Factorio Prototype DocsVersion 2.0.19

InserterPrototype 'inserter' changed

Inherits from EntityWithOwnerPrototype « EntityWithHealthPrototype « EntityPrototype « Prototype « PrototypeBase

Properties

extension_speed :: double
rotation_speed :: double
insert_position :: Vector
pickup_position :: Vector
platform_picture optional :: Sprite4Way
platform_frozennew optional :: Sprite4Way
hand_base_picture optional :: Sprite
hand_open_picture optional :: Sprite
hand_closed_picture optional :: Sprite
hand_base_frozennew optional :: Sprite
hand_open_frozennew optional :: Sprite
hand_closed_frozennew optional :: Sprite
hand_base_shadow optional :: Sprite
hand_open_shadow optional :: Sprite
hand_closed_shadow optional :: 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
bulknew optional :: bool

Whether this inserter is considered a bulk inserter. [...]

Whether this inserter is considered a bulk 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.

grab_less_to_match_belt_stacknew optional :: bool

If drop target is belt, inserter may grab less so that it does not drop partial stacks unless it is forced to drop partial.

If drop target is belt, inserter may grab less so that it does not drop partial stacks unless it is forced to drop partial.

wait_for_full_handnew optional :: bool

Inserter will wait until its hand is full.

Inserter will wait until its hand is full.

enter_drop_mode_if_held_stack_spoilednew optional :: bool

If inserter waits for full hand it could become stuck when item in hand changed because of spoiling. [...]

If inserter waits for full hand it could become stuck when item in hand changed because of spoiling. [...]

max_belt_stack_sizenew optional :: uint8

This inserter will not create stacks on belt with more than this amount of items. [...]

This inserter will not create stacks on belt with more than this amount of items. [...]

filter_count optional :: uint8

How many filters this inserter has. [...]

How many filters this inserter has. [...]

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_connectornew optional :: {CircuitConnectorDefinition, CircuitConnectorDefinition, CircuitConnectorDefinition, CircuitConnectorDefinition}

Inherited from EntityWithOwnerPrototype
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 is_military_target property can be changed during runtime (on the entity, not on the prototype itself).

If this is true, this entity's is_military_target property can be changed during runtime (on the entity, not on the prototype itself).

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

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

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

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

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. [...]

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. [...]

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

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

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]

Inherited from Prototype
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. [...]

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. [...]

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.

Properties

extension_speed :: double

rotation_speed :: double

insert_position :: Vector

pickup_position :: Vector

platform_picture :: Sprite4Way optional

platform_frozen :: Sprite4Way optional new

hand_base_picture :: Sprite optional

hand_open_picture :: Sprite optional

hand_closed_picture :: Sprite optional

hand_base_frozen :: Sprite optional new

hand_open_frozen :: Sprite optional new

hand_closed_frozen :: Sprite optional new

hand_base_shadow :: Sprite optional

hand_open_shadow :: Sprite optional

hand_closed_shadow :: Sprite optional

energy_source :: EnergySource

Defines how this inserter gets energy. The emissions set on the energy source are ignored so inserters cannot produce pollution.

energy_per_movement :: Energy optional

Default: 0

energy_per_rotation :: Energy optional

Default: 0

bulk :: bool optional new

Default: false

Whether this inserter is considered a bulk inserter. Relevant for determining how inserter capacity bonus (research) applies to the inserter.

allow_custom_vectors :: bool optional

Default: false

Whether pickup and insert position can be set run-time.

allow_burner_leech :: bool optional

Default: false

Whether this burner inserter can fuel itself from the fuel inventory of the entity it is picking up items from.

draw_held_item :: bool optional

Default: true

Whether the item that the inserter is holding should be drawn.

use_easter_egg :: bool optional

Default: true

Whether the inserter should be able to fish fish.

grab_less_to_match_belt_stack :: bool optional new

Default: false

If drop target is belt, inserter may grab less so that it does not drop partial stacks unless it is forced to drop partial.

wait_for_full_hand :: bool optional new

Default: false

Inserter will wait until its hand is full.

enter_drop_mode_if_held_stack_spoiled :: bool optional new

Default: false

If inserter waits for full hand it could become stuck when item in hand changed because of spoiling. If this flag is set then inserter will start dropping held stack even if it was waiting for full hand.

max_belt_stack_size :: uint8 optional new

Default: 1

This inserter will not create stacks on belt with more than this amount of items. Must be >= 1.

filter_count :: uint8 optional

Default: 0

How many filters this inserter has. Maximum count of filtered items in inserter is 5.

hand_size :: double optional

Default: 0.75

Used to determine how long the arm of the inserter is when drawing it. Does not affect gameplay. The lower the value, the straighter the arm. Increasing the value will give the inserter a bigger bend due to its longer parts.

circuit_wire_max_distance :: double optional

Default: 0

The maximum circuit wire distance for this entity.

draw_copper_wires :: bool optional

Default: true

draw_circuit_wires :: bool optional

Default: true

default_stack_control_input_signal :: SignalIDConnector optional

draw_inserter_arrow :: bool optional

Default: true

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 :: bool optional

Default: true

Whether the inserter hand should move to the items it picks up from belts, leading to item chasing behaviour. If this is off, the inserter hand will stay in the center of the belt and any items picked up from the edges of the belt "teleport" to the inserter hand.

stack_size_bonus :: uint8 optional

Default: 0

Stack size bonus that is inherent to the prototype without having to be researched.

Prototypes

Types

Defines