-owner' | Has a force, but unlike SimpleEntityWithForcePrototype it is only attacked if the biters get stuck on it (or if EntityWithOwnerPrototype::is_military_target set to true to make the two entity types equivalent). [...] |
SimpleSmokePrototype 'smoke' | Deprecated in 0.16. [...] |
SmokePrototype abstract | Abstract entity that has an animation. |
SmokeWithTriggerPrototype 'smoke-with-trigger' | An entity with animation and a trigger. |
SolarPanelEquipmentPrototype 'solar-panel-equipment' | |
SolarPanelPrototype 'solar-panel' | A solar panel. |
SoundPrototype 'sound' | Specifies a sound that can be used with SoundPath at runtime. |
SpectatorControllerPrototype 'spectator-controller' | Properties of the spectator controller. |
SpeechBubblePrototype 'speech-bubble' | A speech bubble. [...] |
SpiderLegPrototype 'spider-leg' | Used by SpiderLegSpecification for SpiderVehiclePrototype, also known as spidertron. |
SpiderVehiclePrototype 'spider-vehicle' | A spidertron. |
SpidertronRemotePrototype 'spidertron-remote' | The spidertron remote. [...] |
SplitterPrototype 'splitter' | A splitter. |
SpritePrototype 'sprite' | Specifies an image that can be used with SpritePath at runtime. |
StickerPrototype 'sticker' | Entity that sticks to another entity, and damages/slows it. [...] |
StorageTankPrototype 'storage-tank' | A storage tank. |
StraightRailPrototype 'straight-rail' | A straight rail. |
TechnologyPrototype 'technology' | A technology. [...] |
TileEffectDefinition 'tile-effect' | Used to define the parameters for the water shader. |
TileGhostPrototype 'tile-ghost' | The entity used for tile ghosts. |
TilePrototype 'tile' | A tile. |
TipsAndTricksItem 'tips-and-tricks-item' | A tips and tricks entry. |
TipsAndTricksItemCategory 'tips-and-tricks-item-category' | A TipsAndTricksItem category, used for sorting of tips and tricks entries: Tips and trick entries are sorted first by category and then by their order within that category. |
ToolPrototype 'tool' | Items with a "durability". [...] |
TrainPathAchievementPrototype 'train-path-achievement' | This prototype is used for receiving an achievement when the player has a specified train path length. |
TrainStopPrototype 'train-stop' | A train stop. |
TransportBeltConnectablePrototype abstract | Abstract class that anything that is a belt or can connect to belts uses. |
TransportBeltPrototype 'transport-belt' | |
TreePrototype 'tree' | A tree. |
TriggerTargetType 'trigger-target-type' | The base game always internally defines a "common" trigger target type. [...] |
TrivialSmokePrototype 'trivial-smoke' | Smoke, but it's not an entity for optimization purposes. |
TurretPrototype 'turret' | A turret that needs no extra ammunition. [...] |
TutorialDefinition 'tutorial' | The definition of the tutorial to be used in the tips and tricks, see TipsAndTricksItem. [...] |
UndergroundBeltPrototype 'underground-belt' | An underground belt. |
UnitPrototype 'unit' | Entity that moves around and attacks players, for example biters and spitters. |
UpgradeItemPrototype 'upgrade-item' | An upgrade planner. |
UtilityConstants 'utility-constants' | Constants used by the game that are not specific to certain prototypes. [...] |
UtilitySounds 'utility-sounds' | Sounds used by the game that are not specific to certain prototypes. |
UtilitySprites 'utility-sprites' | Sprites used by the game that are not specific to certain prototypes. |
VehiclePrototype abstract | Abstract base of all vehicles. |
VirtualSignalPrototype 'virtual-signal' | |
WallPrototype 'wall' | A wall. |
WindSound 'wind-sound' | A wind sound. |
energy_source | :: ElectricEnergySource | The capacity of the energy source buffer specifies the capacity of the accumulator. |
The capacity of the energy source buffer specifies the capacity of the accumulator. | ||
picture optional | :: Sprite | |
charge_cooldown | :: uint16 | Count of ticks to preserve the animation even when the charging ends. [...] |
Count of ticks to preserve the animation even when the charging ends. [...] | ||
discharge_cooldown | :: uint16 | How long (in ticks) the animation will last after discharge has been initialized. |
How long (in ticks) the animation will last after discharge has been initialized. | ||
charge_animation optional | :: Animation | |
charge_light optional | :: LightDefinition | Only loaded if |
Only loaded if | ||
discharge_animation optional | :: Animation | |
discharge_light optional | :: LightDefinition | Only loaded if |
Only loaded if | ||
circuit_wire_connection_point optional | :: WireConnectionPoint | Defines how wires visually connect to this accumulator. |
Defines how wires visually connect to this accumulator. | ||
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_connector_sprites optional | :: CircuitConnectorSprites | The pictures displayed for circuit connections to this accumulator. |
The pictures displayed for circuit connections to this accumulator. | ||
default_output_signal optional | :: SignalIDConnector | The name of the signal that is the default for when an accumulator is connected to the circuit network. |
The name of the signal that is the default for when an accumulator is connected to the circuit network. |
icons optional | :: array[IconData] | Can't be an empty array. |
Can't be an empty array. | ||
icon optional | :: FileName | Path to the icon file. [...] |
Path to the icon file. [...] | ||
icon_size optional | :: SpriteSizeType | The size of the square icon, in pixels. [...] |
The size of the square icon, in pixels. [...] | ||
icon_mipmaps optional | :: IconMipMapType | Icons of reduced size will be used at decreased scale. |
Icons of reduced size will be used at decreased scale. | ||
steam_stats_name optional | :: string | Unusable by mods, as this refers to unlocking the achievement through Steam. |
Unusable by mods, as this refers to unlocking the achievement through Steam. | ||
allowed_without_fight optional | :: bool | If this is set to |
If this is set to | ||
hidden optional | :: bool |
type | :: "ambient-sound" | Specification of the type of the prototype. |
Specification of the type of the prototype. | ||
name | :: string | Unique textual identification of the prototype. |
Unique textual identification of the prototype. | ||
sound | :: Sound | The sound file and volume. |
The sound file and volume. | ||
track_type | :: union | Lets the game know in what instances the audio file is played. |
Lets the game know in what instances the audio file is played. | ||
weight optional | :: double |
bonus_gui_order optional | :: Order |
ammo_type | :: AmmoType or array[AmmoType] | When using a plain AmmoType (no array), the ammo type applies to everything ( |
When using a plain AmmoType (no array), the ammo type applies to everything ( | ||
magazine_size optional | :: float | Number of shots before ammo item is consumed. [...] |
Number of shots before ammo item is consumed. [...] | ||
reload_time optional | :: float | Amount of extra time (in ticks) it takes to reload the weapon after depleting the magazine. [...] |
Amount of extra time (in ticks) it takes to reload the weapon after depleting the magazine. [...] |
inventory_size | :: ItemStackIndex | |
automated_ammo_count | :: ItemCountType | |
entity_info_icon_shift optional | :: Vector | Shift of the "alt-mode icon" relative to the turret's position. |
Shift of the "alt-mode icon" relative to the turret's position. |
type | :: "animation" | |
name | :: string | Name of the animation. [...] |
Name of the animation. [...] | ||
layers optional | :: array[Animation] | If this property is present, all Animation definitions have to be placed as entries in the array, and they will all be loaded from there. [...] |
If this property is present, all Animation definitions have to be placed as entries in the array, and they will all be loaded from there. [...] | ||
filename optional | :: FileName | Only loaded if |
Only loaded if | ||
hr_version optional | :: Animation | Only loaded if |
Only loaded if | ||
priority optional | :: SpritePriority | Only loaded if |
Only loaded if | ||
flags optional | :: SpriteFlags | Only loaded if |
Only loaded if | ||
size optional | :: SpriteSizeType or {SpriteSizeType, SpriteSizeType} | Only loaded if |
Only loaded if | ||
width optional | :: SpriteSizeType | Only loaded if |
Only loaded if | ||
height optional | :: SpriteSizeType | Only loaded if |
Only loaded if | ||
x optional | :: SpriteSizeType | Only loaded if |
Only loaded if | ||
y optional | :: SpriteSizeType | Only loaded if |
Only loaded if | ||
position optional | :: {SpriteSizeType, SpriteSizeType} | Only loaded if |
Only loaded if | ||
shift optional | :: Vector | Only loaded if |
Only loaded if | ||
scale optional | :: double | Only loaded if |
Only loaded if | ||
draw_as_shadow optional | :: bool | Only loaded if |
Only loaded if | ||
draw_as_glow optional | :: bool | Only loaded if |
Only loaded if | ||
draw_as_light optional | :: bool | Only loaded if |
Only loaded if | ||
mipmap_count optional | :: uint8 | Only loaded if |
Only loaded if | ||
apply_runtime_tint optional | :: bool | Only loaded if |
Only loaded if | ||
tint optional | :: Color | Only loaded if |
Only loaded if | ||
blend_mode optional | :: BlendMode | Only loaded if |
Only loaded if | ||
load_in_minimal_mode optional | :: bool | Only loaded if |
Only loaded if | ||
premul_alpha optional | :: bool | Only loaded if |
Only loaded if | ||
generate_sdf optional | :: bool | Only loaded if |
Only loaded if | ||
run_mode optional | :: "forward" or "backward" or "forward-then-backward" | Only loaded if |
Only loaded if | ||
frame_count optional | :: uint32 | Only loaded if |
Only loaded if | ||
line_length optional | :: uint32 | Only loaded if |
Only loaded if | ||
animation_speed optional | :: float | Only loaded if |
Only loaded if | ||
max_advance optional | :: float | Only loaded if |
Only loaded if | ||
repeat_count optional | :: uint8 | Only loaded if |
Only loaded if | ||
dice optional | :: uint8 | Only loaded if |
Only loaded if | ||
dice_x optional | :: uint8 | Only loaded if |
Only loaded if | ||
dice_y optional | :: uint8 | Only loaded if |
Only loaded if | ||
frame_sequence optional | :: AnimationFrameSequence | Only loaded if |
Only loaded if | ||
stripes optional | :: array[Stripe] | Only loaded if |
Only loaded if |
plus_symbol_sprites optional | :: Sprite4Way | |
minus_symbol_sprites optional | :: Sprite4Way | |
multiply_symbol_sprites optional | :: Sprite4Way | |
divide_symbol_sprites optional | :: Sprite4Way | |
modulo_symbol_sprites optional | :: Sprite4Way | |
power_symbol_sprites optional | :: Sprite4Way | |
left_shift_symbol_sprites optional | :: Sprite4Way | |
right_shift_symbol_sprites optional | :: Sprite4Way | |
and_symbol_sprites optional | :: Sprite4Way | |
or_symbol_sprites optional | :: Sprite4Way | |
xor_symbol_sprites optional | :: Sprite4Way |
equipment_grid optional | :: EquipmentGridID | Name of the EquipmentGridPrototype that this armor has. |
Name of the EquipmentGridPrototype that this armor has. | ||
resistances optional | :: array[Resistance] | What amount of damage the armor takes on what type of damage is incoming. |
What amount of damage the armor takes on what type of damage is incoming. | ||
inventory_size_bonus optional | :: ItemStackIndex | By how many slots the inventory of the player is expanded when the armor is worn. |
By how many slots the inventory of the player is expanded when the armor is worn. |
arrow_picture | :: Sprite | |
circle_picture optional | :: Sprite | |
blinking optional | :: bool |
pictures | :: AnimationVariations | Picture variation count and individual frame count must be equal to shadow variation count. |
Picture variation count and individual frame count must be equal to shadow variation count. | ||
life_time | :: uint16 | |
shadows optional | :: AnimationVariations | Shadow variation variation count and individual frame count must be equal to picture variation count. |
Shadow variation variation count and individual frame count must be equal to picture variation count. | ||
render_layer optional | :: RenderLayer | |
render_layer_when_on_ground optional | :: RenderLayer | |
regular_trigger_effect optional | :: TriggerEffect | |
regular_trigger_effect_frequency optional | :: uint32 | |
ended_in_water_trigger_effect optional | :: TriggerEffect | |
movement_modifier_when_on_ground optional | :: double | |
movement_modifier optional | :: double | |
creation_shift optional | :: Vector | |
initial_speed optional | :: Vector | |
initial_height optional | :: float | |
initial_vertical_speed optional | :: float | |
initial_frame_speed optional | :: float | |
shots_per_flare optional | :: uint32 | How many artillery shots should be fired at the position of this flare. |
How many artillery shots should be fired at the position of this flare. | ||
early_death_ticks optional | :: uint32 | How long this flare stays alive after |
How long this flare stays alive after | ||
shot_category optional | :: AmmoCategoryID |
reveal_map | :: bool | |
picture optional | :: Sprite | |
shadow optional | :: Sprite | |
chart_picture optional | :: Sprite | |
action optional | :: Trigger | |
final_action optional | :: Trigger | |
height_from_ground optional | :: float | |
rotatable optional | :: bool | Whether the picture of the projectile is rotated to match the direction of travel. |
Whether the picture of the projectile is rotated to match the direction of travel. |
gun | :: ItemID | Name of a GunPrototype. |
Name of a GunPrototype. | ||
inventory_size | :: ItemStackIndex | Must be > 0. |
Must be > 0. | ||
ammo_stack_limit | :: ItemCountType | Must be > 0. |
Must be > 0. | ||
turret_rotation_speed | :: double | |
manual_range_modifier | :: double | Must be > 0. |
Must be > 0. | ||
disable_automatic_firing optional | :: bool | |
cannon_base_pictures optional | :: RotatedSprite | |
cannon_barrel_pictures optional | :: RotatedSprite | |
rotating_sound optional | :: InterruptibleSound | |
rotating_stopped_sound optional | :: Sound | |
turn_after_shooting_cooldown optional | :: uint16 | |
cannon_parking_frame_count optional | :: uint16 | |
cannon_parking_speed optional | :: float | |
cannon_base_shiftings optional | :: array[Vector] | Must match |
Must match | ||
cannon_barrel_recoil_shiftings optional | :: array[Vector3D] | |
cannon_barrel_recoil_shiftings_load_correction_matrix optional | :: array[Vector3D] | Only loaded if |
Only loaded if | ||
cannon_barrel_light_direction optional | :: Vector3D | Only loaded if |
Only loaded if |
fixed_recipe optional | :: RecipeID | The preset recipe of this machine. [...] |
The preset recipe of this machine. [...] | ||
gui_title_key optional | :: string | The locale key of the title of the GUI that is shown when the player opens the assembling machine. [...] |
The locale key of the title of the GUI that is shown when the player opens the assembling machine. [...] | ||
ingredient_count optional | :: uint8 | Sets the maximum number of ingredients this machine can craft with. [...] |
Sets the maximum number of ingredients this machine can craft with. [...] |
category | :: "resource" or "terrain" or "enemy" | Controls in what tab the autoplace is shown in the map generator GUI. |
Controls in what tab the autoplace is shown in the map generator GUI. | ||
richness optional | :: bool | Sets whether this control's richness can be changed. [...] |
Sets whether this control's richness can be changed. [...] | ||
can_be_disabled optional | :: bool | Whether there is an "enable" checkbox for the autoplace control in the map generator GUI. [...] |
Whether there is an "enable" checkbox for the autoplace control in the map generator GUI. [...] |
No new properties |
energy_usage | :: Energy | The constant power usage of this beacon. |
The constant power usage of this beacon. | ||
energy_source | :: ElectricEnergySource or VoidEnergySource | |
supply_area_distance | :: double | The maximum distance that this beacon can supply its neighbors with its module's effects. [...] |
The maximum distance that this beacon can supply its neighbors with its module's effects. [...] | ||
distribution_effectivity | :: double | The multiplier of the module's effects, when shared between neighbors. |
The multiplier of the module's effects, when shared between neighbors. | ||
module_specification | :: ModuleSpecification | The number of module slots in this beacon and their icon positions. |
The number of module slots in this beacon and their icon positions. | ||
graphics_set optional | :: BeaconGraphicsSet | The graphics for the beacon. |
The graphics for the beacon. | ||
animation optional | :: Animation | Only loaded if |
Only loaded if | ||
base_picture optional | :: Animation | Only loaded if |
Only loaded if | ||
radius_visualisation_picture optional | :: Sprite | |
allowed_effects optional | :: EffectTypeLimitation | The types of modules that a player can place inside of the beacon. |
The types of modules that a player can place inside of the beacon. |
width | :: double | |
damage_interval | :: uint32 | Damage interval can't be 0. [...] |
Damage interval can't be 0. [...] | ||
head | :: Animation | Head segment of the beam. |
Head segment of the beam. | ||
tail | :: Animation | Tail segment of the beam. [...] |
Tail segment of the beam. [...] | ||
body | :: AnimationVariations | Body segment of the beam. [...] |
Body segment of the beam. [...] | ||
action optional | :: Trigger | |
target_offset optional | :: Vector | |
random_target_offset optional | :: bool | |
action_triggered_automatically optional | :: bool | Whether this beams should trigger its action every |
Whether this beams should trigger its action every | ||
random_end_animation_rotation optional | :: bool | |
transparent_start_end_animations optional | :: bool | |
start optional | :: Animation | Start point of the beam. |
Start point of the beam. | ||
ending optional | :: Animation | End point of the beam. |
End point of the beam. | ||
light_animations optional | :: BeamAnimationSet | Only loaded if |
Only loaded if | ||
ground_light_animations optional | :: BeamAnimationSet | Only loaded if |
Only loaded if | ||
start_light optional | :: Animation | |
ending_light optional | :: Animation | |
head_light optional | :: Animation | |
tail_light optional | :: Animation | |
body_light optional | :: AnimationVariations |
energy_consumption | :: Energy | The continuous power consumption of the belt immunity equipment. |
The continuous power consumption of the belt immunity equipment. |
No new properties |
No new properties |
energy_source | :: EnergySource | |
fluid_box | :: FluidBox | The input fluid box. [...] |
The input fluid box. [...] | ||
output_fluid_box | :: FluidBox | The output fluid box. [...] |
The output fluid box. [...] | ||
energy_consumption | :: Energy | |
burning_cooldown | :: uint16 | Controls for how many ticks the boiler will show the fire and fire_glow after the energy source runs out of energy. [...] |
Controls for how many ticks the boiler will show the fire and fire_glow after the energy source runs out of energy. [...] | ||
target_temperature | :: double | When |
When | ||
structure | :: BoilerStructure | |
fire | :: BoilerFire | Animation that is drawn on top of the |
Animation that is drawn on top of the | ||
fire_glow | :: BoilerFireGlow | Animation that is drawn on top of the |
Animation that is drawn on top of the | ||
fire_glow_flicker_enabled optional | :: bool | If this is set to false, |
If this is set to false, | ||
fire_flicker_enabled optional | :: bool | If this is set to false, |
If this is set to false, | ||
mode optional | :: "heat-water-inside" or "output-to-separate-pipe" | In the |
In the | ||
patch optional | :: BoilerPatch | Drawn above the |
Drawn above the |
to_build | :: EntityID | This will trigger the achievement, if this entity is placed. |
This will trigger the achievement, if this entity is placed. | ||
amount optional | :: uint32 | How many entities need to be built. |
How many entities need to be built. | ||
limited_to_one_game optional | :: bool | If this is false, the player carries over their statistics from this achievement through all their saves. |
If this is false, the player carries over their statistics from this achievement through all their saves. | ||
until_second optional | :: uint32 | This lets the game know how long into a game, before you can no longer complete the achievement. [...] |
This lets the game know how long into a game, before you can no longer complete the achievement. [...] |
energy_source | :: ElectricEnergySource | The output energy source of the generator. [...] |
The output energy source of the generator. [...] | ||
burner | :: BurnerEnergySource | The input energy source of the generator. |
The input energy source of the generator. | ||
animation optional | :: Animation4Way | Plays when the generator is active. [...] |
Plays when the generator is active. [...] | ||
max_power_output | :: Energy | How much energy this generator can produce. |
How much energy this generator can produce. | ||
idle_animation optional | :: Animation4Way | Plays when the generator is inactive. [...] |
Plays when the generator is inactive. [...] | ||
always_draw_idle_animation optional | :: bool | Whether the |
Whether the | ||
min_perceived_performance optional | :: double | Animation runs at least this fast. |
Animation runs at least this fast. | ||
performance_to_sound_speedup optional | :: double |
capsule_action | :: CapsuleAction | |
radius_color optional | :: Color | Color of the range radius that is shown around the player when they hold the capsule. |
Color of the range radius that is shown around the player when they hold the capsule. |
animation | :: RotatedAnimation | Animation speed 1 means 1 frame per tile. |
Animation speed 1 means 1 frame per tile. | ||
effectivity | :: double | Modifies the efficiency of energy transfer from burner output to wheels. |
Modifies the efficiency of energy transfer from burner output to wheels. | ||
consumption | :: Energy | |
rotation_speed | :: double | |
energy_source or burner | :: BurnerEnergySource or VoidEnergySource | Must be a burner energy source when using |
Must be a burner energy source when using | ||
inventory_size | :: ItemStackIndex | Size of the car inventory. |
Size of the car inventory. | ||
turret_animation optional | :: RotatedAnimation | Animation speed 1 means 1 frame per tile. |
Animation speed 1 means 1 frame per tile. | ||
light_animation optional | :: RotatedAnimation | Must have the same frame count as |
Must have the same frame count as | ||
render_layer optional | :: RenderLayer | |
tank_driving optional | :: bool | If this car prototype uses tank controls to drive. |
If this car prototype uses tank controls to drive. | ||
has_belt_immunity optional | :: bool | If this car is immune to movement by belts. |
If this car is immune to movement by belts. | ||
immune_to_tree_impacts optional | :: bool | If this car gets damaged by driving over/against trees. |
If this car gets damaged by driving over/against trees. | ||
immune_to_rock_impacts optional | :: bool | If this car gets damaged by driving over/against rocks. |
If this car gets damaged by driving over/against rocks. | ||
immune_to_cliff_impacts optional | :: bool | If this car gets damaged by driving against cliffs. |
If this car gets damaged by driving against cliffs. | ||
turret_rotation_speed optional | :: float | |
turret_return_timeout optional | :: uint32 | Timeout in ticks specifying how long the turret must be inactive to return to the default position. |
Timeout in ticks specifying how long the turret must be inactive to return to the default position. | ||
light optional | :: LightDefinition | |
sound_no_fuel optional | :: Sound | |
darkness_to_render_light_animation optional | :: float | |
track_particle_triggers optional | :: FootstepTriggerEffectList | |
guns optional | :: array[ItemID] | The names of the GunPrototypes this car prototype uses. |
The names of the GunPrototypes this car prototype uses. |
inventory_size | :: ItemStackIndex | Size of the inventory of the wagon. [...] |
Size of the inventory of the wagon. [...] |
time_to_live | :: uint32 | |
render_layer optional | :: RenderLayer | |
pictures optional | :: AnimationVariations | Mandatory if |
Mandatory if | ||
picture optional | :: Animation | Mandatory if |
Mandatory if | ||
armor_picture_mapping optional | :: dictionary[ItemID → int32] | Table of key value pairs, the keys are armor names and the values are numbers. [...] |
Table of key value pairs, the keys are armor names and the values are numbers. [...] |
mining_speed | :: double | |
running_speed | :: double | |
distance_per_frame | :: double | |
maximum_corner_sliding_distance | :: double | |
heartbeat | :: Sound | The sound played when the character's health is low. |
The sound played when the character's health is low. | ||
eat | :: Sound | The sound played when the character eats (fish for example). |
The sound played when the character eats (fish for example). | ||
inventory_size | :: ItemStackIndex | Number of slots in the main inventory. [...] |
Number of slots in the main inventory. [...] | ||
build_distance | :: uint32 | |
drop_item_distance | :: uint32 | |
reach_distance | :: uint32 | |
reach_resource_distance | :: double | |
item_pickup_distance | :: double | |
loot_pickup_distance | :: double | |
ticks_to_keep_gun | :: uint32 | |
ticks_to_keep_aiming_direction | :: uint32 | |
ticks_to_stay_in_combat | :: uint32 | |
damage_hit_tint | :: Color | |
running_sound_animation_positions | :: array[float] | List of positions in the running animation when the walking sound is played. |
List of positions in the running animation when the walking sound is played. | ||
mining_with_tool_particles_animation_positions | :: array[float] | List of positions in the mining with tool animation when the mining sound and mining particles are created. |
List of positions in the mining with tool animation when the mining sound and mining particles are created. | ||
animations | :: array[CharacterArmorAnimation] | |
crafting_categories optional | :: array[RecipeCategoryID] | Names of the crafting categories the character can craft recipes from. [...] |
Names of the crafting categories the character can craft recipes from. [...] | ||
mining_categories optional | :: array[ResourceCategoryID] | Names of the resource categories the character can mine resources from. |
Names of the resource categories the character can mine resources from. | ||
light optional | :: LightDefinition | |
enter_vehicle_distance optional | :: double | Must be >= 0. |
Must be >= 0. | ||
tool_attack_distance optional | :: double | |
respawn_time optional | :: uint32 | Time in seconds. [...] |
Time in seconds. [...] | ||
has_belt_immunity optional | :: bool | Whether this character is moved by belts when standing on them. |
Whether this character is moved by belts when standing on them. | ||
character_corpse optional | :: EntityID | Name of the character corpse that is spawned when this character dies. |
Name of the character corpse that is spawned when this character dies. | ||
footstep_particle_triggers optional | :: FootstepTriggerEffectList | Triggered every tick of the running animation. |
Triggered every tick of the running animation. | ||
synced_footstep_particle_triggers optional | :: FootstepTriggerEffectList | Triggered when the running animation ( |
Triggered when the running animation ( | ||
footprint_particles optional | :: array[FootprintParticle] | Triggered when the running animation ( |
Triggered when the running animation ( | ||
left_footprint_offset optional | :: Vector | Offset from the center of the entity for the left footprint. [...] |
Offset from the center of the entity for the left footprint. [...] | ||
right_footprint_offset optional | :: Vector | Offset from the center of the entity for the right footprint. [...] |
Offset from the center of the entity for the right footprint. [...] | ||
right_footprint_frames optional | :: array[float] | The frames in the running animation ( |
The frames in the running animation ( | ||
left_footprint_frames optional | :: array[float] | The frames in the running animation ( |
The frames in the running animation ( | ||
tool_attack_result optional | :: Trigger |
orientations | :: OrientedCliffPrototypeSet | |
grid_size | :: Vector | |
grid_offset | :: Vector | |
cliff_height optional | :: float | |
cliff_explosive optional | :: ItemID | Name of a capsule that has a robot_action to explode cliffs. |
Name of a capsule that has a robot_action to explode cliffs. |
time_to_live | :: uint32 | |
attack_parameters | :: AttackParameters | |
idle | :: RotatedAnimation | |
shadow_idle | :: RotatedAnimation | |
in_motion | :: RotatedAnimation | |
shadow_in_motion | :: RotatedAnimation | |
range_from_player optional | :: double | |
friction optional | :: double | |
destroy_action optional | :: Trigger | Applied when the combat robot expires (runs out of |
Applied when the combat robot expires (runs out of | ||
follows_player optional | :: bool | |
light optional | :: LightDefinition |
energy_source | :: ElectricEnergySource or VoidEnergySource | |
active_energy_usage | :: Energy | |
sprites optional | :: Sprite4Way | |
activity_led_sprites optional | :: Sprite4Way | |
input_connection_bounding_box | :: BoundingBox | |
output_connection_bounding_box | :: BoundingBox | |
activity_led_light_offsets | :: {Vector, Vector, Vector, Vector} | |
screen_light_offsets | :: {Vector, Vector, Vector, Vector} | |
input_connection_points | :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} | |
output_connection_points | :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} | |
activity_led_light optional | :: LightDefinition | |
screen_light optional | :: LightDefinition | |
activity_led_hold_time optional | :: uint8 | |
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool |
item_slot_count | :: uint32 | |
sprites optional | :: Sprite4Way | |
activity_led_sprites optional | :: Sprite4Way | |
activity_led_light_offsets | :: {Vector, Vector, Vector, Vector} | |
circuit_wire_connection_points | :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} | |
activity_led_light optional | :: LightDefinition | |
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool |
limited_to_one_game | :: bool | If this is false, the player carries over their statistics from this achievement through all their saves. |
If this is false, the player carries over their statistics from this achievement through all their saves. | ||
amount optional | :: uint32 | This will trigger the achievement, if enough entities were placed using construction robots. |
This will trigger the achievement, if enough entities were placed using construction robots. | ||
more_than_manually optional | :: bool |
construction_vector | :: Vector | |
working optional | :: RotatedAnimation | |
shadow_working optional | :: RotatedAnimation | |
smoke optional | :: Animation | |
sparks optional | :: AnimationVariations | |
repairing_sound optional | :: Sound | |
working_light optional | :: LightDefinition |
inventory_size | :: ItemStackIndex | The number of slots in this container. |
The number of slots in this container. | ||
picture | :: Sprite | The picture displayed for this entity. |
The picture displayed for this entity. | ||
inventory_type optional | :: "with_bar" or "with_filters_and_bar" | Whether the inventory of this container can be filtered (like cargo wagons) or not. |
Whether the inventory of this container can be filtered (like cargo wagons) or not. | ||
enable_inventory_bar optional | :: bool | If the inventory limiter (red X) is visible in the chest's GUI. [...] |
If the inventory limiter (red X) is visible in the chest's GUI. [...] | ||
scale_info_icons optional | :: bool | If the icons of items shown in alt-mode should be scaled to the containers size. |
If the icons of items shown in alt-mode should be scaled to the containers size. | ||
circuit_wire_connection_point optional | :: WireConnectionPoint | Defines how wires visually connect to this container. |
Defines how wires visually connect to this container. | ||
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this container. |
The maximum circuit wire distance for this container. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_connector_sprites optional | :: CircuitConnectorSprites | The pictures displayed for circuit connections to this container. |
The pictures displayed for circuit connections to this container. |
dying_speed optional | :: float | Multiplier for |
Multiplier for | ||
splash_speed optional | :: float | Controls the speed of the splash animation: |
Controls the speed of the splash animation: | ||
time_before_shading_off optional | :: uint32 | Controls how long the corpse takes to fade, as in how long it takes to get from no transparency to full transparency/removed. [...] |
Controls how long the corpse takes to fade, as in how long it takes to get from no transparency to full transparency/removed. [...] | ||
time_before_removed optional | :: uint32 | Time in ticks this corpse lasts. [...] |
Time in ticks this corpse lasts. [...] | ||
remove_on_entity_placement optional | :: bool | |
remove_on_tile_placement optional | :: bool | |
final_render_layer optional | :: RenderLayer | |
ground_patch_render_layer optional | :: RenderLayer | |
animation_render_layer optional | :: RenderLayer | |
splash_render_layer optional | :: RenderLayer | |
animation_overlay_render_layer optional | :: RenderLayer | |
animation_overlay_final_render_layer optional | :: RenderLayer | |
shuffle_directions_at_frame optional | :: uint8 | |
use_tile_color_for_ground_patch_tint optional | :: bool | |
ground_patch_fade_in_delay optional | :: float | |
ground_patch_fade_in_speed optional | :: float | |
ground_patch_fade_out_start optional | :: float | |
animation optional | :: RotatedAnimationVariations | The dying animation. |
The dying animation. | ||
animation_overlay optional | :: RotatedAnimationVariations | Variation count must be the same as |
Variation count must be the same as | ||
splash optional | :: AnimationVariations | |
ground_patch optional | :: AnimationVariations | |
ground_patch_higher optional | :: AnimationVariations | |
ground_patch_fade_out_duration optional | :: float | |
direction_shuffle optional | :: array[array[uint16]] | An array of arrays of integers. [...] |
An array of arrays of integers. [...] |
energy_usage | :: Energy | Sets how much energy this machine uses while crafting. [...] |
Sets how much energy this machine uses while crafting. [...] | ||
crafting_speed | :: double | How fast this crafting machine can craft. [...] |
How fast this crafting machine can craft. [...] | ||
crafting_categories | :: array[RecipeCategoryID] | A list of recipe categories this crafting machine can use. |
A list of recipe categories this crafting machine can use. | ||
energy_source | :: EnergySource | Defines how the crafting machine is powered. [...] |
Defines how the crafting machine is powered. [...] | ||
fluid_boxes optional | :: array[FluidBox] | Can have |
Can have | ||
allowed_effects optional | :: EffectTypeLimitation | |
scale_entity_info_icon optional | :: bool | Whether the "alt-mode icon" should be scaled to the size of the machine. |
Whether the "alt-mode icon" should be scaled to the size of the machine. | ||
show_recipe_icon optional | :: bool | Whether the "alt-mode icon" should be drawn at all. |
Whether the "alt-mode icon" should be drawn at all. | ||
return_ingredients_on_change optional | :: bool | Controls whether the ingredients of an in-progress recipe are destroyed when mining the machine/changing the recipe. [...] |
Controls whether the ingredients of an in-progress recipe are destroyed when mining the machine/changing the recipe. [...] | ||
animation optional | :: Animation4Way | The animation played when crafting. [...] |
The animation played when crafting. [...] | ||
idle_animation optional | :: Animation4Way | Idle animation must have the same frame count as |
Idle animation must have the same frame count as | ||
always_draw_idle_animation optional | :: bool | Only loaded if |
Only loaded if | ||
default_recipe_tint optional | :: DefaultRecipeTint | |
shift_animation_waypoints optional | :: ShiftAnimationWaypoints | Only loaded if one of |
Only loaded if one of | ||
shift_animation_waypoint_stop_duration optional | :: uint16 | Only loaded if |
Only loaded if | ||
shift_animation_transition_duration optional | :: uint16 | Only loaded if |
Only loaded if | ||
status_colors optional | :: StatusColors | Used by WorkingVisualisation::apply_tint. |
Used by WorkingVisualisation::apply_tint. | ||
entity_info_icon_shift optional | :: Vector | Shift of the "alt-mode icon" relative to the machine's center. |
Shift of the "alt-mode icon" relative to the machine's center. | ||
draw_entity_info_icon_background optional | :: bool | Whether the "alt-mode icon" should have a black background. |
Whether the "alt-mode icon" should have a black background. | ||
match_animation_speed_to_activity optional | :: bool | Whether the speed of the animation and working visualization should be based on the machine's speed (boosted or slowed by modules). |
Whether the speed of the animation and working visualization should be based on the machine's speed (boosted or slowed by modules). | ||
show_recipe_icon_on_map optional | :: bool | Whether the recipe icon should be shown on the map. |
Whether the recipe icon should be shown on the map. | ||
base_productivity optional | :: float | Productivity bonus that this machine always has. |
Productivity bonus that this machine always has. | ||
module_specification optional | :: ModuleSpecification | The number of module slots in this machine, and their icon positions. |
The number of module slots in this machine, and their icon positions. | ||
working_visualisations optional | :: array[WorkingVisualisation] | Used to display different animations when the machine is running, for example tinted based on the current recipe. [...] |
Used to display different animations when the machine is running, for example tinted based on the current recipe. [...] |
bending_type optional | :: "turn" |
key_sequence | :: string | The default key sequence for this custom input. [...] |
The default key sequence for this custom input. [...] | ||
alternative_key_sequence optional | :: string | The alternative key binding for this control. [...] |
The alternative key binding for this control. [...] | ||
controller_key_sequence optional | :: string | The controller (game pad) keybinding for this control. [...] |
The controller (game pad) keybinding for this control. [...] | ||
controller_alternative_key_sequence optional | :: string | The alternative controller (game pad) keybinding for this control. [...] |
The alternative controller (game pad) keybinding for this control. [...] | ||
linked_game_control optional | :: LinkedGameControl | When a custom-input is linked to a game control it won't show up in the control-settings GUI and will fire when the linked control is pressed. |
When a custom-input is linked to a game control it won't show up in the control-settings GUI and will fire when the linked control is pressed. | ||
consuming optional | :: ConsumingType | Sets whether internal game events associated with the same key sequence should be fired or blocked. [...] |
Sets whether internal game events associated with the same key sequence should be fired or blocked. [...] | ||
enabled optional | :: bool | If this custom input is enabled. [...] |
If this custom input is enabled. [...] | ||
enabled_while_spectating optional | :: bool | |
enabled_while_in_cutscene optional | :: bool | |
include_selected_prototype optional | :: bool | If true, the type and name of the currently selected prototype will be provided as "selected_prototype" in the raised Lua event. [...] |
If true, the type and name of the currently selected prototype will be provided as "selected_prototype" in the raised Lua event. [...] | ||
item_to_spawn optional | :: ItemID | The item will be created when this input is pressed and action is set to "spawn-item". [...] |
The item will be created when this input is pressed and action is set to "spawn-item". [...] | ||
action optional | :: "lua" or "spawn-item" or "toggle-personal-roboport" or "toggle-personal-logistic-requests" or "toggle-equipment-movement-bonus" | A Lua event is only raised if the action is "lua". |
A Lua event is only raised if the action is "lua". |
equal_symbol_sprites optional | :: Sprite4Way | |
greater_symbol_sprites optional | :: Sprite4Way | |
less_symbol_sprites optional | :: Sprite4Way | |
not_equal_symbol_sprites optional | :: Sprite4Way | |
greater_or_equal_symbol_sprites optional | :: Sprite4Way | |
less_or_equal_symbol_sprites optional | :: Sprite4Way |
No new properties |
entity_filter_count optional | :: ItemStackIndex | Can't be > 255. |
Can't be > 255. | ||
tile_filter_count optional | :: ItemStackIndex | Can't be > 255. |
Can't be > 255. |
pictures | :: SpriteVariations | Must contain at least 1 picture. |
Must contain at least 1 picture. | ||
collision_box optional | :: BoundingBox | Must contain the [0,0] point. [...] |
Must contain the [0,0] point. [...] | ||
render_layer optional | :: RenderLayer | |
grows_through_rail_path optional | :: bool | |
tile_layer optional | :: int16 | Mandatory if |
Mandatory if | ||
decal_overdraw_priority optional | :: uint16 | Loaded only if |
Loaded only if | ||
walking_sound optional | :: Sound | |
trigger_effect optional | :: TriggerEffect | Called by DestroyDecorativesTriggerEffectItem. |
Called by DestroyDecorativesTriggerEffectItem. | ||
autoplace optional | :: AutoplaceSpecification | |
collision_mask optional | :: CollisionMask |
amount | :: MaterialAmountType | This will trigger the achievement, when the player receives enough items through logistic robots. |
This will trigger the achievement, when the player receives enough items through logistic robots. |
dont_build | :: EntityID or array[EntityID] | This will disable the achievement, if this entity is placed. [...] |
This will disable the achievement, if this entity is placed. [...] | ||
amount optional | :: uint32 |
amount | :: MaterialAmountType | This will disable the achievement, if the player crafts more than this. |
This will disable the achievement, if the player crafts more than this. |
excluded | :: EntityID or array[EntityID] | This will not disable the achievement, if this entity is placed, and you have received any amount of power from it. |
This will not disable the achievement, if this entity is placed, and you have received any amount of power from it. | ||
included optional | :: EntityID or array[EntityID] | This will disable the achievement, if this entity is placed, and you have received any amount of power from it. [...] |
This will disable the achievement, if this entity is placed, and you have received any amount of power from it. [...] | ||
last_hour_only optional | :: bool | |
minimum_energy_produced optional | :: Energy |
type | :: "editor-controller" | |
name | :: string | Name of the editor controller. [...] |
Name of the editor controller. [...] | ||
inventory_size | :: ItemStackIndex | |
gun_inventory_size | :: ItemStackIndex | |
movement_speed | :: double | Must be >= 0.34375. |
Must be >= 0.34375. | ||
item_pickup_distance | :: double | |
loot_pickup_distance | :: double | |
mining_speed | :: double | |
enable_flash_light | :: bool | |
adjust_speed_based_off_zoom | :: bool | |
render_as_day | :: bool | |
instant_blueprint_building | :: bool | |
instant_deconstruction | :: bool | |
instant_upgrading | :: bool | |
instant_rail_planner | :: bool | |
show_status_icons | :: bool | |
show_hidden_entities | :: bool | |
show_entity_tags | :: bool | |
show_entity_health_bars | :: bool | |
show_additional_entity_info_gui | :: bool | |
generate_neighbor_chunks | :: bool | |
fill_built_entity_energy_buffers | :: bool | |
show_character_tab_in_controller_gui | :: bool | |
show_infinity_filters_in_controller_gui | :: bool | |
placed_corpses_never_expire | :: bool |
energy_source | :: ElectricEnergySource | |
energy_production optional | :: Energy | |
energy_usage optional | :: Energy | |
gui_mode optional | :: "all" or "none" or "admins" | |
continuous_animation optional | :: bool | Whether the electric energy interface animation always runs instead of being scaled to activity. |
Whether the electric energy interface animation always runs instead of being scaled to activity. | ||
render_layer optional | :: RenderLayer | |
light optional | :: LightDefinition | The light that this electric energy interface emits. |
The light that this electric energy interface emits. | ||
picture optional | :: Sprite | |
pictures optional | :: Sprite4Way | Only loaded if |
Only loaded if | ||
animation optional | :: Animation | Only loaded if both |
Only loaded if both | ||
animations optional | :: Animation4Way | Only loaded if |
Only loaded if |
pictures | :: RotatedSprite | |
supply_area_distance | :: double | The "radius" of this pole's supply area. [...] |
The "radius" of this pole's supply area. [...] | ||
connection_points | :: array[WireConnectionPoint] | |
radius_visualisation_picture optional | :: Sprite | |
active_picture optional | :: Sprite | Drawn above the |
Drawn above the | ||
maximum_wire_distance optional | :: double | The maximum distance between this pole and any other connected pole - if two poles are farther apart than this, they cannot be connected together directly. [...] |
The maximum distance between this pole and any other connected pole - if two poles are farther apart than this, they cannot be connected together directly. [...] | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
light optional | :: LightDefinition | Drawn when the electric pole is connected to an electric network. |
Drawn when the electric pole is connected to an electric network. | ||
track_coverage_during_build_by_moving optional | :: bool |
animations | :: AnimationVariations | |
max_count_of_owned_units | :: uint32 | Count of enemies this spawner can sustain. |
Count of enemies this spawner can sustain. | ||
max_friends_around_to_spawn | :: uint32 | How many friendly units are required within the EnemySpawnerPrototype::spawning_radius of this spawner for it to stop producing more units. |
How many friendly units are required within the EnemySpawnerPrototype::spawning_radius of this spawner for it to stop producing more units. | ||
spawning_cooldown | :: {double, double} | Ticks for cooldown after unit is spawned. [...] |
Ticks for cooldown after unit is spawned. [...] | ||
spawning_radius | :: double | How far from the spawner can the units be spawned. |
How far from the spawner can the units be spawned. | ||
spawning_spacing | :: double | What spaces should be between the spawned units. |
What spaces should be between the spawned units. | ||
max_richness_for_spawn_shift | :: double | Max richness to determine spawn shift. [...] |
Max richness to determine spawn shift. [...] | ||
max_spawn_shift | :: double | Caps how much richness can be added on top of evolution when spawning units. [...] |
Caps how much richness can be added on top of evolution when spawning units. [...] | ||
pollution_absorption_absolute | :: double | |
pollution_absorption_proportional | :: double | |
call_for_help_radius | :: double | |
result_units | :: array[UnitSpawnDefinition] | Array of the entities that this spawner can spawn and their spawn probabilities. [...] |
Array of the entities that this spawner can spawn and their spawn probabilities. [...] | ||
dying_sound optional | :: Sound | |
integration optional | :: SpriteVariations | |
min_darkness_to_spawn optional | :: float | |
max_darkness_to_spawn optional | :: float | |
random_animation_offset optional | :: bool | |
spawn_decorations_on_expansion optional | :: bool | Whether |
Whether | ||
spawn_decoration optional | :: CreateDecorativesTriggerEffectItem or array[CreateDecorativesTriggerEffectItem] | Decoratives to be created when the spawner is created by the map generator. [...] |
Decoratives to be created when the spawner is created by the map generator. [...] |
medium_build_sound optional | :: Sound | |
large_build_sound optional | :: Sound |
No new properties |
icons optional | :: array[IconData] | This will be used in the electric network statistics, editor building selection, and the bonus gui. [...] |
This will be used in the electric network statistics, editor building selection, and the bonus gui. [...] | ||
icon optional | :: FileName | Path to the icon file. [...] |
Path to the icon file. [...] | ||
icon_size optional | :: SpriteSizeType | The size of the square icon, in pixels. [...] |
The size of the square icon, in pixels. [...] | ||
icon_mipmaps optional | :: IconMipMapType | Icons of reduced size will be used at decreased scale. |
Icons of reduced size will be used at decreased scale. | ||
collision_box optional | :: BoundingBox | Specification of the entity collision boundaries. [...] |
Specification of the entity collision boundaries. [...] | ||
collision_mask optional | :: CollisionMask | Two entities can collide only if they share a layer from the collision mask. |
Two entities can collide only if they share a layer from the collision mask. | ||
map_generator_bounding_box optional | :: BoundingBox | Used instead of the collision box during map generation. [...] |
Used instead of the collision box during map generation. [...] | ||
selection_box optional | :: BoundingBox | Specification of the entity selection area. [...] |
Specification of the entity selection area. [...] | ||
drawing_box optional | :: BoundingBox | Specification of space needed to see the whole entity in GUIs. [...] |
Specification of space needed to see the whole entity in GUIs. [...] | ||
sticker_box optional | :: BoundingBox | Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear. |
Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear. | ||
hit_visualization_box optional | :: BoundingBox | Where beams should hit the entity. [...] |
Where beams should hit the entity. [...] | ||
trigger_target_mask optional | :: TriggerTargetMask | Defaults to the mask from UtilityConstants::default_trigger_target_mask_by_type. |
Defaults to the mask from UtilityConstants::default_trigger_target_mask_by_type. | ||
flags optional | :: EntityPrototypeFlags | |
minable optional | :: MinableProperties | The item given to the player when they mine the entity and other properties relevant to mining this entity. |
The item given to the player when they mine the entity and other properties relevant to mining this entity. | ||
subgroup optional | :: ItemSubGroupID | The name of the subgroup this entity should be sorted into in the map editor building selection. |
The name of the subgroup this entity should be sorted into in the map editor building selection. | ||
allow_copy_paste optional | :: bool | |
selectable_in_game optional | :: bool | |
selection_priority optional | :: uint8 | The entity with the higher number is selectable before the entity with the lower number. [...] |
The entity with the higher number is selectable before the entity with the lower number. [...] | ||
build_grid_size optional | :: uint8 | Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid, like rails). [...] |
Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid, like rails). [...] | ||
remove_decoratives optional | :: "automatic" or "true" or "false" or true or false | Whether this entity should remove decoratives that collide with it when this entity is built. [...] |
Whether this entity should remove decoratives that collide with it when this entity is built. [...] | ||
emissions_per_second optional | :: double | Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. [...] |
Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. [...] | ||
shooting_cursor_size optional | :: float | The cursor size used when shooting at this entity. |
The cursor size used when shooting at this entity. | ||
created_smoke optional | :: CreateTrivialSmokeEffectItem | The smoke that is shown when the entity is placed. |
The smoke that is shown when the entity is placed. | ||
working_sound optional | :: WorkingSound | Will also work on entities that don't actually do work. |
Will also work on entities that don't actually do work. | ||
created_effect optional | :: Trigger | The effect/trigger that happens when the entity is placed. |
The effect/trigger that happens when the entity is placed. | ||
build_sound optional | :: Sound | |
mined_sound optional | :: Sound | |
mining_sound optional | :: Sound | |
rotated_sound optional | :: Sound | |
vehicle_impact_sound optional | :: Sound | When playing this sound, the volume is scaled by the speed of the vehicle when colliding with this entity. |
When playing this sound, the volume is scaled by the speed of the vehicle when colliding with this entity. | ||
open_sound optional | :: Sound | |
close_sound optional | :: Sound | |
radius_visualisation_specification optional | :: RadiusVisualisationSpecification | |
build_base_evolution_requirement optional | :: double | |
alert_icon_shift optional | :: Vector | |
alert_icon_scale optional | :: float | |
fast_replaceable_group optional | :: string | This allows you to replace an entity that's already placed, with a different one in your inventory. [...] |
This allows you to replace an entity that's already placed, with a different one in your inventory. [...] | ||
next_upgrade optional | :: EntityID | Name of the entity that will be automatically selected as the upgrade of this entity when using the upgrade planner without configuration. [...] |
Name of the entity that will be automatically selected as the upgrade of this entity when using the upgrade planner without configuration. [...] | ||
protected_from_tile_building optional | :: bool | When this is true, this entity prototype should be included during tile collision checks with tiles that have TilePrototype::check_collision_with_entities set to true. |
When this is true, this entity prototype should be included during tile collision checks with tiles that have TilePrototype::check_collision_with_entities set to true. | ||
placeable_by optional | :: ItemToPlace or array[ItemToPlace] | Item that when placed creates this entity. [...] |
Item that when placed creates this entity. [...] | ||
remains_when_mined optional | :: EntityID or array[EntityID] | The entity that remains when this one is mined, deconstructed or fast-replaced. [...] |
The entity that remains when this one is mined, deconstructed or fast-replaced. [...] | ||
additional_pastable_entities optional | :: array[EntityID] | Names of the entity prototypes this entity prototype can be pasted on to in addition to the standard supported types. [...] |
Names of the entity prototypes this entity prototype can be pasted on to in addition to the standard supported types. [...] | ||
tile_width optional | :: uint32 | Used to determine how the center of the entity should be positioned when building (unless the off-grid flag is specified). [...] |
Used to determine how the center of the entity should be positioned when building (unless the off-grid flag is specified). [...] | ||
tile_height optional | :: uint32 | |
autoplace optional | :: AutoplaceSpecification | Used to specify the rules for placing this entity during map generation. |
Used to specify the rules for placing this entity during map generation. | ||
map_color optional | :: Color | |
friendly_map_color optional | :: Color | |
enemy_map_color optional | :: Color | |
water_reflection optional | :: WaterReflectionDefinition | May also be defined inside |
May also be defined inside |
max_health optional | :: float | The unit health can never go over the maximum. [...] |
The unit health can never go over the maximum. [...] | ||
healing_per_tick optional | :: float | The amount of health automatically regenerated per tick. [...] |
The amount of health automatically regenerated per tick. [...] | ||
repair_speed_modifier optional | :: float | Multiplier of RepairToolPrototype::speed for this entity prototype. |
Multiplier of RepairToolPrototype::speed for this entity prototype. | ||
dying_explosion optional | :: ExplosionDefinition or array[ExplosionDefinition] | The entities that are spawned in place of this one when it dies. |
The entities that are spawned in place of this one when it dies. | ||
dying_trigger_effect optional | :: TriggerEffect | |
damaged_trigger_effect optional | :: TriggerEffect | |
loot optional | :: array[LootItem] | The loot is dropped on the ground when the entity is killed. |
The loot is dropped on the ground when the entity is killed. | ||
resistances optional | :: array[Resistance] | See damage. |
See damage. | ||
attack_reaction optional | :: AttackReactionItem or array[AttackReactionItem] | |
repair_sound optional | :: Sound | Played when this entity is repaired with a RepairToolPrototype. |
Played when this entity is repaired with a RepairToolPrototype. | ||
alert_when_damaged optional | :: bool | |
hide_resistances optional | :: bool | Whether the resistances of this entity should be hidden in the entity tooltip. |
Whether the resistances of this entity should be hidden in the entity tooltip. | ||
create_ghost_on_death optional | :: bool | |
random_corpse_variation optional | :: bool | |
integration_patch_render_layer optional | :: RenderLayer | |
corpse optional | :: EntityID or array[EntityID] | Specifies the names of the CorpsePrototype to be used when this entity dies. |
Specifies the names of the CorpsePrototype to be used when this entity dies. | ||
integration_patch optional | :: Sprite4Way | Sprite drawn on ground under the entity to make it feel more integrated into the ground. |
Sprite drawn on ground under the entity to make it feel more integrated into the ground. |
is_military_target optional | :: bool | Whether this prototype should be a high priority target for enemy forces. [...] |
Whether this prototype should be a high priority target for enemy forces. [...] | ||
allow_run_time_change_of_is_military_target optional | :: bool | If this is true, this entity's |
If this is true, this entity's |
No new properties |
equipment_categories | :: array[EquipmentCategoryID] | Only equipment with at least one of these categories can be inserted into the grid. |
Only equipment with at least one of these categories can be inserted into the grid. | ||
width | :: uint32 | |
height | :: uint32 | |
locked optional | :: bool | Whether this locked from user interaction which means that the user cannot put equipment into or take equipment from this equipment grid. |
Whether this locked from user interaction which means that the user cannot put equipment into or take equipment from this equipment grid. |
sprite | :: Sprite | The graphics to use when this equipment is shown inside an equipment grid. |
The graphics to use when this equipment is shown inside an equipment grid. | ||
shape | :: EquipmentShape | How big this equipment should be in the grid and whether it should be one solid rectangle or of a custom shape. |
How big this equipment should be in the grid and whether it should be one solid rectangle or of a custom shape. | ||
categories | :: array[EquipmentCategoryID] | Sets the categories of the equipment. [...] |
Sets the categories of the equipment. [...] | ||
energy_source | :: ElectricEnergySource | |
take_result optional | :: ItemID | Name of the item prototype that should be returned to the player when they remove this equipment from an equipment grid. |
Name of the item prototype that should be returned to the player when they remove this equipment from an equipment grid. | ||
background_color optional | :: Color | The color that the background of this equipment should have when shown inside an equipment grid. |
The color that the background of this equipment should have when shown inside an equipment grid. | ||
background_border_color optional | :: Color | The color that the border of the background of this equipment should have when shown inside an equipment grid. |
The color that the border of the background of this equipment should have when shown inside an equipment grid. | ||
grabbed_background_color optional | :: Color | The color that the background of this equipment should have when held in the players hand and hovering over an equipment grid. |
The color that the background of this equipment should have when held in the players hand and hovering over an equipment grid. |
animations | :: AnimationVariations | |
sound optional | :: Sound | |
smoke optional | :: TrivialSmokeID | Mandatory if |
Mandatory if | ||
height optional | :: float | |
smoke_slow_down_factor optional | :: float | |
smoke_count optional | :: uint16 | |
rotate optional | :: bool | |
beam optional | :: bool | |
correct_rotation optional | :: bool | |
scale_animation_speed optional | :: bool | |
fade_in_duration optional | :: uint8 | |
fade_out_duration optional | :: uint8 | |
render_layer optional | :: RenderLayer | |
scale_in_duration optional | :: uint8 | |
scale_out_duration optional | :: uint8 | |
scale_end optional | :: float | |
scale_increment_per_tick optional | :: float | |
light_intensity_factor_initial optional | :: float | Silently clamped to be between 0 and 1. |
Silently clamped to be between 0 and 1. | ||
light_intensity_factor_final optional | :: float | Silently clamped to be between 0 and 1. |
Silently clamped to be between 0 and 1. | ||
light_size_factor_initial optional | :: float | Silently clamped to be between 0 and 1. |
Silently clamped to be between 0 and 1. | ||
light_size_factor_final optional | :: float | Silently clamped to be between 0 and 1. |
Silently clamped to be between 0 and 1. | ||
light optional | :: LightDefinition | |
light_intensity_peak_start_progress optional | :: float | |
light_intensity_peak_end_progress optional | :: float | |
light_size_peak_start_progress optional | :: float | |
light_size_peak_end_progress optional | :: float | |
scale_initial optional | :: float | |
scale_initial_deviation optional | :: float | |
scale optional | :: float | |
scale_deviation optional | :: float |
until_second optional | :: uint32 | This lets the game know how long into a game, before you can no longer complete the achievement. [...] |
This lets the game know how long into a game, before you can no longer complete the achievement. [...] |
icons optional | :: array[IconData] | Can't be an empty array. |
Can't be an empty array. | ||
icon optional | :: FileName | Path to the icon file. [...] |
Path to the icon file. [...] | ||
icon_size optional | :: SpriteSizeType | The size of the square icon, in pixels. [...] |
The size of the square icon, in pixels. [...] | ||
icon_mipmaps optional | :: IconMipMapType | Icons of reduced size will be used at decreased scale. |
Icons of reduced size will be used at decreased scale. | ||
default_temperature | :: double | Also the minimum temperature of the fluid. [...] |
Also the minimum temperature of the fluid. [...] | ||
base_color | :: Color | Used by bars that show the fluid color, like the flamethrower turret fill bar in the tooltip, or the fill bar for the fluid wagon tooltip; and for the pipe windows and storage tank fill gauges. |
Used by bars that show the fluid color, like the flamethrower turret fill bar in the tooltip, or the fill bar for the fluid wagon tooltip; and for the pipe windows and storage tank fill gauges. | ||
flow_color | :: Color | Used only for pipe windows or storage tank fill gauges. |
Used only for pipe windows or storage tank fill gauges. | ||
max_temperature optional | :: double | |
heat_capacity optional | :: Energy | Joule needed to heat 1 Unit by 1 °C. |
Joule needed to heat 1 Unit by 1 °C. | ||
fuel_value optional | :: Energy | |
emissions_multiplier optional | :: double | Scales pollution generated when the fluid is consumed. |
Scales pollution generated when the fluid is consumed. | ||
subgroup optional | :: ItemSubGroupID | The name of the subgroup of this fluid. [...] |
The name of the subgroup of this fluid. [...] | ||
gas_temperature optional | :: double | Above this temperature the |
Above this temperature the | ||
hidden optional | :: bool | Hides the fluid from the signal selection screen. |
Hides the fluid from the signal selection screen. | ||
auto_barrel optional | :: bool | Whether the fluid should be included in the barrel recipes automatically generated by the base mod. [...] |
Whether the fluid should be included in the barrel recipes automatically generated by the base mod. [...] |
particle_spawn_interval | :: uint16 | The stream will spawn one particle every |
The stream will spawn one particle every | ||
particle_horizontal_speed | :: float | Must be larger than 0. [...] |
Must be larger than 0. [...] | ||
particle_horizontal_speed_deviation | :: float | |
particle_vertical_acceleration | :: float | |
initial_action optional | :: Trigger | Action that is triggered when the first particle lands. |
Action that is triggered when the first particle lands. | ||
action optional | :: Trigger | Action that is triggered every time a particle lands. [...] |
Action that is triggered every time a particle lands. [...] | ||
special_neutral_target_damage optional | :: DamagePrototype | |
width optional | :: float | |
particle_buffer_size optional | :: uint32 | Number of spawned child particles of the stream. [...] |
Number of spawned child particles of the stream. [...] | ||
particle_spawn_timeout optional | :: uint16 | |
particle_start_alpha optional | :: float | |
particle_end_alpha optional | :: float | |
particle_start_scale optional | :: float | |
particle_alpha_per_part optional | :: float | |
particle_scale_per_part optional | :: float | |
particle_fade_out_threshold optional | :: float | Value between 0 and 1. |
Value between 0 and 1. | ||
particle_loop_exit_threshold optional | :: float | Value between 0 and 1. |
Value between 0 and 1. | ||
particle_loop_frame_count optional | :: uint16 | Will be set to 1 by the game if less than 1. |
Will be set to 1 by the game if less than 1. | ||
particle_fade_out_duration optional | :: uint16 | Will be set to 1 by the game if less than 1. |
Will be set to 1 by the game if less than 1. | ||
spine_animation optional | :: Animation | |
particle optional | :: Animation | |
shadow optional | :: Animation | |
smoke_sources optional | :: array[SmokeSource] | Smoke spawning is controlled by |
Smoke spawning is controlled by | ||
progress_to_create_smoke optional | :: float | The point in the particles projectile arc to start spawning smoke. [...] |
The point in the particles projectile arc to start spawning smoke. [...] | ||
stream_light optional | :: LightDefinition | |
ground_light optional | :: LightDefinition | |
target_position_deviation optional | :: double | |
oriented_particle optional | :: bool | |
shadow_scale_enabled optional | :: bool |
capacity | :: double | |
tank_count optional | :: uint8 | Must be 1, 2 or 3. |
Must be 1, 2 or 3. |
speed | :: double | The flying speed of the robot, in tiles/tick. |
The flying speed of the robot, in tiles/tick. | ||
max_speed optional | :: double | The maximum flying speed of the robot, in tiles/tick. [...] |
The maximum flying speed of the robot, in tiles/tick. [...] | ||
max_energy optional | :: Energy | How much energy can be stored in the batteries. [...] |
How much energy can be stored in the batteries. [...] | ||
energy_per_move optional | :: Energy | How much energy does it cost to move 1 tile. [...] |
How much energy does it cost to move 1 tile. [...] | ||
energy_per_tick optional | :: Energy | How much energy does it cost to fly for 1 tick. [...] |
How much energy does it cost to fly for 1 tick. [...] | ||
min_to_charge optional | :: float | The robot will go to charge when its battery fill ratio is less than this. [...] |
The robot will go to charge when its battery fill ratio is less than this. [...] | ||
max_to_charge optional | :: float | If the robot's battery fill ratio is more than this, it does not need to charge before stationing. [...] |
If the robot's battery fill ratio is more than this, it does not need to charge before stationing. [...] | ||
speed_multiplier_when_out_of_energy optional | :: float | Some robots simply crash, some slowdown but keep going. [...] |
Some robots simply crash, some slowdown but keep going. [...] |
speed | :: float | How fast the text flies up. [...] |
How fast the text flies up. [...] | ||
time_to_live | :: uint32 | Time in ticks this flying-text lasts. |
Time in ticks this flying-text lasts. | ||
text_alignment optional | :: "left" or "center" or "right" |
type | :: "font" | |
name | :: string | Name of the font. |
Name of the font. | ||
size | :: int32 | Size of the font. |
Size of the font. | ||
from | :: string | The name of the fonts .ttf descriptor. [...] |
The name of the fonts .ttf descriptor. [...] | ||
spacing optional | :: float | |
border optional | :: bool | Whether the font has a border. |
Whether the font has a border. | ||
filtered optional | :: bool | |
border_color optional | :: Color | The color of the border, if enabled. |
The color of the border, if enabled. |
No new properties |
result_inventory_size | :: ItemStackIndex | The number of output slots. |
The number of output slots. | ||
source_inventory_size | :: ItemStackIndex | The number of input slots, but not more than 1. |
The number of input slots, but not more than 1. | ||
cant_insert_at_source_message_key optional | :: string | The locale key of the message shown when the player attempts to insert an item into the furnace that cannot be processed by that furnace. [...] |
The locale key of the message shown when the player attempts to insert an item into the furnace that cannot be processed by that furnace. [...] |
vertical_animation | :: Animation | |
horizontal_animation | :: Animation | |
vertical_rail_animation_left | :: Animation | |
vertical_rail_animation_right | :: Animation | |
horizontal_rail_animation_left | :: Animation | |
horizontal_rail_animation_right | :: Animation | |
vertical_rail_base | :: Animation | |
horizontal_rail_base | :: Animation | |
wall_patch | :: Animation | |
opening_speed | :: float | |
activation_distance | :: double | |
timeout_to_close | :: uint32 | |
fadeout_interval optional | :: uint32 | |
opened_collision_mask optional | :: CollisionMask | This collision mask is used when the gate is open. |
This collision mask is used when the gate is open. |
power | :: Energy | The power output of this equipment. |
The power output of this equipment. | ||
burner optional | :: BurnerEnergySource | If not defined, this equipment produces power for free. |
If not defined, this equipment produces power for free. |
energy_source | :: ElectricEnergySource | |
fluid_box | :: FluidBox | This must have a filter if |
This must have a filter if | ||
horizontal_animation optional | :: Animation | |
vertical_animation optional | :: Animation | |
effectivity optional | :: double | How much energy the generator produces compared to how much energy it consumes. [...] |
How much energy the generator produces compared to how much energy it consumes. [...] | ||
fluid_usage_per_tick | :: double | The number of fluid units the generator uses per tick. |
The number of fluid units the generator uses per tick. | ||
maximum_temperature | :: double | The maximum temperature to which the efficiency can increase. [...] |
The maximum temperature to which the efficiency can increase. [...] | ||
smoke optional | :: array[SmokeSource] | |
burns_fluid optional | :: bool | If set to true, the available power output is based on the FluidPrototype::fuel_value. [...] |
If set to true, the available power output is based on the FluidPrototype::fuel_value. [...] | ||
scale_fluid_usage optional | :: bool | Scales the generator's fluid usage to its maximum power output. [...] |
Scales the generator's fluid usage to its maximum power output. [...] | ||
destroy_non_fuel_fluid optional | :: bool | This property is used when |
This property is used when | ||
min_perceived_performance optional | :: double | Animation runs at least this fast. [...] |
Animation runs at least this fast. [...] | ||
performance_to_sound_speedup optional | :: double | |
max_power_output optional | :: Energy | The power production of the generator is capped to this value. [...] |
The power production of the generator is capped to this value. [...] |
type | :: "god-controller" | |
name | :: string | Name of the god-controller. [...] |
Name of the god-controller. [...] | ||
inventory_size | :: ItemStackIndex | |
movement_speed | :: double | Must be >= 0.34375. |
Must be >= 0.34375. | ||
item_pickup_distance | :: double | |
loot_pickup_distance | :: double | |
mining_speed | :: double | |
crafting_categories optional | :: array[RecipeCategoryID] | Names of the crafting categories the player can craft recipes from. |
Names of the crafting categories the player can craft recipes from. | ||
mining_categories optional | :: array[ResourceCategoryID] | Names of the resource categories the player can mine resources from. |
Names of the resource categories the player can mine resources from. |
default_tileset optional | :: FileName | |
default_sprite_scale optional | :: double | |
default_sprite_priority optional | :: SpritePriority |
Custom properties | :: string → StyleSpecification | Styles are defined as uniquely named StyleSpecification properties of the prototype. [...] |
Styles are defined as uniquely named StyleSpecification properties of the prototype. [...] |
attack_parameters | :: AttackParameters | The information the item needs to know in order to know what ammo it requires, the sounds, and range. |
The information the item needs to know in order to know what ammo it requires, the sounds, and range. |
heat_buffer | :: HeatBuffer | |
picture optional | :: Sprite | |
gui_mode optional | :: "all" or "none" or "admins" |
No new properties |
erase_contents_when_mined | :: bool | |
gui_mode optional | :: "all" or "none" or "admins" | Controls which players can control what the chest spawns. |
Controls which players can control what the chest spawns. |
gui_mode optional | :: "all" or "none" or "admins" |
extension_speed | :: double | |
rotation_speed | :: double | |
insert_position | :: Vector | |
pickup_position | :: Vector | |
platform_picture | :: Sprite4Way | |
hand_base_picture | :: Sprite | |
hand_open_picture | :: Sprite | |
hand_closed_picture | :: Sprite | |
energy_source | :: EnergySource | Defines how this inserter gets energy. [...] |
Defines how this inserter gets energy. [...] | ||
energy_per_movement optional | :: Energy | |
energy_per_rotation optional | :: Energy | |
stack optional | :: bool | Whether this inserter is considered a stack inserter. [...] |
Whether this inserter is considered a stack inserter. [...] | ||
allow_custom_vectors optional | :: bool | Whether pickup and insert position can be set run-time. |
Whether pickup and insert position can be set run-time. | ||
allow_burner_leech optional | :: bool | Whether this burner inserter can fuel itself from the fuel inventory of the entity it is picking up items from. |
Whether this burner inserter can fuel itself from the fuel inventory of the entity it is picking up items from. | ||
draw_held_item optional | :: bool | Whether the item that the inserter is holding should be drawn. |
Whether the item that the inserter is holding should be drawn. | ||
use_easter_egg optional | :: bool | Whether the inserter should be able to fish fish. |
Whether the inserter should be able to fish fish. | ||
filter_count optional | :: uint8 | How many filters this inserter has. [...] |
How many filters this inserter has. [...] | ||
hand_base_shadow | :: Sprite | |
hand_open_shadow | :: Sprite | |
hand_closed_shadow | :: Sprite | |
hand_size optional | :: double | Used to determine how long the arm of the inserter is when drawing it. [...] |
Used to determine how long the arm of the inserter is when drawing it. [...] | ||
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
default_stack_control_input_signal optional | :: SignalIDConnector | |
draw_inserter_arrow optional | :: bool | Whether the yellow arrow that indicates the drop point of the inserter and the line that indicates the pickup position should be drawn. |
Whether the yellow arrow that indicates the drop point of the inserter and the line that indicates the pickup position should be drawn. | ||
chases_belt_items optional | :: bool | Whether the inserter hand should move to the items it picks up from belts, leading to item chasing behaviour. [...] |
Whether the inserter hand should move to the items it picks up from belts, leading to item chasing behaviour. [...] | ||
stack_size_bonus optional | :: uint8 | Stack size bonus that is inherent to the prototype without having to be researched. |
Stack size bonus that is inherent to the prototype without having to be researched. | ||
circuit_wire_connection_points optional | :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} | |
circuit_connector_sprites optional | :: {CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites} |
No new properties |
icons optional | :: array[IconData] | The icon that is shown to represent this item group. [...] |
The icon that is shown to represent this item group. [...] | ||
icon optional | :: FileName | Path to the icon that is shown to represent this item group. [...] |
Path to the icon that is shown to represent this item group. [...] | ||
icon_size optional | :: SpriteSizeType | The size of the square icon, in pixels. [...] |
The size of the square icon, in pixels. [...] | ||
icon_mipmaps optional | :: IconMipMapType | Icons of reduced size will be used at decreased scale. |
Icons of reduced size will be used at decreased scale. | ||
order_in_recipe optional | :: Order | Item ingredients in recipes are ordered by item group. [...] |
Item ingredients in recipes are ordered by item group. [...] |
stack_size | :: ItemCountType | Count of items of the same name that can be stored in one inventory slot. [...] |
Count of items of the same name that can be stored in one inventory slot. [...] | ||
icons optional | :: array[IconData] | Can't be an empty array. |
Can't be an empty array. | ||
icon optional | :: FileName | Path to the icon file. [...] |
Path to the icon file. [...] | ||
icon_size optional | :: SpriteSizeType | The size of the square icon, in pixels. [...] |
The size of the square icon, in pixels. [...] | ||
icon_mipmaps optional | :: IconMipMapType | Icons of reduced size will be used at decreased scale. [...] |
Icons of reduced size will be used at decreased scale. [...] | ||
dark_background_icons optional | :: array[IconData] | Inside IconData, the property for the file path is |
Inside IconData, the property for the file path is | ||
dark_background_icon optional | :: FileName | If this is set, it is used to show items in alt-mode instead of the normal item icon. [...] |
If this is set, it is used to show items in alt-mode instead of the normal item icon. [...] | ||
place_result optional | :: EntityID | Name of the EntityPrototype that can be built using this item. [...] |
Name of the EntityPrototype that can be built using this item. [...] | ||
placed_as_equipment_result optional | :: EquipmentID | |
subgroup optional | :: ItemSubGroupID | The name of the subgroup this item should be sorted into in item selection GUIs like logistic requests. [...] |
The name of the subgroup this item should be sorted into in item selection GUIs like logistic requests. [...] | ||
fuel_category optional | :: FuelCategoryID | Must exist when a nonzero fuel_value is defined. |
Must exist when a nonzero fuel_value is defined. | ||
burnt_result optional | :: ItemID | The item that is the result when this item gets burned as fuel. |
The item that is the result when this item gets burned as fuel. | ||
place_as_tile optional | :: PlaceAsTile | |
pictures optional | :: SpriteVariations | Used to give the item multiple different icons so that they look less uniform on belts. [...] |
Used to give the item multiple different icons so that they look less uniform on belts. [...] | ||
flags optional | :: ItemPrototypeFlags | Specifies some properties of the item. |
Specifies some properties of the item. | ||
default_request_amount optional | :: ItemCountType | |
wire_count optional | :: ItemCountType | The number of items needed to connect 2 entities with this as wire. [...] |
The number of items needed to connect 2 entities with this as wire. [...] | ||
fuel_value optional | :: Energy | Amount of energy the item gives when used as fuel. [...] |
Amount of energy the item gives when used as fuel. [...] | ||
fuel_acceleration_multiplier optional | :: double | |
fuel_top_speed_multiplier optional | :: double | |
fuel_emissions_multiplier optional | :: double | |
fuel_glow_color optional | :: Color | Colors the glow of the burner energy source when this fuel is burned. [...] |
Colors the glow of the burner energy source when this fuel is burned. [...] | ||
open_sound optional | :: Sound | |
close_sound optional | :: Sound | |
rocket_launch_products optional | :: array[ItemProductPrototype] | |
rocket_launch_product optional | :: ItemProductPrototype | Only loaded if |
Only loaded if |
picture | :: Sprite | |
use_target_entity_alert_icon_shift optional | :: bool |
group | :: ItemGroupID | The item group this subgroup is located in. |
The item group this subgroup is located in. |
icon_tintable_masks optional | :: array[IconData] | Inside IconData, the property for the file path is |
Inside IconData, the property for the file path is | ||
icon_tintable_mask optional | :: FileName | Path to the icon file. [...] |
Path to the icon file. [...] | ||
icon_tintables optional | :: array[IconData] | Inside IconData, the property for the file path is |
Inside IconData, the property for the file path is | ||
icon_tintable optional | :: FileName | Path to the icon file. [...] |
Path to the icon file. [...] |
inventory_size | :: ItemStackIndex | The inventory size of the item. |
The inventory size of the item. | ||
item_filters optional | :: array[ItemID] | A list of explicit item names to be used as filters. |
A list of explicit item names to be used as filters. | ||
item_group_filters optional | :: array[ItemGroupID] | A list of explicit item group names to be used as filters. |
A list of explicit item group names to be used as filters. | ||
item_subgroup_filters optional | :: array[ItemSubGroupID] | A list of explicit item subgroup names to be used as filters. |
A list of explicit item subgroup names to be used as filters. | ||
filter_mode optional | :: "blacklist" or "whitelist" | This determines how filters are applied. [...] |
This determines how filters are applied. [...] | ||
filter_message_key optional | :: string | The locale key used when the player attempts to put an item that doesn't match the filter rules into the item-with-inventory. |
The locale key used when the player attempts to put an item that doesn't match the filter rules into the item-with-inventory. | ||
extends_inventory_by_default optional | :: bool | When true, this item-with-inventory will extend the inventory it sits in by default. [...] |
When true, this item-with-inventory will extend the inventory it sits in by default. [...] | ||
insertion_priority_mode optional | :: union | The insertion priority mode for this item. [...] |
The insertion priority mode for this item. [...] |
default_label_color optional | :: Color | The default label color the item will use. |
The default label color the item will use. | ||
draw_label_for_cursor_render optional | :: bool | If the item will draw its label when held in the cursor in place of the item count. |
If the item will draw its label when held in the cursor in place of the item count. |
No new properties |
to_kill optional | :: EntityID | This defines which entity needs to be destroyed in order to receive the achievement. |
This defines which entity needs to be destroyed in order to receive the achievement. | ||
type_to_kill optional | :: string | This defines what entity type needs to be destroyed in order to receive the achievement. |
This defines what entity type needs to be destroyed in order to receive the achievement. | ||
damage_type optional | :: DamageTypeID | This defines how the player needs to destroy the specific entity. |
This defines how the player needs to destroy the specific entity. | ||
amount optional | :: uint32 | This is the amount of entity of the specified type the player needs to destroy to receive the achievement. |
This is the amount of entity of the specified type the player needs to destroy to receive the achievement. | ||
in_vehicle optional | :: bool | This defines if the player needs to be in a vehicle. |
This defines if the player needs to be in a vehicle. | ||
personally optional | :: bool | This defines to make sure you are the one driving, for instance, in a tank rather than an automated train. |
This defines to make sure you are the one driving, for instance, in a tank rather than an automated train. |
energy_usage | :: Energy | The amount of energy this lab uses. |
The amount of energy this lab uses. | ||
energy_source | :: EnergySource | Defines how this lab gets energy. |
Defines how this lab gets energy. | ||
on_animation | :: Animation | The animation that plays when the lab is active. |
The animation that plays when the lab is active. | ||
off_animation | :: Animation | The animation that plays when the lab is idle. |
The animation that plays when the lab is idle. | ||
inputs | :: array[ItemID] | A list of the names of science packs that can be used in this lab. [...] |
A list of the names of science packs that can be used in this lab. [...] | ||
researching_speed optional | :: double | |
allowed_effects optional | :: EffectTypeLimitation | |
light optional | :: LightDefinition | |
base_productivity optional | :: float | Productivity bonus that this machine always has. |
Productivity bonus that this machine always has. | ||
entity_info_icon_shift optional | :: Vector | Shift of the "alt-mode icon" relative to the lab's center. |
Shift of the "alt-mode icon" relative to the lab's center. | ||
module_specification optional | :: ModuleSpecification | The number of module slots. |
The number of module slots. |
picture_on | :: Sprite | The lamps graphics when it's on. |
The lamps graphics when it's on. | ||
picture_off | :: Sprite | The lamps graphics when it's off. |
The lamps graphics when it's off. | ||
energy_usage_per_tick | :: Energy | The amount of energy the lamp uses. [...] |
The amount of energy the lamp uses. [...] | ||
energy_source | :: ElectricEnergySource or VoidEnergySource | The emissions set on the energy source are ignored so lamps cannot produce pollution. |
The emissions set on the energy source are ignored so lamps cannot produce pollution. | ||
light optional | :: LightDefinition | What color the lamp will be when it is on, and receiving power. |
What color the lamp will be when it is on, and receiving power. | ||
light_when_colored optional | :: LightDefinition | This refers to when the light is in a circuit network, and is lit a certain color based on a signal value. |
This refers to when the light is in a circuit network, and is lit a certain color based on a signal value. | ||
circuit_wire_connection_point optional | :: WireConnectionPoint | Defines how wires visually connect to this lamp. |
Defines how wires visually connect to this lamp. | ||
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_connector_sprites optional | :: CircuitConnectorSprites | The pictures displayed for circuit connections to this lamp. |
The pictures displayed for circuit connections to this lamp. | ||
glow_size optional | :: float | |
glow_color_intensity optional | :: float | |
darkness_for_all_lamps_on optional | :: float | darkness_for_all_lamps_on must be > darkness_for_all_lamps_off. [...] |
darkness_for_all_lamps_on must be > darkness_for_all_lamps_off. [...] | ||
darkness_for_all_lamps_off optional | :: float | darkness_for_all_lamps_on must be > darkness_for_all_lamps_off. [...] |
darkness_for_all_lamps_on must be > darkness_for_all_lamps_off. [...] | ||
always_on optional | :: bool | Whether the lamp should always be on. |
Whether the lamp should always be on. | ||
signal_to_color_mapping optional | :: array[SignalColorMapping] | |
glow_render_mode optional | :: "additive" or "multiplicative" |
picture_safe | :: Sprite | The sprite of the landmine before it is armed (just after placing). |
The sprite of the landmine before it is armed (just after placing). | ||
picture_set | :: Sprite | The sprite of the landmine of a friendly force when it is armed. |
The sprite of the landmine of a friendly force when it is armed. | ||
trigger_radius | :: double | |
picture_set_enemy optional | :: Sprite | The sprite of the landmine of an enemy force when it is armed. |
The sprite of the landmine of an enemy force when it is armed. | ||
timeout optional | :: uint32 | Time between placing and the landmine being armed, in ticks. |
Time between placing and the landmine being armed, in ticks. | ||
action optional | :: Trigger | |
ammo_category optional | :: AmmoCategoryID | |
force_die_on_attack optional | :: bool | Force the landmine to kill itself when exploding. |
Force the landmine to kill itself when exploding. | ||
trigger_force optional | :: ForceCondition | |
trigger_collision_mask optional | :: CollisionMask | Collision mask that another entity must collide with to make this landmine blow up. |
Collision mask that another entity must collide with to make this landmine blow up. |
No new properties |
structure | :: LinkedBeltStructure | |
structure_render_layer optional | :: RenderLayer | |
allow_clone_connection optional | :: bool | |
allow_blueprint_connection optional | :: bool | |
allow_side_loading optional | :: bool |
inventory_size | :: ItemStackIndex | Must be > 0. |
Must be > 0. | ||
picture optional | :: Sprite | |
inventory_type optional | :: "with_bar" or "with_filters_and_bar" | Whether the inventory of this container can be filtered (like cargo wagons) or not. |
Whether the inventory of this container can be filtered (like cargo wagons) or not. | ||
gui_mode optional | :: "all" or "none" or "admins" | Players that can access the GUI to change the link ID. |
Players that can access the GUI to change the link ID. | ||
scale_info_icons optional | :: bool | |
circuit_wire_connection_point optional | :: WireConnectionPoint | Defines how wires visually connect to this linked container. |
Defines how wires visually connect to this linked container. | ||
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this linked container. |
The maximum circuit wire distance for this linked container. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_connector_sprites optional | :: CircuitConnectorSprites | The pictures displayed for circuit connections to this linked container. |
The pictures displayed for circuit connections to this linked container. |
No new properties |
No new properties |
structure | :: LoaderStructure | |
filter_count | :: uint8 | How many item filters this loader has. [...] |
How many item filters this loader has. [...] | ||
structure_render_layer optional | :: RenderLayer | |
container_distance optional | :: double | The distance between the position of this loader and the tile of the loader's container target. |
The distance between the position of this loader and the tile of the loader's container target. | ||
allow_rail_interaction optional | :: bool | Whether this loader can load and unload RollingStockPrototype. |
Whether this loader can load and unload RollingStockPrototype. | ||
allow_container_interaction optional | :: bool | Whether this loader can load and unload stationary inventories such as containers and crafting machines. |
Whether this loader can load and unload stationary inventories such as containers and crafting machines. | ||
belt_length optional | :: double | How long this loader's belt is. [...] |
How long this loader's belt is. [...] | ||
energy_source optional | :: ElectricEnergySource or HeatEnergySource or FluidEnergySource or VoidEnergySource | |
energy_per_item optional | :: Energy | Energy in Joules. [...] |
Energy in Joules. [...] |
max_power | :: Energy | |
reversing_power_modifier | :: double | |
energy_source or burner | :: BurnerEnergySource or VoidEnergySource | Must be a burner energy source when using "burner", otherwise it can also be a void energy source. |
Must be a burner energy source when using "burner", otherwise it can also be a void energy source. | ||
front_light optional | :: LightDefinition | |
front_light_pictures optional | :: RotatedSprite | |
darkness_to_render_light_animation optional | :: float | |
max_snap_to_train_stop_distance optional | :: float | In tiles. [...] |
In tiles. [...] |
logistic_mode | :: union | The way this chest interacts with the logistic network. |
The way this chest interacts with the logistic network. | ||
max_logistic_slots optional | :: uint16 | The number of request slots this logistics container has. [...] |
The number of request slots this logistics container has. [...] | ||
render_not_in_network_icon optional | :: bool | Whether the "no network" icon should be rendered on this entity if the entity is not within a logistics network. |
Whether the "no network" icon should be rendered on this entity if the entity is not within a logistics network. | ||
opened_duration optional | :: uint8 | |
animation optional | :: Animation | Drawn when a robot brings/takes items from this container. |
Drawn when a robot brings/takes items from this container. | ||
landing_location_offset optional | :: Vector | The offset from the center of this container where a robot visually brings/takes items. |
The offset from the center of this container where a robot visually brings/takes items. | ||
use_exact_mode optional | :: bool | Whether logistic robots have to deliver the exact amount of items requested to this logistic container instead of over-delivering (within their cargo size). |
Whether logistic robots have to deliver the exact amount of items requested to this logistic container instead of over-delivering (within their cargo size). | ||
animation_sound optional | :: Sound | Played when a robot brings/takes items from this container. [...] |
Played when a robot brings/takes items from this container. [...] |
idle_with_cargo optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] | ||
in_motion_with_cargo optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] | ||
shadow_idle_with_cargo optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] | ||
shadow_in_motion_with_cargo optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] |
type | :: "map-gen-presets" | |
name | :: string | Name of the map gen presets. [...] |
Name of the map gen presets. [...] |
Custom properties | :: string → MapGenPreset | Presets are defined as uniquely named MapGenPreset properties of the prototype. [...] |
Presets are defined as uniquely named MapGenPreset properties of the prototype. [...] |
type | :: "map-settings" | |
name | :: string | Name of the map-settings. [...] |
Name of the map-settings. [...] | ||
pollution | :: PollutionSettings | |
steering | :: SteeringSettings | |
enemy_evolution | :: EnemyEvolutionSettings | |
enemy_expansion | :: EnemyExpansionSettings | |
unit_group | :: UnitGroupSettings | |
path_finder | :: PathFinderSettings | |
max_failed_behavior_count | :: uint32 | If a behavior fails this many times, the enemy (or enemy group) is destroyed. [...] |
If a behavior fails this many times, the enemy (or enemy group) is destroyed. [...] | ||
difficulty_settings | :: DifficultySettings |
picture | :: Sprite | |
allow_access_to_all_forces optional | :: bool | Whether all forces are allowed to open this market. |
Whether all forces are allowed to open this market. |
vector_to_place_result | :: Vector | The position where any item results are placed, when the mining drill is facing north (default direction). [...] |
The position where any item results are placed, when the mining drill is facing north (default direction). [...] | ||
resource_searching_radius | :: double | The distance from the centre of the mining drill to search for resources in. [...] |
The distance from the centre of the mining drill to search for resources in. [...] | ||
energy_usage | :: Energy | The amount of energy used by the drill while mining. [...] |
The amount of energy used by the drill while mining. [...] | ||
mining_speed | :: double | The speed of this drill. |
The speed of this drill. | ||
energy_source | :: EnergySource | The energy source of this mining drill. |
The energy source of this mining drill. | ||
resource_categories | :: array[ResourceCategoryID] | The names of the ResourceCategory that can be mined by this drill. [...] |
The names of the ResourceCategory that can be mined by this drill. [...] | ||
output_fluid_box optional | :: FluidBox | |
input_fluid_box optional | :: FluidBox | |
animations optional | :: Animation4Way | Only loaded if |
Only loaded if | ||
graphics_set optional | :: MiningDrillGraphicsSet | |
wet_mining_graphics_set optional | :: MiningDrillGraphicsSet | |
base_picture optional | :: Sprite4Way | Used by the pumpjack to have a static 4 way sprite. |
Used by the pumpjack to have a static 4 way sprite. | ||
allowed_effects optional | :: EffectTypeLimitation | |
radius_visualisation_picture optional | :: Sprite | The sprite used to show the range of the mining drill. |
The sprite used to show the range of the mining drill. | ||
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
base_render_layer optional | :: RenderLayer | |
base_productivity optional | :: float | Productivity bonus that this machine always has. [...] |
Productivity bonus that this machine always has. [...] | ||
monitor_visualization_tint optional | :: Color | When this mining drill is connected to the circuit network, the resource that it is reading (either the entire resource patch, or the resource in the mining area of the drill, depending on circuit network setting), is tinted in this color when mousing over the mining drill. |
When this mining drill is connected to the circuit network, the resource that it is reading (either the entire resource patch, or the resource in the mining area of the drill, depending on circuit network setting), is tinted in this color when mousing over the mining drill. | ||
circuit_wire_connection_points optional | :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. | ||
circuit_connector_sprites optional | :: {CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites} | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. | ||
module_specification optional | :: ModuleSpecification |
No new properties |
No new properties |
category | :: ModuleCategoryID | Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules of the same category with higher tier modules. |
Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules of the same category with higher tier modules. | ||
tier | :: uint32 | Tier of the module inside its category. [...] |
Tier of the module inside its category. [...] | ||
effect | :: Effect | The effect of the module on the machine it's inserted in, such as increased pollution. |
The effect of the module on the machine it's inserted in, such as increased pollution. | ||
requires_beacon_alt_mode optional | :: bool | |
limitation optional | :: array[RecipeID] | Array of recipe names this module can be used on. [...] |
Array of recipe names this module can be used on. [...] | ||
limitation_blacklist optional | :: array[RecipeID] | Array of recipe names this module can not be used on, implicitly allowing its use on all other recipes. [...] |
Array of recipe names this module can not be used on, implicitly allowing its use on all other recipes. [...] | ||
limitation_message_key optional | :: string | The locale key of the message that is shown when the player attempts to use the module on a recipe it can't be used on. [...] |
The locale key of the message that is shown when the player attempts to use the module on a recipe it can't be used on. [...] | ||
art_style optional | :: string | Chooses with what art style the module is shown inside beacons. [...] |
Chooses with what art style the module is shown inside beacons. [...] | ||
beacon_tint optional | :: BeaconVisualizationTints |
type | :: "mouse-cursor" | |
name | :: string | Name of the prototype. |
Name of the prototype. | ||
system_cursor optional | :: "arrow" or "i-beam" or "crosshair" or "wait-arrow" or "size-all" or "no" or "hand" | Either this or the other three properties have to be present. |
Either this or the other three properties have to be present. | ||
filename optional | :: FileName | Mandatory if |
Mandatory if | ||
hot_pixel_x optional | :: int16 | Mandatory if |
Mandatory if | ||
hot_pixel_y optional | :: int16 | Mandatory if |
Mandatory if |
energy_consumption | :: Energy | |
movement_bonus | :: double | Multiplier of the character speed/vehicle acceleration. |
Multiplier of the character speed/vehicle acceleration. |
expression | :: NoiseExpression | The noise expression itself. [...] |
The noise expression itself. [...] | ||
intended_property optional | :: string | Names the property that this expression is intended to provide a value for, if any. [...] |
Names the property that this expression is intended to provide a value for, if any. [...] |
energy_input | :: Energy | |
color_lookup | :: DaytimeColorLookupTable | |
darkness_to_turn_on optional | :: float | Must be >= 0 and <= 1. |
Must be >= 0 and <= 1. | ||
activate_sound optional | :: Sound | |
deactivate_sound optional | :: Sound |
No new properties |
fluid_box | :: FluidBox | |
pumping_speed | :: float | How many units of fluid are produced per tick. [...] |
How many units of fluid are produced per tick. [...] | ||
fluid | :: FluidID | The name of the fluid that is produced by the pump. |
The name of the fluid that is produced by the pump. | ||
graphics_set optional | :: OffshorePumpGraphicsSet | |
picture optional | :: Animation4Way | Mandatory if |
Mandatory if | ||
min_perceived_performance optional | :: float | Animation runs at least this fast. |
Animation runs at least this fast. | ||
fluid_box_tile_collision_test optional | :: CollisionMask | |
adjacent_tile_collision_test optional | :: CollisionMask | Tiles colliding with |
Tiles colliding with | ||
adjacent_tile_collision_mask optional | :: CollisionMask | Tiles colliding with |
Tiles colliding with | ||
center_collision_mask optional | :: CollisionMask | Tile at placement position must NOT collide with this collision mask. |
Tile at placement position must NOT collide with this collision mask. | ||
adjacent_tile_collision_box optional | :: BoundingBox | |
placeable_position_visualization optional | :: Sprite | |
remove_on_tile_collision optional | :: bool | |
always_draw_fluid optional | :: bool | If false, the offshore pump will not show fluid present (visually) before there is an output connected. [...] |
If false, the offshore pump will not show fluid present (visually) before there is an output connected. [...] | ||
check_bounding_box_collides_with_tiles optional | :: bool | If not set (=default), the offshore pump does not collide with tiles if it has none of these collision masks: "water-tile", "ground-tile", "resource-layer", "player-layer", "item-layer", "doodad-layer". [...] |
If not set (=default), the offshore pump does not collide with tiles if it has none of these collision masks: "water-tile", "ground-tile", "resource-layer", "player-layer", "item-layer", "doodad-layer". [...] | ||
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_wire_connection_points optional | :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. | ||
circuit_connector_sprites optional | :: {CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites} | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. |
pictures | :: AnimationVariations | Picture variation count and individual frame count must be equal to shadow variation count. |
Picture variation count and individual frame count must be equal to shadow variation count. | ||
life_time | :: uint16 | Can't be 1. |
Can't be 1. | ||
shadows optional | :: AnimationVariations | Shadow variation variation count and individual frame count must be equal to picture variation count. |
Shadow variation variation count and individual frame count must be equal to picture variation count. | ||
draw_shadow_when_on_ground optional | :: bool | |
regular_trigger_effect optional | :: TriggerEffect | |
ended_in_water_trigger_effect optional | :: TriggerEffect | |
ended_on_ground_trigger_effect optional | :: TriggerEffect | |
render_layer optional | :: RenderLayer | |
render_layer_when_on_ground optional | :: RenderLayer | |
regular_trigger_effect_frequency optional | :: uint32 | Can't be 1. |
Can't be 1. | ||
movement_modifier_when_on_ground optional | :: float | |
movement_modifier optional | :: float | |
vertical_acceleration optional | :: float | Has to be >= -0.01 and <= 0.01. |
Has to be >= -0.01 and <= 0.01. | ||
mining_particle_frame_speed optional | :: float | |
fade_away_duration optional | :: uint16 | Defaults to |
Defaults to |
time_to_live | :: float | |
time_before_start | :: float | |
height | :: float | |
vertical_speed | :: float | |
horizontal_speed | :: float | |
particle optional | :: ParticleID | Mandatory if |
Mandatory if | ||
smoke optional | :: array[SmokeSource] | Mandatory if |
Mandatory if | ||
time_to_live_deviation optional | :: float | |
time_before_start_deviation optional | :: float | |
height_deviation optional | :: float | |
vertical_speed_deviation optional | :: float | |
horizontal_speed_deviation optional | :: float |
fluid_box | :: FluidBox | The area of the entity where fluid/gas inputs, and outputs. |
The area of the entity where fluid/gas inputs, and outputs. | ||
horizontal_window_bounding_box | :: BoundingBox | |
vertical_window_bounding_box | :: BoundingBox | |
pictures | :: PipePictures | All graphics for this pipe. |
All graphics for this pipe. |
fluid_box | :: FluidBox | |
pictures | :: PipeToGroundPictures | |
draw_fluid_icon_override optional | :: bool | Causes fluid icon to always be drawn, ignoring the usual pair requirement. |
Causes fluid icon to always be drawn, ignoring the usual pair requirement. |
minimum_damage | :: float | This will trigger the achievement, if the amount of damage taken by the dealer, is more than this. |
This will trigger the achievement, if the amount of damage taken by the dealer, is more than this. | ||
should_survive | :: bool | This sets the achievement to only trigger, if you survive the minimum amount of damage. [...] |
This sets the achievement to only trigger, if you survive the minimum amount of damage. [...] | ||
type_of_dealer optional | :: string | This will trigger the achievement, if the player takes damage from this specific entity type. |
This will trigger the achievement, if the player takes damage from this specific entity type. |
amount | :: MaterialAmountType | This will set the amount of items or fluids needed to craft, for the player to complete the achievement. |
This will set the amount of items or fluids needed to craft, for the player to complete the achievement. | ||
limited_to_one_game | :: bool | If this is false, the player carries over their statistics from this achievement through all their saves. |
If this is false, the player carries over their statistics from this achievement through all their saves. | ||
item_product optional | :: ItemID | Mandatory if |
Mandatory if | ||
fluid_product optional | :: FluidID | Mandatory if |
Mandatory if |
amount | :: MaterialAmountType | This is how much the player has to craft in an hour, to receive the achievement. |
This is how much the player has to craft in an hour, to receive the achievement. | ||
item_product optional | :: ItemID | Mandatory if |
Mandatory if | ||
fluid_product optional | :: FluidID | Mandatory if |
Mandatory if |
energy_source | :: ElectricEnergySource or VoidEnergySource | |
energy_usage_per_tick | :: Energy | |
sprite | :: Sprite | |
maximum_polyphony | :: uint32 | |
instruments | :: array[ProgrammableSpeakerInstrument] | |
audible_distance_modifier optional | :: float | |
circuit_wire_connection_point optional | :: WireConnectionPoint | |
circuit_wire_max_distance optional | :: double | |
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_connector_sprites optional | :: CircuitConnectorSprites |
acceleration | :: double | Must be != 0 if |
Must be != 0 if | ||
animation optional | :: AnimationVariations | |
rotatable optional | :: bool | Whether the animation of the projectile is rotated to match the direction of travel. |
Whether the animation of the projectile is rotated to match the direction of travel. | ||
enable_drawing_with_mask optional | :: bool | |
direction_only optional | :: bool | Setting this to true can be used to disable projectile homing behaviour. |
Setting this to true can be used to disable projectile homing behaviour. | ||
hit_at_collision_position optional | :: bool | When true the entity is hit at the position on its collision box the projectile first collides with. [...] |
When true the entity is hit at the position on its collision box the projectile first collides with. [...] | ||
force_condition optional | :: ForceCondition | |
piercing_damage optional | :: float | Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. [...] |
Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. [...] | ||
max_speed optional | :: double | Must be greater than or equal to 0. |
Must be greater than or equal to 0. | ||
turn_speed optional | :: float | Must be greater than or equal to 0. |
Must be greater than or equal to 0. | ||
speed_modifier optional | :: Vector | |
height optional | :: double | |
action optional | :: Trigger | Executed when the projectile hits something. |
Executed when the projectile hits something. | ||
final_action optional | :: Trigger | Executed when the projectile hits something, after |
Executed when the projectile hits something, after | ||
light optional | :: LightDefinition | |
smoke optional | :: array[SmokeSource] | |
hit_collision_mask optional | :: CollisionMask | |
turning_speed_increases_exponentially_with_projectile_speed optional | :: bool | |
shadow optional | :: AnimationVariations |
type | :: string | Specifies the kind of prototype this is. [...] |
Specifies the kind of prototype this is. [...] | ||
name | :: string | Unique textual identification of the prototype. [...] |
Unique textual identification of the prototype. [...] | ||
order optional | :: Order | Used to order prototypes in inventory, recipes and GUIs. [...] |
Used to order prototypes in inventory, recipes and GUIs. [...] | ||
localised_name optional | :: LocalisedString | Overwrites the name set in the locale file. [...] |
Overwrites the name set in the locale file. [...] | ||
localised_description optional | :: LocalisedString | Overwrites the description set in the locale file. [...] |
Overwrites the description set in the locale file. [...] |
fluid_box | :: FluidBox | The area of the entity where fluid inputs and outputs. |
The area of the entity where fluid inputs and outputs. | ||
energy_source | :: EnergySource | The type of energy the pump uses. |
The type of energy the pump uses. | ||
energy_usage | :: Energy | The amount of energy the pump uses. |
The amount of energy the pump uses. | ||
pumping_speed | :: double | The amount of fluid this pump transfers per tick. |
The amount of fluid this pump transfers per tick. | ||
animations | :: Animation4Way | The animation for the pump. |
The animation for the pump. | ||
fluid_wagon_connector_speed optional | :: double | |
fluid_wagon_connector_alignment_tolerance optional | :: double | |
fluid_wagon_connector_frame_count optional | :: uint8 | |
fluid_animation optional | :: Animation4Way | |
glass_pictures optional | :: Sprite4Way | |
circuit_wire_max_distance optional | :: double | |
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_wire_connection_points optional | :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. | ||
circuit_connector_sprites optional | :: {CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites} | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. | ||
fluid_wagon_connector_graphics optional | :: FluidWagonConnectorGraphics |
energy_usage | :: Energy | The amount of energy this radar uses. |
The amount of energy this radar uses. | ||
energy_per_sector | :: Energy | The amount of energy it takes to scan a sector. [...] |
The amount of energy it takes to scan a sector. [...] | ||
energy_per_nearby_scan | :: Energy | The amount of energy the radar has to consume for nearby scan to be performed. [...] |
The amount of energy the radar has to consume for nearby scan to be performed. [...] | ||
energy_source | :: EnergySource | The energy source for this radar. |
The energy source for this radar. | ||
pictures | :: RotatedSprite | |
max_distance_of_sector_revealed | :: uint32 | The radius of the area this radar can chart, in chunks. |
The radius of the area this radar can chart, in chunks. | ||
max_distance_of_nearby_sector_revealed | :: uint32 | The radius of the area constantly revealed by this radar, in chunks. |
The radius of the area constantly revealed by this radar, in chunks. | ||
radius_minimap_visualisation_color optional | :: Color | |
rotation_speed optional | :: double |
selection_box_offsets | :: array[Vector] | Array of 8 vectors. |
Array of 8 vectors. | ||
blue_light optional | :: LightDefinition | |
default_blue_output_signal optional | :: SignalIDConnector |
straight_rail | :: EntityID | The name of an entity of the type "straight-rail". [...] |
The name of an entity of the type "straight-rail". [...] | ||
curved_rail | :: EntityID | The name of an entity of the type "curved-rail". [...] |
The name of an entity of the type "curved-rail". [...] |
pictures | :: RailPictureSet | |
walking_sound optional | :: Sound | Sound played when a character walks over this rail. |
Sound played when a character walks over this rail. |
bending_type | :: "straight" or "turn" | |
pictures | :: RailPictureSet |
animation | :: RotatedAnimation | |
rail_piece optional | :: Animation | |
green_light optional | :: LightDefinition | |
orange_light optional | :: LightDefinition | |
red_light optional | :: LightDefinition | |
default_red_output_signal optional | :: SignalIDConnector | |
default_orange_output_signal optional | :: SignalIDConnector | |
default_green_output_signal optional | :: SignalIDConnector | |
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_wire_connection_points optional | :: array[WireConnectionPoint] | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. | ||
circuit_connector_sprites optional | :: array[CircuitConnectorSprites] | Mandatory if circuit_wire_max_distance > 0. |
Mandatory if circuit_wire_max_distance > 0. |
No new properties |
working_light_picture | :: Sprite | |
heat_buffer | :: HeatBuffer | The energy output as heat. |
The energy output as heat. | ||
energy_source | :: EnergySource | May not be a heat energy source. [...] |
May not be a heat energy source. [...] | ||
consumption | :: Energy | How much energy this reactor can consume (from the input energy source) and then output as heat. |
How much energy this reactor can consume (from the input energy source) and then output as heat. | ||
connection_patches_connected optional | :: SpriteVariations | If defined, number of variations must be at least equal to count of connections defined in |
If defined, number of variations must be at least equal to count of connections defined in | ||
connection_patches_disconnected optional | :: SpriteVariations | If defined, number of variations must be at least equal to count of connections defined in |
If defined, number of variations must be at least equal to count of connections defined in | ||
heat_connection_patches_connected optional | :: SpriteVariations | If defined, number of variations must be at least equal to count of connections defined in |
If defined, number of variations must be at least equal to count of connections defined in | ||
heat_connection_patches_disconnected optional | :: SpriteVariations | If defined, number of variations must be at least equal to count of connections defined in |
If defined, number of variations must be at least equal to count of connections defined in | ||
lower_layer_picture optional | :: Sprite | |
heat_lower_layer_picture optional | :: Sprite | |
picture optional | :: Sprite | |
light optional | :: LightDefinition | |
meltdown_action optional | :: Trigger | The action is triggered when the reactor dies (is destroyed) at over 90% of max temperature. |
The action is triggered when the reactor dies (is destroyed) at over 90% of max temperature. | ||
neighbour_bonus optional | :: double | |
scale_energy_usage optional | :: bool | When this is true, the reactor will stop consuming fuel/energy when the temperature has reached the maximum. |
When this is true, the reactor will stop consuming fuel/energy when the temperature has reached the maximum. | ||
use_fuel_glow_color optional | :: bool | Whether the reactor should use fuel_glow_color from the fuel item prototype as light color and tint for |
Whether the reactor should use fuel_glow_color from the fuel item prototype as light color and tint for | ||
default_fuel_glow_color optional | :: Color | When |
When |
No new properties |
category optional | :: RecipeCategoryID | The category of this recipe. [...] |
The category of this recipe. [...] | ||
subgroup optional | :: ItemSubGroupID | The name of the subgroup of this recipe. [...] |
The name of the subgroup of this recipe. [...] | ||
crafting_machine_tint optional | :: CraftingMachineTint | Used by CraftingMachinePrototype::working_visualisations to tint certain layers with the recipe color. [...] |
Used by CraftingMachinePrototype::working_visualisations to tint certain layers with the recipe color. [...] | ||
icons optional | :: array[IconData] | Can't be an empty array. |
Can't be an empty array. | ||
icon optional | :: FileName | If given, this determines the recipe's icon. [...] |
If given, this determines the recipe's icon. [...] | ||
icon_size optional | :: SpriteSizeType | The size of the square icon, in pixels. [...] |
The size of the square icon, in pixels. [...] | ||
icon_mipmaps optional | :: IconMipMapType | Icons of reduced size will be used at decreased scale. |
Icons of reduced size will be used at decreased scale. | ||
normal optional | :: RecipeData or false | Can be set to |
Can be set to | ||
expensive optional | :: RecipeData or false | Can be set to |
Can be set to | ||
ingredients optional | :: array[IngredientPrototype] | A table containing ingredient names and counts. [...] |
A table containing ingredient names and counts. [...] | ||
results optional | :: array[ProductPrototype] | A table containing result names and counts. [...] |
A table containing result names and counts. [...] | ||
result optional | :: ItemID | The item created by this recipe. [...] |
The item created by this recipe. [...] | ||
result_count optional | :: uint16 | The number of items created by this recipe. [...] |
The number of items created by this recipe. [...] | ||
main_product optional | :: string | For recipes with one or more products: Subgroup, localised_name and icon default to the values of the singular/main product, but can be overwritten by the recipe. [...] |
For recipes with one or more products: Subgroup, localised_name and icon default to the values of the singular/main product, but can be overwritten by the recipe. [...] | ||
energy_required optional | :: double | The amount of time it takes to make this recipe. [...] |
The amount of time it takes to make this recipe. [...] | ||
emissions_multiplier optional | :: double | Only loaded if neither |
Only loaded if neither | ||
requester_paste_multiplier optional | :: uint32 | Only loaded if neither |
Only loaded if neither | ||
overload_multiplier optional | :: uint32 | Used to determine how many extra items are put into an assembling machine before it's considered "full enough". [...] |
Used to determine how many extra items are put into an assembling machine before it's considered "full enough". [...] | ||
allow_inserter_overload optional | :: bool | Whether the recipe is allowed to have the extra inserter overload bonus applied (4 * stack inserter stack size). [...] |
Whether the recipe is allowed to have the extra inserter overload bonus applied (4 * stack inserter stack size). [...] | ||
enabled optional | :: bool | This can be |
This can be | ||
hidden optional | :: bool | Hides the recipe from crafting menus. [...] |
Hides the recipe from crafting menus. [...] | ||
hide_from_stats optional | :: bool | Hides the recipe from item/fluid production statistics. [...] |
Hides the recipe from item/fluid production statistics. [...] | ||
hide_from_player_crafting optional | :: bool | Hides the recipe from the player's crafting screen. [...] |
Hides the recipe from the player's crafting screen. [...] | ||
allow_decomposition optional | :: bool | Whether this recipe is allowed to be broken down for the recipe tooltip "Total raw" calculations. [...] |
Whether this recipe is allowed to be broken down for the recipe tooltip "Total raw" calculations. [...] | ||
allow_as_intermediate optional | :: bool | Whether the recipe can be used as an intermediate recipe in hand-crafting. [...] |
Whether the recipe can be used as an intermediate recipe in hand-crafting. [...] | ||
allow_intermediates optional | :: bool | Whether the recipe is allowed to use intermediate recipes when hand-crafting. [...] |
Whether the recipe is allowed to use intermediate recipes when hand-crafting. [...] | ||
always_show_made_in optional | :: bool | Whether the "Made in: |
Whether the "Made in: | ||
show_amount_in_title optional | :: bool | Whether the recipe name should have the product amount in front of it. [...] |
Whether the recipe name should have the product amount in front of it. [...] | ||
always_show_products optional | :: bool | Whether the products are always shown in the recipe tooltip. [...] |
Whether the products are always shown in the recipe tooltip. [...] | ||
unlock_results optional | :: bool | Whether enabling this recipe unlocks its item products to show in selection lists (item filters, logistic requests, etc.). [...] |
Whether enabling this recipe unlocks its item products to show in selection lists (item filters, logistic requests, etc.). [...] |
speed | :: float | Entity health repaired per used ToolPrototype::durability. [...] |
Entity health repaired per used ToolPrototype::durability. [...] | ||
repair_result optional | :: Trigger | This does nothing, it is never triggered. |
This does nothing, it is never triggered. |
technology optional | :: TechnologyID | Mandatory if |
Mandatory if | ||
research_all optional | :: bool | Mandatory if |
Mandatory if |
No new properties |
stages | :: AnimationVariations | Entity's graphics, using a graphic sheet, with variation and depletion. [...] |
Entity's graphics, using a graphic sheet, with variation and depletion. [...] | ||
stage_counts | :: array[uint32] | Number of stages the animation has. |
Number of stages the animation has. | ||
infinite optional | :: bool | If the ore is infinitely minable, or if it will eventually run out of resource. |
If the ore is infinitely minable, or if it will eventually run out of resource. | ||
highlight optional | :: bool | If the resource should be highlighted when holding a mining drill that can mine it (holding a pumpjack highlights crude-oil in the base game). |
If the resource should be highlighted when holding a mining drill that can mine it (holding a pumpjack highlights crude-oil in the base game). | ||
randomize_visual_position optional | :: bool | Whether there should be a slight offset to graphics of the resource. [...] |
Whether there should be a slight offset to graphics of the resource. [...] | ||
map_grid optional | :: bool | Whether the resource should have a grid pattern on the map instead of a solid map color. |
Whether the resource should have a grid pattern on the map instead of a solid map color. | ||
minimum optional | :: uint32 | Must be not 0 when |
Must be not 0 when | ||
normal optional | :: uint32 | Must be not 0 when |
Must be not 0 when | ||
infinite_depletion_amount optional | :: uint32 | Every time an infinite-type resource "ticks" lower it's lowered by that amount. [...] |
Every time an infinite-type resource "ticks" lower it's lowered by that amount. [...] | ||
resource_patch_search_radius optional | :: uint32 | When hovering over this resource in the map view: How far to search for other resource patches of this type to display as one (summing amount, white outline). |
When hovering over this resource in the map view: How far to search for other resource patches of this type to display as one (summing amount, white outline). | ||
category optional | :: ResourceCategoryID | The category for the resource. [...] |
The category for the resource. [...] | ||
walking_sound optional | :: Sound | Sound played when the player walks over this resource. |
Sound played when the player walks over this resource. | ||
stages_effect optional | :: AnimationVariations | An effect that can be overlaid above the normal ore graphics. [...] |
An effect that can be overlaid above the normal ore graphics. [...] | ||
effect_animation_period optional | :: float | How long it takes |
How long it takes | ||
effect_animation_period_deviation optional | :: float | How much |
How much | ||
effect_darkness_multiplier optional | :: float | How much the surface darkness should affect the alpha of |
How much the surface darkness should affect the alpha of | ||
min_effect_alpha optional | :: float | Minimal alpha value of |
Minimal alpha value of | ||
max_effect_alpha optional | :: float | Maximal alpha value of |
Maximal alpha value of | ||
tree_removal_probability optional | :: double | Must be greater than or equal to |
Must be greater than or equal to | ||
cliff_removal_probability optional | :: double | Must be greater than or equal to |
Must be greater than or equal to | ||
tree_removal_max_distance optional | :: double | Must be positive when |
Must be positive when | ||
mining_visualisation_tint optional | :: Color | Defaults to the resources map color if left unset and map color is set, otherwise defaults to white if left unset. |
Defaults to the resources map color if left unset and map color is set, otherwise defaults to white if left unset. |
recharging_animation | :: Animation | The animation played at each charging point when a robot is charging there. |
The animation played at each charging point when a robot is charging there. | ||
spawn_and_station_height | :: float | Presumably states the height of the charging stations and thus an additive offset for the charging_offsets. |
Presumably states the height of the charging stations and thus an additive offset for the charging_offsets. | ||
charge_approach_distance | :: float | Presumably, the distance from the roboport at which robots will wait to charge. |
Presumably, the distance from the roboport at which robots will wait to charge. | ||
construction_radius | :: float | Can't be negative. |
Can't be negative. | ||
charging_energy | :: Energy | |
spawn_and_station_shadow_height_offset optional | :: float | |
draw_logistic_radius_visualization optional | :: bool | Unused, as roboport equipment does not have a logistic radius that could be drawn. |
Unused, as roboport equipment does not have a logistic radius that could be drawn. | ||
draw_construction_radius_visualization optional | :: bool | |
recharging_light optional | :: LightDefinition | The light emitted when charging a robot. |
The light emitted when charging a robot. | ||
charging_station_count optional | :: uint32 | How many charging points this roboport has. [...] |
How many charging points this roboport has. [...] | ||
charging_distance optional | :: float | |
charging_station_shift optional | :: Vector | |
charging_threshold_distance optional | :: float | Distance in tiles. [...] |
Distance in tiles. [...] | ||
robot_vertical_acceleration optional | :: float | |
stationing_offset optional | :: Vector | The offset from the center of the roboport at which robots will enter and exit. |
The offset from the center of the roboport at which robots will enter and exit. | ||
robot_limit optional | :: ItemCountType | How many robots can exist in the network (cumulative). |
How many robots can exist in the network (cumulative). | ||
robots_shrink_when_entering_and_exiting optional | :: bool | |
charging_offsets optional | :: array[Vector] | The offsets from the center of the roboport at which robots will charge. [...] |
The offsets from the center of the roboport at which robots will charge. [...] | ||
spawn_minimum optional | :: Energy | Minimum amount of energy that needs to available inside the roboport's buffer so that robots can be spawned. |
Minimum amount of energy that needs to available inside the roboport's buffer so that robots can be spawned. | ||
burner optional | :: BurnerEnergySource | Add this is if the roboport should be fueled directly instead of using power from the equipment grid. |
Add this is if the roboport should be fueled directly instead of using power from the equipment grid. | ||
power optional | :: Energy | Mandatory if |
Mandatory if |
energy_source | :: ElectricEnergySource or VoidEnergySource | The roboport's energy source. |
The roboport's energy source. | ||
energy_usage | :: Energy | The amount of energy the roboport uses when idle. |
The amount of energy the roboport uses when idle. | ||
recharge_minimum | :: Energy | Minimum charge that the roboport has to have after a blackout (0 charge/buffered energy) to begin working again. [...] |
Minimum charge that the roboport has to have after a blackout (0 charge/buffered energy) to begin working again. [...] | ||
robot_slots_count | :: ItemStackIndex | The number of robot slots in the roboport. |
The number of robot slots in the roboport. | ||
material_slots_count | :: ItemStackIndex | The number of repair pack slots in the roboport. |
The number of repair pack slots in the roboport. | ||
base | :: Sprite | |
base_patch | :: Sprite | |
base_animation | :: Animation | The animation played when the roboport is idle. |
The animation played when the roboport is idle. | ||
door_animation_up | :: Animation | |
door_animation_down | :: Animation | |
request_to_open_door_timeout | :: uint32 | |
recharging_animation | :: Animation | The animation played at each charging point when a robot is charging there. |
The animation played at each charging point when a robot is charging there. | ||
spawn_and_station_height | :: float | Presumably states the height of the charging stations and thus an additive offset for the charging_offsets. |
Presumably states the height of the charging stations and thus an additive offset for the charging_offsets. | ||
charge_approach_distance | :: float | The distance (in tiles) from the roboport at which robots will wait to charge. [...] |
The distance (in tiles) from the roboport at which robots will wait to charge. [...] | ||
logistics_radius | :: float | Can't be negative. |
Can't be negative. | ||
construction_radius | :: float | Can't be negative. |
Can't be negative. | ||
charging_energy | :: Energy | The maximum power provided to each charging station. |
The maximum power provided to each charging station. | ||
open_door_trigger_effect optional | :: TriggerEffect | |
close_door_trigger_effect optional | :: TriggerEffect | |
default_available_logistic_output_signal optional | :: SignalIDConnector | |
default_total_logistic_output_signal optional | :: SignalIDConnector | |
default_available_construction_output_signal optional | :: SignalIDConnector | |
default_total_construction_output_signal optional | :: SignalIDConnector | |
circuit_wire_connection_point optional | :: WireConnectionPoint | |
circuit_wire_max_distance optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wires optional | :: bool | |
draw_circuit_wires optional | :: bool | |
circuit_connector_sprites optional | :: CircuitConnectorSprites | |
spawn_and_station_shadow_height_offset optional | :: float | |
draw_logistic_radius_visualization optional | :: bool | |
draw_construction_radius_visualization optional | :: bool | |
recharging_light optional | :: LightDefinition | The light emitted when charging a robot. |
The light emitted when charging a robot. | ||
charging_station_count optional | :: uint32 | How many charging points this roboport has. [...] |
How many charging points this roboport has. [...] | ||
charging_distance optional | :: float | |
charging_station_shift optional | :: Vector | |
charging_threshold_distance optional | :: float | Unused. |
Unused. | ||
robot_vertical_acceleration optional | :: float | |
stationing_offset optional | :: Vector | The offset from the center of the roboport at which robots will enter and exit. |
The offset from the center of the roboport at which robots will enter and exit. | ||
robot_limit optional | :: ItemCountType | Unused. |
Unused. | ||
robots_shrink_when_entering_and_exiting optional | :: bool | |
charging_offsets optional | :: array[Vector] | The offsets from the center of the roboport at which robots will charge. [...] |
The offsets from the center of the roboport at which robots will charge. [...] | ||
logistics_connection_distance optional | :: float | Must be >= |
Must be >= |
max_payload_size | :: ItemCountType | |
cargo_centered | :: Vector | |
idle optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] | ||
in_motion optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] | ||
shadow_idle optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] | ||
shadow_in_motion optional | :: RotatedAnimation | Only the first frame of the animation is drawn. [...] |
Only the first frame of the animation is drawn. [...] | ||
destroy_action optional | :: Trigger | Applied when the robot expires (runs out of energy and FlyingRobotPrototype::speed_multiplier_when_out_of_energy is 0). |
Applied when the robot expires (runs out of energy and FlyingRobotPrototype::speed_multiplier_when_out_of_energy is 0). | ||
draw_cargo optional | :: bool |
active_energy_usage | :: Energy | Additional energy used during the following parts of the launch sequence: doors_opening, rocket_rising, arms_advance, engine_starting, arms_retract, doors_closing. |
Additional energy used during the following parts of the launch sequence: doors_opening, rocket_rising, arms_advance, engine_starting, arms_retract, doors_closing. | ||
lamp_energy_usage | :: Energy | May be 0. [...] |
May be 0. [...] | ||
rocket_entity | :: EntityID | Name of a RocketSiloRocketPrototype. |
Name of a RocketSiloRocketPrototype. | ||
arm_02_right_animation | :: Animation | |
arm_01_back_animation | :: Animation | |
arm_03_front_animation | :: Animation | |
shadow_sprite | :: Sprite | |
hole_sprite | :: Sprite | |
hole_light_sprite | :: Sprite | |
rocket_shadow_overlay_sprite | :: Sprite | |
rocket_glow_overlay_sprite | :: Sprite | |
door_back_sprite | :: Sprite | |
door_front_sprite | :: Sprite | |
base_day_sprite | :: Sprite | |
base_front_sprite | :: Sprite | |
red_lights_back_sprites | :: Sprite | Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state. |
Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state. | ||
red_lights_front_sprites | :: Sprite | Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state. |
Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state. | ||
hole_clipping_box | :: BoundingBox | |
door_back_open_offset | :: Vector | |
door_front_open_offset | :: Vector | |
silo_fade_out_start_distance | :: double | |
silo_fade_out_end_distance | :: double | |
times_to_blink | :: uint8 | How many times the |
How many times the | ||
light_blinking_speed | :: double | The inverse of the duration in ticks of lights_blinking_open and lights_blinking_close. |
The inverse of the duration in ticks of lights_blinking_open and lights_blinking_close. | ||
door_opening_speed | :: double | The inverse of the duration in ticks of doors_opening and closing. |
The inverse of the duration in ticks of doors_opening and closing. | ||
rocket_parts_required | :: uint32 | The number of crafts that must complete to produce a rocket. [...] |
The number of crafts that must complete to produce a rocket. [...] | ||
satellite_animation optional | :: Animation | |
satellite_shadow_animation optional | :: Animation | |
base_night_sprite optional | :: Sprite | Drawn instead of |
Drawn instead of | ||
base_light optional | :: LightDefinition | |
base_engine_light optional | :: LightDefinition | |
rocket_rising_delay optional | :: uint8 | The time to wait in the doors_opened state before switching to rocket_rising. |
The time to wait in the doors_opened state before switching to rocket_rising. | ||
launch_wait_time optional | :: uint8 | The time to wait in the launch_started state before switching to engine_starting. |
The time to wait in the launch_started state before switching to engine_starting. | ||
alarm_trigger optional | :: TriggerEffect | Applied when switching into the lights_blinking_open state. |
Applied when switching into the lights_blinking_open state. | ||
clamps_on_trigger optional | :: TriggerEffect | Applied when switching into the arms_advance state. |
Applied when switching into the arms_advance state. | ||
clamps_off_trigger optional | :: TriggerEffect | Applied when switching into the arms_retract state. |
Applied when switching into the arms_retract state. | ||
doors_trigger optional | :: TriggerEffect | Applied when switching into the doors_opening and doors_closing states. |
Applied when switching into the doors_opening and doors_closing states. | ||
raise_rocket_trigger optional | :: TriggerEffect | Applied when switching into the rocket_rising state. |
Applied when switching into the rocket_rising state. | ||
alarm_sound optional | :: Sound | Played when switching into the lights_blinking_open state. |
Played when switching into the lights_blinking_open state. | ||
clamps_on_sound optional | :: Sound | Played when switching into the arms_advance state. |
Played when switching into the arms_advance state. | ||
clamps_off_sound optional | :: Sound | Played when switching into the arms_retract state. |
Played when switching into the arms_retract state. | ||
doors_sound optional | :: Sound | Played when switching into the doors_opening and doors_closing states. |
Played when switching into the doors_opening and doors_closing states. | ||
raise_rocket_sound optional | :: Sound | Played when switching into the rocket_rising state. |
Played when switching into the rocket_rising state. | ||
flying_sound optional | :: Sound | Played when switching into the engine_starting state. |
Played when switching into the engine_starting state. | ||
rocket_result_inventory_size optional | :: ItemStackIndex |
No new properties |
max_speed | :: double | Maximum speed of the rolling stock in tiles/tick. [...] |
Maximum speed of the rolling stock in tiles/tick. [...] | ||
air_resistance | :: double | |
joint_distance | :: double | The length between this rolling stocks front and rear joints. [...] |
The length between this rolling stocks front and rear joints. [...] | ||
connection_distance | :: double | The distance between the joint of this rolling stock and its connected rolling stocks joint. |
The distance between the joint of this rolling stock and its connected rolling stocks joint. | ||
pictures | :: RotatedSprite | |
vertical_selection_shift | :: double | |
drive_over_tie_trigger optional | :: TriggerEffect | Usually a sound to play when the rolling stock drives over a tie. [...] |
Usually a sound to play when the rolling stock drives over a tie. [...] | ||
tie_distance optional | :: double | In tiles. [...] |
In tiles. [...] | ||
back_light optional | :: LightDefinition | |
stand_by_light optional | :: LightDefinition | |
wheels optional | :: RotatedSprite | |
horizontal_doors optional | :: Animation | |
vertical_doors optional | :: Animation | |
color optional | :: Color | |
allow_manual_color optional | :: bool | |
allow_robot_dispatch_in_automatic_mode optional | :: bool |
selection_mode | :: SelectionModeFlags | A list of selection mode flags that define how the selection tool selects things in-game. |
A list of selection mode flags that define how the selection tool selects things in-game. | ||
alt_selection_mode | :: SelectionModeFlags | A list of selection mode flags that define how the selection tool alt-selects things in-game. |
A list of selection mode flags that define how the selection tool alt-selects things in-game. | ||
always_include_tiles optional | :: bool | If tiles should be included in the selection regardless of entities also being in the selection. [...] |
If tiles should be included in the selection regardless of entities also being in the selection. [...] | ||
selection_color | :: Color | The color of the rectangle used when standard selection is done in-game. |
The color of the rectangle used when standard selection is done in-game. | ||
alt_selection_color | :: Color | The color of the rectangle used when alt-selection is done in-game. |
The color of the rectangle used when alt-selection is done in-game. | ||
selection_cursor_box_type | :: CursorBoxType | The type of cursor box used to render selection of entities/tiles when standard selecting. |
The type of cursor box used to render selection of entities/tiles when standard selecting. | ||
alt_selection_cursor_box_type | :: CursorBoxType | The type of cursor box used to render selection of entities/tiles when alt selecting. |
The type of cursor box used to render selection of entities/tiles when alt selecting. | ||
reverse_selection_color optional | :: Color | |
alt_reverse_selection_color optional | :: Color | |
selection_count_button_color optional | :: Color | |
alt_selection_count_button_color optional | :: Color | |
reverse_selection_count_button_color optional | :: Color | |
alt_reverse_selection_count_button_color optional | :: Color | |
chart_selection_color optional | :: Color | |
chart_alt_selection_color optional | :: Color | |
chart_reverse_selection_color optional | :: Color | |
chart_alt_reverse_selection_color optional | :: Color | |
reverse_selection_mode optional | :: SelectionModeFlags | A list of selection mode flags that define how the selection tool reverse-selects things in-game. |
A list of selection mode flags that define how the selection tool reverse-selects things in-game. | ||
alt_reverse_selection_mode optional | :: SelectionModeFlags | A list of selection mode flags that define how the selection tool alt-reverse-selects things in-game (using SHIFT + Right mouse button). |
A list of selection mode flags that define how the selection tool alt-reverse-selects things in-game (using SHIFT + Right mouse button). | ||
reverse_selection_cursor_box_type optional | :: CursorBoxType | The type of cursor box used to render selection of entities/tiles when reverse-selecting. |
The type of cursor box used to render selection of entities/tiles when reverse-selecting. | ||
alt_reverse_selection_cursor_box_type optional | :: CursorBoxType | The type of cursor box used to render selection of entities/tiles when alt-reverse-selecting (using SHIFT + Right mouse button |
The type of cursor box used to render selection of entities/tiles when alt-reverse-selecting (using SHIFT + Right mouse button | ||
mouse_cursor optional | :: MouseCursorID | |
entity_filters optional | :: array[EntityID] | |
alt_entity_filters optional | :: array[EntityID] | |
entity_type_filters optional | :: array[string] | |
alt_entity_type_filters optional | :: array[string] | |
tile_filters optional | :: array[TileID] | |
alt_tile_filters optional | :: array[TileID] | |
entity_filter_mode optional | :: "whitelist" or "blacklist" | |
alt_entity_filter_mode optional | :: "whitelist" or "blacklist" | |
tile_filter_mode optional | :: "whitelist" or "blacklist" | |
alt_tile_filter_mode optional | :: "whitelist" or "blacklist" | |
reverse_entity_filters optional | :: array[EntityID] | |
alt_reverse_entity_filters optional | :: array[EntityID] | |
reverse_entity_type_filters optional | :: array[string] | |
alt_reverse_entity_type_filters optional | :: array[string] | |
reverse_tile_filters optional | :: array[TileID] | |
alt_reverse_tile_filters optional | :: array[TileID] | |
reverse_entity_filter_mode optional | :: "whitelist" or "blacklist" | |