Factorio Prototype DocsVersion 1.1.107

RoboportPrototype - 'roboport'

Inherits from EntityWithOwnerPrototype « EntityWithHealthPrototype « EntityPrototype « PrototypeBase

Properties

energy_source :: ElectricEnergySource or VoidEnergySource

The roboport's energy source.

The roboport's energy source.

energy_usage :: Energy

The amount of energy the roboport uses when idle.

The amount of energy the roboport uses when idle.

recharge_minimum :: Energy

Minimum charge that the roboport has to have after a blackout (0 charge/buffered energy) to begin working again. [...]

Minimum charge that the roboport has to have after a blackout (0 charge/buffered energy) to begin working again. [...]

robot_slots_count :: ItemStackIndex

The number of robot slots in the roboport.

The number of robot slots in the roboport.

material_slots_count :: ItemStackIndex

The number of repair pack slots in the roboport.

The number of repair pack slots in the roboport.

base :: Sprite
base_patch :: Sprite
base_animation :: Animation

The animation played when the roboport is idle.

The animation played when the roboport is idle.

door_animation_up :: Animation
door_animation_down :: Animation
request_to_open_door_timeout :: uint32
recharging_animation :: Animation

The animation played at each charging point when a robot is charging there.

The animation played at each charging point when a robot is charging there.

spawn_and_station_height :: float

Presumably states the height of the charging stations and thus an additive offset for the charging_offsets.

Presumably states the height of the charging stations and thus an additive offset for the charging_offsets.

charge_approach_distance :: float

The distance (in tiles) from the roboport at which robots will wait to charge. [...]

The distance (in tiles) from the roboport at which robots will wait to charge. [...]

logistics_radius :: float

Can't be negative.

Can't be negative.

construction_radius :: float

Can't be negative.

Can't be negative.

charging_energy :: Energy

The maximum power provided to each charging station.

The maximum power provided to each charging station.

open_door_trigger_effect optional :: TriggerEffect
close_door_trigger_effect optional :: TriggerEffect
default_available_logistic_output_signal optional :: SignalIDConnector
default_total_logistic_output_signal optional :: SignalIDConnector
default_available_construction_output_signal optional :: SignalIDConnector
default_total_construction_output_signal optional :: SignalIDConnector
circuit_wire_connection_point optional :: WireConnectionPoint
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
circuit_connector_sprites optional :: CircuitConnectorSprites
spawn_and_station_shadow_height_offset optional :: float
draw_logistic_radius_visualization optional :: bool
draw_construction_radius_visualization optional :: bool
recharging_light optional :: LightDefinition

The light emitted when charging a robot.

The light emitted when charging a robot.

charging_station_count optional :: uint32

How many charging points this roboport has. [...]

How many charging points this roboport has. [...]

charging_distance optional :: float
charging_station_shift optional :: Vector
charging_threshold_distance optional :: float

Unused.

Unused.

robot_vertical_acceleration optional :: float
stationing_offset optional :: Vector

The offset from the center of the roboport at which robots will enter and exit.

The offset from the center of the roboport at which robots will enter and exit.

robot_limit optional :: ItemCountType

Unused.

Unused.

robots_shrink_when_entering_and_exiting optional :: bool
charging_offsets optional :: array[Vector]

The offsets from the center of the roboport at which robots will charge. [...]

The offsets from the center of the roboport at which robots will charge. [...]

logistics_connection_distance optional :: float

Must be >= logistics_radius.

Must be >= logistics_radius.

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

energy_source :: ElectricEnergySource or VoidEnergySource

The roboport's energy source.

energy_usage :: Energy

The amount of energy the roboport uses when idle.

Example

energy_usage = "50kW"

recharge_minimum :: Energy

Minimum charge that the roboport has to have after a blackout (0 charge/buffered energy) to begin working again. Additionally, freshly placed roboports will have their energy buffer filled with 0.25 × recharge_minimum energy.

Must be larger than or equal to energy_usage otherwise during low power the roboport will toggle on and off every tick.

Example

recharge_minimum = "40MJ"

robot_slots_count :: ItemStackIndex

The number of robot slots in the roboport.

material_slots_count :: ItemStackIndex

The number of repair pack slots in the roboport.

base :: Sprite

base_patch :: Sprite

base_animation :: Animation

The animation played when the roboport is idle.

door_animation_up :: Animation

door_animation_down :: Animation

request_to_open_door_timeout :: uint32

recharging_animation :: Animation

The animation played at each charging point when a robot is charging there.

spawn_and_station_height :: float

Presumably states the height of the charging stations and thus an additive offset for the charging_offsets.

charge_approach_distance :: float

The distance (in tiles) from the roboport at which robots will wait to charge. Notably, if the robot is already in range, then it will simply wait at its current position.

logistics_radius :: float

Can't be negative.

construction_radius :: float

Can't be negative.

charging_energy :: Energy

The maximum power provided to each charging station.

Example

charging_energy = "1000kW"

open_door_trigger_effect :: TriggerEffect optional

close_door_trigger_effect :: TriggerEffect optional

default_available_logistic_output_signal :: SignalIDConnector optional

default_total_logistic_output_signal :: SignalIDConnector optional

default_available_construction_output_signal :: SignalIDConnector optional

default_total_construction_output_signal :: SignalIDConnector optional

circuit_wire_connection_point :: WireConnectionPoint optional

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

circuit_connector_sprites :: CircuitConnectorSprites optional

spawn_and_station_shadow_height_offset :: float optional

Default: 0

draw_logistic_radius_visualization :: bool optional

Default: true

draw_construction_radius_visualization :: bool optional

Default: true

recharging_light :: LightDefinition optional

The light emitted when charging a robot.

charging_station_count :: uint32 optional

Default: 0

How many charging points this roboport has. If this is 0, the length of the charging_offsets table is used to calculate the charging station count.

charging_distance :: float optional

Default: 0.0

charging_station_shift :: Vector optional

charging_threshold_distance :: float optional

Default: 1.0

Unused.

robot_vertical_acceleration :: float optional

Default: 0.01

stationing_offset :: Vector optional

The offset from the center of the roboport at which robots will enter and exit.

robot_limit :: ItemCountType optional

Default: max uint

Unused.

robots_shrink_when_entering_and_exiting :: bool optional

Default: false

charging_offsets :: array[Vector] optional

The offsets from the center of the roboport at which robots will charge. Only used if charging_station_count is equal to 0.

logistics_connection_distance :: float optional

Default: value of logistics_radius

Must be >= logistics_radius.

Prototypes

Types