Factorio Prototype DocsVersion 1.1.107

ItemWithInventoryPrototype - 'item-with-inventory'

The inventory allows setting player defined filters similar to cargo wagon inventories.

Inherits from ItemWithLabelPrototype « ItemPrototype « PrototypeBase
Children

Properties

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. [...]

Inherited from ItemWithLabelPrototype
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.

Inherited from ItemPrototype
stack_size[overridden] :: 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 dark_background_icon instead of icon. [...]

Inside IconData, the property for the file path is dark_background_icon instead of icon. [...]

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 rocket_launch_products is not defined.

Only loaded if rocket_launch_products is not defined.

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

inventory_size :: ItemStackIndex

The inventory size of the item.

item_filters :: array[ItemID] optional

A list of explicit item names to be used as filters.

Example

item_filters = {"iron-ore", "copper-ore", "coal", "stone"}

item_group_filters :: array[ItemGroupID] optional

A list of explicit item group names to be used as filters.

Example

item_group_filters = {"logistics", "fluids"}

item_subgroup_filters :: array[ItemSubGroupID] optional

A list of explicit item subgroup names to be used as filters.

Example

item_subgroup_filters = {"military-equipment", "tool"}

filter_mode :: "blacklist" or "whitelist" optional

Default: "whitelist"

This determines how filters are applied. If no filters are defined this is automatically set to "none".

Example

filter_mode = "blacklist"

filter_message_key :: string optional

Default: "item-limitation.item-not-allowed-in-this-container-item"

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 :: bool optional

Default: false

When true, this item-with-inventory will extend the inventory it sits in by default. This is a runtime property on the result item that can be changed through the Lua interface and only determines the initial value.

insertion_priority_mode :: union optional

Default: "default"

The insertion priority mode for this item. This determines if items are first attempted to be put into this items inventory if the item extends the inventory it sits in when items are put into the parent inventory.

Union members

"default"

Items are inserted into this item-with-inventory only if they match the whitelist defined in the prototype for the item and whitelist is used.

"never"

Items are never inserted into this item-with-inventory except explicitly by the player or script.

"always"

All items first try to be inserted into this item-with-inventory.

"when-manually-filtered"

When the inventory contains filters that match the item-to-be-inserted then try to put it into this item before the inventory this item resides in.

Example

insertion_priority_mode = "never"

Overridden Properties

stack_size :: 1

Count of items of the same name that can be stored in one inventory slot. Must be 1 when the "not-stackable" flag is set.

Example

stack_size = 1

Prototypes

Types