Factorio Prototype DocsVersion 1.1.107

CorpsePrototype - 'corpse'

Used for corpses, for example the remnants when destroying buildings.

Inherits from EntityPrototype « PrototypeBase
Children

Properties

dying_speed optional :: float

Multiplier for time_before_shading_off and time_before_removed. [...]

Multiplier for time_before_shading_off and time_before_removed. [...]

splash_speed optional :: float

Controls the speed of the splash animation: 1 ÷ splash_speed = duration of the splash animation

Controls the speed of the splash animation: 1 ÷ splash_speed = duration 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 animation variation count. [...]

Variation count must be the same as animation variation count. [...]

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. [...]

Inherited from EntityPrototype
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[overridden] 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
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"

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 graphics_set instead of directly in the entity prototype. [...]

May also be defined inside graphics_set instead of directly in the entity prototype. [...]

Inherited from PrototypeBase
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. [...]

Properties

dying_speed :: float optional

Default: 1

Multiplier for time_before_shading_off and time_before_removed. Must be positive.

Controls the speed of the animation: 1 ÷ dying_speed = duration of the animation

splash_speed :: float optional

Default: 1

Controls the speed of the splash animation: 1 ÷ splash_speed = duration of the splash animation

time_before_shading_off :: uint32 optional

Default: 60 * 15 (15 seconds)

Controls how long the corpse takes to fade, as in how long it takes to get from no transparency to full transparency/removed. This time is ''not'' added to time_before_removed, it is instead subtracted from it. So by default, the corpse starts fading about 15 seconds before it gets removed.

time_before_removed :: uint32 optional

Default: 60 * 120 (120 seconds)

Time in ticks this corpse lasts. May not be 0.

remove_on_entity_placement :: bool optional

Default: true

remove_on_tile_placement :: bool optional

Default: true

final_render_layer :: RenderLayer optional

Default: "corpse"

ground_patch_render_layer :: RenderLayer optional

Default: "ground-patch"

animation_render_layer :: RenderLayer optional

Default: "object"

splash_render_layer :: RenderLayer optional

Default: "object"

animation_overlay_render_layer :: RenderLayer optional

Default: "object"

animation_overlay_final_render_layer :: RenderLayer optional

Default: "corpse"

shuffle_directions_at_frame :: uint8 optional

Default: 1

use_tile_color_for_ground_patch_tint :: bool optional

Default: false

ground_patch_fade_in_delay :: float optional

Default: 0

ground_patch_fade_in_speed :: float optional

Default: 0

ground_patch_fade_out_start :: float optional

Default: 0

animation :: RotatedAnimationVariations optional

The dying animation.

animation_overlay :: RotatedAnimationVariations optional

Variation count must be the same as animation variation count. Direction count must be the same as animation direction count. Frame count must be the same as animation frame count.

splash :: AnimationVariations optional

ground_patch :: AnimationVariations optional

ground_patch_higher :: AnimationVariations optional

ground_patch_fade_out_duration :: float optional

Default: 0

direction_shuffle :: array[array[uint16]] optional

An array of arrays of integers. The inner arrays are called "groups" and must all have the same size.

Overridden Properties

collision_mask :: CollisionMask optional

Default: no masks

Two entities can collide only if they share a layer from the collision mask.

Prototypes

Types