Factorio Prototype DocsVersion 2.0.26

ProjectilePrototype 'projectile' changed

Entity with limited lifetime that can hit other entities and has triggers when this happens.

Inherits from EntityPrototype « Prototype « PrototypeBase

Properties

acceleration :: double

Must be != 0 if turning_speed_increases_exponentially_with_projectile_speed is true.

Must be != 0 if turning_speed_increases_exponentially_with_projectile_speed is true.

animationchanged optional :: RotatedAnimationVariations
rotatable optional :: bool

Whether the animation of the projectile is rotated to match the direction of travel.

Whether the animation of the projectile is rotated to match the direction of travel.

enable_drawing_with_mask optional :: bool
direction_only optional :: bool

Setting this to true can be used to disable projectile homing behaviour.

Setting this to true can be used to disable projectile homing behaviour.

hit_at_collision_position optional :: bool

When true the entity is hit at the position on its collision box the projectile first collides with. [...]

When true the entity is hit at the position on its collision box the projectile first collides with. [...]

force_condition optional :: ForceCondition
piercing_damage optional :: float

Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. [...]

Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. [...]

max_speed optional :: double

Must be greater than or equal to 0.

Must be greater than or equal to 0.

turn_speed optional :: float

Must be greater than or equal to 0.

Must be greater than or equal to 0.

speed_modifier optional :: Vector
height optional :: double
action optional :: Trigger

Executed when the projectile hits something.

Executed when the projectile hits something.

final_action optional :: Trigger

Executed when the projectile hits something, after action and only if the entity that was hit was destroyed. [...]

Executed when the projectile hits something, after action and only if the entity that was hit was destroyed. [...]

light optional :: LightDefinition
smoke optional :: array[SmokeSource]
hit_collision_maskchanged optional :: CollisionMaskConnector

Defaults to the mask from UtilityConstants::default_collision_masks when indexed by "projectile/hit".

Defaults to the mask from UtilityConstants::default_collision_masks when indexed by "projectile/hit".

turning_speed_increases_exponentially_with_projectile_speed optional :: bool
shadowchanged optional :: RotatedAnimationVariations

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

acceleration :: double

Must be != 0 if turning_speed_increases_exponentially_with_projectile_speed is true.

animation :: RotatedAnimationVariations optional changed

rotatable :: bool optional

Default: true

Whether the animation of the projectile is rotated to match the direction of travel.

enable_drawing_with_mask :: bool optional

Default: false

direction_only :: bool optional

Default: false

Setting this to true can be used to disable projectile homing behaviour.

hit_at_collision_position :: bool optional

Default: false

When true the entity is hit at the position on its collision box the projectile first collides with. When false the entity is hit at its own position.

force_condition :: ForceCondition optional

Default: "all"

piercing_damage :: float optional

Default: 0

Whenever an entity is hit by the projectile, this number gets reduced by the health of the entity. If the number is then below 0, the final_action is applied and the projectile destroyed. Otherwise, the projectile simply continues to its destination.

max_speed :: double optional

Default: MAX_DOUBLE

Must be greater than or equal to 0.

turn_speed :: float optional

Default: 1

Must be greater than or equal to 0.

speed_modifier :: Vector optional

Default: {1, 1}

height :: double optional

Default: 1

action :: Trigger optional

Executed when the projectile hits something.

final_action :: Trigger optional

Executed when the projectile hits something, after action and only if the entity that was hit was destroyed. The projectile is destroyed right after the final_action.

light :: LightDefinition optional

smoke :: array[SmokeSource] optional

hit_collision_mask :: CollisionMaskConnector optional changed

Defaults to the mask from UtilityConstants::default_collision_masks when indexed by "projectile/hit".

turning_speed_increases_exponentially_with_projectile_speed :: bool optional

Default: false

shadow :: RotatedAnimationVariations optional changed

Prototypes

Types

Defines