Factorio Prototype DocsVersion 2.0.20

MiningDrillPrototype 'mining-drill' changed

A mining drill for automatically extracting resources from resource entities. This prototype type is used by burner mining drill, electric mining drill and pumpjack in vanilla.

Inherits from EntityWithOwnerPrototype « EntityWithHealthPrototype « EntityPrototype « Prototype « PrototypeBase

Properties

vector_to_place_result :: Vector

The position where any item results are placed, when the mining drill is facing north (default direction). [...]

The position where any item results are placed, when the mining drill is facing north (default direction). [...]

resource_searching_radius :: double

The distance from the centre of the mining drill to search for resources in. [...]

The distance from the centre of the mining drill to search for resources in. [...]

energy_usage :: Energy

The amount of energy used by the drill while mining. [...]

The amount of energy used by the drill while mining. [...]

mining_speed :: double

The speed of this drill.

The speed of this drill.

energy_source :: EnergySource

The energy source of this mining drill.

The energy source of this mining drill.

resource_categories :: array[ResourceCategoryID]

The names of the ResourceCategory that can be mined by this drill. [...]

The names of the ResourceCategory that can be mined by this drill. [...]

output_fluid_box optional :: FluidBox
input_fluid_box optional :: FluidBox
graphics_set optional :: MiningDrillGraphicsSet
wet_mining_graphics_set optional :: MiningDrillGraphicsSet
perceived_performancenew optional :: PerceivedPerformance

Affects animation speed.

Affects animation speed.

base_picture optional :: Sprite4Way

Used by the pumpjack to have a static 4 way sprite.

Used by the pumpjack to have a static 4 way sprite.

effect_receivernew optional :: EffectReceiver
module_slotsnew optional :: ItemStackIndex

The number of module slots in this machine.

The number of module slots in this machine.

allowed_effects optional :: EffectTypeLimitation

Sets the modules and beacon effects that are allowed to be used on this mining drill.

Sets the modules and beacon effects that are allowed to be used on this mining drill.

allowed_module_categoriesnew optional :: array[ModuleCategoryID]

Sets the module categories that are allowed to be inserted into this machine.

Sets the module categories that are allowed to be inserted into this machine.

radius_visualisation_picture optional :: Sprite

The sprite used to show the range of the mining drill.

The sprite used to show the range of the mining drill.

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
base_render_layer optional :: RenderLayer
resource_drain_rate_percentnew optional :: uint8
shuffle_resources_to_minenew optional :: bool
drops_full_belt_stacksnew optional :: bool
moving_soundnew optional :: InterruptibleSound
drilling_soundnew optional :: InterruptibleSound
drilling_sound_animation_start_framenew optional :: uint16
drilling_sound_animation_end_framenew optional :: uint16
monitor_visualization_tint optional :: Color

When this mining drill is connected to the circuit network, the resource that it is reading (either the entire resource patch, or the resource in the mining area of the drill, depending on circuit network setting), is tinted in this color when mousing over the mining drill.

When this mining drill is connected to the circuit network, the resource that it is reading (either the entire resource patch, or the resource in the mining area of the drill, depending on circuit network setting), is tinted in this color when mousing over the mining drill.

circuit_connectornew optional :: {CircuitConnectorDefinition, CircuitConnectorDefinition, CircuitConnectorDefinition, CircuitConnectorDefinition}
filter_countnew optional :: uint8

How many filters this mining drill has. [...]

How many filters this mining drill has. [...]

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

vector_to_place_result :: Vector

The position where any item results are placed, when the mining drill is facing north (default direction). If the drill does not produce any solid items but uses a fluidbox output instead (e.g. pumpjacks), a vector of {0,0} disables the yellow arrow alt-mode indicator for the placed item location.

resource_searching_radius :: double

The distance from the centre of the mining drill to search for resources in.

This is 2.49 for electric mining drills (a 5x5 area) and 0.99 for burner mining drills (a 2x2 area). The drill searches resource outside its natural boundary box, which is 0.01 (the middle of the entity); making it 2.5 and 1.0 gives it another block radius.

energy_usage :: Energy

The amount of energy used by the drill while mining. Can't be less than or equal to 0.

Example

energy_usage = "150kW"

mining_speed :: double

The speed of this drill.

energy_source :: EnergySource

The energy source of this mining drill.

resource_categories :: array[ResourceCategoryID]

The names of the ResourceCategory that can be mined by this drill. For a list of built-in categories, see here.

Note: Categories containing resources which produce items, fluids, or items+fluids may be combined on the same entity, but may not work as expected. Examples: Miner does not rotate fluid-resulting resources until depletion. Fluid isn't output (fluid resource change and fluidbox matches previous fluid). Miner with no vector_to_place_result can't output an item result and halts.

output_fluid_box :: FluidBox optional

input_fluid_box :: FluidBox optional

graphics_set :: MiningDrillGraphicsSet optional

wet_mining_graphics_set :: MiningDrillGraphicsSet optional

perceived_performance :: PerceivedPerformance optional new

Affects animation speed.

base_picture :: Sprite4Way optional

Used by the pumpjack to have a static 4 way sprite.

effect_receiver :: EffectReceiver optional new

module_slots :: ItemStackIndex optional new

The number of module slots in this machine.

allowed_effects :: EffectTypeLimitation optional

Default: All effects are allowed

Sets the modules and beacon effects that are allowed to be used on this mining drill.

allowed_module_categories :: array[ModuleCategoryID] optional new

Default: All module categories are allowed

Sets the module categories that are allowed to be inserted into this machine.

radius_visualisation_picture :: Sprite optional

The sprite used to show the range of the mining drill.

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

base_render_layer :: RenderLayer optional

Default: "lower-object"

resource_drain_rate_percent :: uint8 optional new

Default: 100

shuffle_resources_to_mine :: bool optional new

Default: false

drops_full_belt_stacks :: bool optional new

Default: false

moving_sound :: InterruptibleSound optional new

drilling_sound :: InterruptibleSound optional new

drilling_sound_animation_start_frame :: uint16 optional new

Default: 0

drilling_sound_animation_end_frame :: uint16 optional new

Default: 0

monitor_visualization_tint :: Color optional

When this mining drill is connected to the circuit network, the resource that it is reading (either the entire resource patch, or the resource in the mining area of the drill, depending on circuit network setting), is tinted in this color when mousing over the mining drill.

filter_count :: uint8 optional new

Default: 0

How many filters this mining drill has. Maximum count of filtered resources in a mining drill is 5.

Prototypes

Types

Defines