Factorio Prototype DocsVersion 2.0.19

ModulePrototype 'module' changed

A module. They are used to affect the capabilities of existing machines, for example by increasing the crafting speed of a crafting machine.

Inherits from ItemPrototype « Prototype « PrototypeBase

Properties

category :: ModuleCategoryID

Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules of the same category with higher tier modules.

Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules of the same category with higher tier modules.

tier :: uint32

Tier of the module inside its category. [...]

Tier of the module inside its category. [...]

effect :: Effect

The effect of the module on the machine it's inserted in, such as increased pollution.

The effect of the module on the machine it's inserted in, such as increased pollution.

requires_beacon_alt_mode optional :: bool
art_style optional :: string

Chooses with what art style the module is shown inside beacons. [...]

Chooses with what art style the module is shown inside beacons. [...]

beacon_tint optional :: BeaconVisualizationTints

Inherited from ItemPrototype
stack_size :: 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. [...]

dark_background_icons optional :: array[IconData]

Can't be an empty array.

Can't be an empty array.

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. [...]

dark_background_icon_sizenew optional :: SpriteSizeType

The size of the square icon, in pixels. [...]

The size of the square icon, in pixels. [...]

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. [...]

place_as_equipment_resultnew optional :: EquipmentID
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.

spoil_resultnew optional :: ItemID
plant_resultnew optional :: EntityID
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.

spoil_ticksnew optional :: uint32
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

Must be 0 or positive.

Must be 0 or positive.

fuel_top_speed_multiplier optional :: double

Must be 0 or positive.

Must be 0 or positive.

fuel_emissions_multiplier optional :: double
fuel_acceleration_multiplier_quality_bonusnew optional :: double

Additional fuel acceleration multiplier per quality level. [...]

Additional fuel acceleration multiplier per quality level. [...]

fuel_top_speed_multiplier_quality_bonusnew optional :: double

Additional fuel top speed multiplier per quality level. [...]

Additional fuel top speed multiplier per quality level. [...]

weightnew optional :: Weight

The default weight is calculated automatically from recipes and falls back to UtilityConstants::default_item_weight.

The default weight is calculated automatically from recipes and falls back to UtilityConstants::default_item_weight.

ingredient_to_weight_coefficientnew 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
pick_soundnew optional :: Sound
drop_soundnew optional :: Sound
inventory_move_soundnew optional :: Sound
default_import_locationnew optional :: SpaceLocationID
color_hintnew optional :: ColorHintSpecification

Only used by hidden setting, support may be limited.

Only used by hidden setting, support may be limited.

has_random_tintnew optional :: bool
spoil_to_trigger_resultnew optional :: SpoilToTriggerResult

Only loaded if spoil_result is not defined.

Only loaded if spoil_result is not defined.

destroyed_by_dropping_triggernew optional :: Trigger

The effect/trigger that happens when an item is destroyed by being dropped on a TilePrototype marked as destroying dropped items. [...]

The effect/trigger that happens when an item is destroyed by being dropped on a TilePrototype marked as destroying dropped items. [...]

rocket_launch_products optional :: array[ItemProductPrototype]
send_to_orbit_modenew optional :: SendToOrbitMode

The way this item works when we try to send it to the orbit on its own. [...]

The way this item works when we try to send it to the orbit on its own. [...]

random_tint_colornew optional :: Color

Randomly tints item instances on belts and in the world. [...]

Randomly tints item instances on belts and in the world. [...]

spoil_levelnew optional :: uint8

Used by Inserters with spoil priority. [...]

Used by Inserters with spoil priority. [...]

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

category :: ModuleCategoryID

Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules of the same category with higher tier modules.

tier :: uint32

Tier of the module inside its category. Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules with higher tier modules if they have the same category.

effect :: Effect

The effect of the module on the machine it's inserted in, such as increased pollution.

requires_beacon_alt_mode :: bool optional

Default: true

art_style :: string optional

Chooses with what art style the module is shown inside beacons. See BeaconModuleVisualizations::art_style. Vanilla uses "vanilla" here.

beacon_tint :: BeaconVisualizationTints optional

BeaconVisualizationTints :: struct

Properties

primary :: Color optional

Default: no color

secondary :: Color optional

Default: no color

tertiary :: Color optional

Default: no color

quaternary :: Color optional

Default: no color

Prototypes

Types

Defines