Factorio Prototype DocsVersion 1.1.107

FluidStreamPrototype - 'stream'

Used for example for the handheld flamethrower.

Inherits from EntityPrototype « PrototypeBase

Properties

particle_spawn_interval :: uint16

The stream will spawn one particle every particle_spawn_interval ticks until the particle_spawn_timeout is reached. [...]

The stream will spawn one particle every particle_spawn_interval ticks until the particle_spawn_timeout is reached. [...]

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 progress_to_create_smoke.

Smoke spawning is controlled by progress_to_create_smoke.

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

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

particle_spawn_interval :: uint16

The stream will spawn one particle every particle_spawn_interval ticks until the particle_spawn_timeout is reached. The first particle will trigger an initial_action upon landing. Each particle triggers an action upon landing. Particles spawned within a single particle_spawn_timeout interval will be connected by a stretched spine_animation.

particle_horizontal_speed :: float

Must be larger than 0. particle_horizontal_speed has to be greater than particle_horizontal_speed_deviation.

particle_horizontal_speed_deviation :: float

particle_vertical_acceleration :: float

initial_action :: Trigger optional

Action that is triggered when the first particle lands.

action :: Trigger optional

Action that is triggered every time a particle lands. Not triggered for the first particle if initial_action is non-empty.

special_neutral_target_damage :: DamagePrototype optional

width :: float optional

Default: 0.5

particle_buffer_size :: uint32 optional

Default: 20

Number of spawned child particles of the stream. Must be greater than 0 and less than 256.

particle_spawn_timeout :: uint16 optional

Default: 4 * particle_spawn_interval

particle_start_alpha :: float optional

Default: 1

particle_end_alpha :: float optional

Default: 1

particle_start_scale :: float optional

Default: 1

particle_alpha_per_part :: float optional

Default: 1

particle_scale_per_part :: float optional

Default: 1

particle_fade_out_threshold :: float optional

Default: 1

Value between 0 and 1.

particle_loop_exit_threshold :: float optional

Default: 0

Value between 0 and 1.

particle_loop_frame_count :: uint16 optional

Default: 1

Will be set to 1 by the game if less than 1.

particle_fade_out_duration :: uint16 optional

Default: 65535

Will be set to 1 by the game if less than 1.

spine_animation :: Animation optional

particle :: Animation optional

shadow :: Animation optional

smoke_sources :: array[SmokeSource] optional

Smoke spawning is controlled by progress_to_create_smoke.

progress_to_create_smoke :: float optional

Default: 0.5

The point in the particles projectile arc to start spawning smoke. 0.5 (the default) starts spawning smoke at the halfway point between the source and target.

stream_light :: LightDefinition optional

ground_light :: LightDefinition optional

target_position_deviation :: double optional

Default: 0

oriented_particle :: bool optional

Default: false

shadow_scale_enabled :: bool optional

Default: false

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