Factorio Prototype DocsVersion 1.1.107

MiningDrillPrototype - 'mining-drill'

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 « 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
animations optional :: Animation4Way

Only loaded if graphics_set is not defined.

Only loaded if graphics_set is not defined.

graphics_set optional :: MiningDrillGraphicsSet
wet_mining_graphics_set optional :: MiningDrillGraphicsSet
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.

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.

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
base_productivity optional :: float

Productivity bonus that this machine always has. [...]

Productivity bonus that this machine always has. [...]

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_wire_connection_points optional :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint}

Mandatory if circuit_wire_max_distance > 0.

Mandatory if circuit_wire_max_distance > 0.

circuit_connector_sprites optional :: {CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites}

Mandatory if circuit_wire_max_distance > 0.

Mandatory if circuit_wire_max_distance > 0.

module_specification optional :: ModuleSpecification

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).

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
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
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
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

Sprite drawn on ground under the entity to make it feel more integrated into the ground.

Sprite drawn on ground under the entity to make it feel more integrated into the ground.

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 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

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

animations :: Animation4Way optional

Only loaded if graphics_set is not defined.

graphics_set :: MiningDrillGraphicsSet optional

wet_mining_graphics_set :: MiningDrillGraphicsSet optional

base_picture :: Sprite4Way optional

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

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.

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"

base_productivity :: float optional

Default: 0

Productivity bonus that this machine always has. Values below 0 are allowed, however the sum of the resulting effect together with modules and research is limited to be at least 0%, see Effect.

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.

circuit_wire_connection_points :: {WireConnectionPoint, WireConnectionPoint, WireConnectionPoint, WireConnectionPoint} optional

Mandatory if circuit_wire_max_distance > 0.

circuit_connector_sprites :: {CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites, CircuitConnectorSprites} optional

Mandatory if circuit_wire_max_distance > 0.

module_specification :: ModuleSpecification optional

Prototypes

Types