Inherits from TurretPrototype « EntityWithOwnerPrototype « EntityWithHealthPrototype « EntityPrototype « Prototype « PrototypeBase |
attack_parameters[overridden] | :: AttackParameters | Requires ammo_type in attack_parameters unless this is a AmmoTurretPrototype. |
Requires ammo_type in attack_parameters unless this is a AmmoTurretPrototype. | ||
folded_animationchanged | :: RotatedAnimation8Way | |
call_for_help_radius | :: double | |
attack_target_mask optional | :: TriggerTargetMask | |
ignore_target_mask optional | :: TriggerTargetMask | |
shoot_in_prepare_state optional | :: bool | |
start_attacking_only_when_can_shootnew optional | :: bool | When |
When | ||
turret_base_has_direction[overridden] optional | :: bool | |
random_animation_offset optional | :: bool | |
attack_from_start_frame optional | :: bool | |
allow_turning_when_starting_attack optional | :: bool | |
gun_animation_secondary_draw_order optional | :: uint8 | |
gun_animation_render_layer optional | :: RenderLayer | |
graphics_setnew | :: TurretGraphicsSet | |
preparing_animationchanged optional | :: RotatedAnimation8Way | |
prepared_animationchanged optional | :: RotatedAnimation8Way | |
prepared_alternative_animationchanged optional | :: RotatedAnimation8Way | |
starting_attack_animationchanged optional | :: RotatedAnimation8Way | |
attacking_animationchanged optional | :: RotatedAnimation8Way | |
energy_glow_animationchanged optional | :: RotatedAnimation8Way | |
resource_indicator_animationnew optional | :: RotatedAnimation8Way | |
ending_attack_animationchanged optional | :: RotatedAnimation8Way | |
folding_animationchanged optional | :: RotatedAnimation8Way | |
integration optional | :: Sprite | |
special_effectnew optional | :: TurretSpecialEffect | |
glow_light_intensity optional | :: float | The intensity of light in the form of |
The intensity of light in the form of | ||
energy_glow_animation_flicker_strength optional | :: float | The range of the flickering of the alpha of |
The range of the flickering of the alpha of | ||
starting_attack_sound optional | :: Sound | |
dying_sound optional | :: Sound | |
preparing_sound optional | :: Sound | |
folding_sound optional | :: Sound | |
prepared_sound optional | :: Sound | |
prepared_alternative_sound optional | :: Sound | |
rotating_soundnew optional | :: InterruptibleSound | |
default_speednew optional | :: float | |
default_speed_secondarynew optional | :: float | |
default_speed_when_killednew optional | :: float | |
default_starting_progress_when_killednew optional | :: float | |
rotation_speed optional | :: float | |
rotation_speed_secondarynew optional | :: float | |
rotation_speed_when_killednew optional | :: float | |
rotation_starting_progress_when_killednew optional | :: float | |
preparing_speed optional | :: float | Controls the speed of the preparing_animation: |
Controls the speed of the preparing_animation: | ||
preparing_speed_secondarynew optional | :: float | |
preparing_speed_when_killednew optional | :: float | |
preparing_starting_progress_when_killednew optional | :: float | |
folded_speed optional | :: float | It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] |
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] | ||
folded_speed_secondary optional | :: float | It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] |
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] | ||
folded_speed_when_killednew optional | :: float | |
folded_starting_progress_when_killednew optional | :: float | |
prepared_speed optional | :: float | It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] |
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] | ||
prepared_speed_secondary optional | :: float | It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] |
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] | ||
prepared_speed_when_killednew optional | :: float | |
prepared_starting_progress_when_killednew optional | :: float | |
prepared_alternative_speed optional | :: float | It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] |
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] | ||
prepared_alternative_speed_secondary optional | :: float | It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] |
It's randomized whether a particular turret uses the primary or the secondary speed for its animations. [...] | ||
prepared_alternative_speed_when_killednew optional | :: float | |
prepared_alternative_starting_progress_when_killednew optional | :: float | |
prepared_alternative_chance optional | :: float | The chance for |
The chance for | ||
starting_attack_speed optional | :: float | Controls the speed of the starting_attack_animation: |
Controls the speed of the starting_attack_animation: | ||
starting_attack_speed_secondarynew optional | :: float | |
starting_attack_speed_when_killednew optional | :: float | |
starting_attack_starting_progress_when_killednew optional | :: float | |
attacking_speed optional | :: float | Controls the speed of the attacking_animation: |
Controls the speed of the attacking_animation: | ||
ending_attack_speed optional | :: float | Controls the speed of the ending_attack_animation: |
Controls the speed of the ending_attack_animation: | ||
ending_attack_speed_secondarynew optional | :: float | |
ending_attack_speed_when_killednew optional | :: float | |
ending_attack_starting_progress_when_killednew optional | :: float | |
folding_speed optional | :: float | Controls the speed of the folding_animation: |
Controls the speed of the folding_animation: | ||
folding_speed_secondarynew optional | :: float | |
folding_speed_when_killednew optional | :: float | |
folding_starting_progress_when_killednew optional | :: float | |
prepare_range optional | :: double | |
alert_when_attacking optional | :: bool | |
spawn_decorations_on_expansion optional | :: bool | Whether |
Whether | ||
folded_animation_is_statelessnew optional | :: bool | |
unfolds_before_dyingnew optional | :: bool | |
spawn_decorationchanged optional | :: 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. [...] | ||
folded_state_corpsenew optional | :: EntityID or array[EntityID] | |
circuit_wire_max_distancenew optional | :: double | The maximum circuit wire distance for this entity. |
The maximum circuit wire distance for this entity. | ||
draw_copper_wiresnew optional | :: bool | |
draw_circuit_wiresnew optional | :: bool | |
circuit_connectornew optional | :: array[CircuitConnectorDefinition] | Set of circuit connector definitions for all directions used by this turret. [...] |
Set of circuit connector definitions for all directions used by this turret. [...] |
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 | ||
quality_indicator_scalenew optional | :: double | The default scale is based on the tile distance of the shorter dimension. [...] |
The default scale is based on the tile distance of the shorter dimension. [...] |
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 | May also be defined inside |
May also be defined inside | ||
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 | May also be defined inside |
May also be defined inside | ||
overkill_fractionnew optional | :: float | Fraction of health by which predicted damage must be exceeded before entity is considered as "predicted to die" causing turrets (and others) to stop shooting more projectiles. [...] |
Fraction of health by which predicted damage must be exceeded before entity is considered as "predicted to die" causing turrets (and others) to stop shooting more projectiles. [...] |
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. [...] | ||
collision_box optional | :: BoundingBox | Specification of the entity collision boundaries. [...] |
Specification of the entity collision boundaries. [...] | ||
collision_maskchanged optional | :: CollisionMaskConnector | Defaults to the mask from UtilityConstants::default_collision_masks when indexed by the entity type. |
Defaults to the mask from UtilityConstants::default_collision_masks when indexed by the entity type. | ||
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_vertical_extensionnew optional | :: double | Specification of extra vertical space needed to see the whole entity in GUIs. [...] |
Specification of extra vertical 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 | |
tile_buildability_rulesnew optional | :: array[TileBuildabilityRule] | |
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. | ||
surface_conditionsnew optional | :: array[SurfaceCondition] | |
deconstruction_alternativenew optional | :: EntityID | Used to merge multiple entities into one entry in the deconstruction planner. |
Used to merge multiple entities into one entry in the deconstruction planner. | ||
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_decorativeschanged 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_secondchanged optional | :: dictionary[AirbornePollutantID → 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_sizechanged optional | :: double | 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 | |
impact_categorynew optional | :: string | Name of a ImpactCategory. |
Name of a ImpactCategory. | ||
open_sound optional | :: Sound | |
close_sound optional | :: Sound | |
placeable_position_visualizationnew optional | :: Sprite | |
radius_visualisation_specification optional | :: RadiusVisualisationSpecification | |
stateless_visualisationnew optional | :: StatelessVisualisations | |
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. | ||
heating_energynew optional | :: Energy | |
allow_copy_paste optional | :: bool | |
selectable_in_game optional | :: bool | |
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_widthchanged optional | :: int32 | 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_heightchanged optional | :: int32 | |
diagonal_tile_grid_sizenew optional | :: TilePosition | |
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 | ||
ambient_sounds_groupnew optional | :: EntityID | |
ambient_soundsnew optional | :: WorldAmbientSoundDefinition or array[WorldAmbientSoundDefinition] | |
icon_draw_specificationnew optional | :: IconDrawSpecification | Used to specify where and how should be the alt-mode icons of entities should be drawn. |
Used to specify where and how should be the alt-mode icons of entities should be drawn. | ||
icons_positioningnew optional | :: array[IconSequencePositioning] |
factoriopedia_alternative optional | :: string | The ID type corresponding to the prototype that inherits from this. [...] |
The ID type corresponding to the prototype that inherits from this. [...] |
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. [...] | ||
factoriopedia_descriptionnew optional | :: LocalisedString | Provides additional description used in factoriopedia. |
Provides additional description used in factoriopedia. | ||
subgroupnew optional | :: ItemSubGroupID | The name of an ItemSubGroup. |
The name of an ItemSubGroup. | ||
hiddennew optional | :: bool | |
hidden_in_factoriopedianew optional | :: bool | |
parameternew optional | :: bool | Whether the prototype is a special type which can be used to parametrize blueprints and doesn't have other function. |
Whether the prototype is a special type which can be used to parametrize blueprints and doesn't have other function. | ||
factoriopedia_simulationnew optional | :: SimulationDefinition | The simulation shown when looking at this prototype in the Factoriopedia GUI. |
The simulation shown when looking at this prototype in the Factoriopedia GUI. |
true