Factorio Prototype DocsVersion 2.0.19

RocketSiloPrototype 'rocket-silo' changed

Inherits from AssemblingMachinePrototype « CraftingMachinePrototype « EntityWithOwnerPrototype « EntityWithHealthPrototype « EntityPrototype « Prototype « PrototypeBase

Properties

active_energy_usage :: Energy

Additional energy used during the following parts of the launch sequence: doors_opening, rocket_rising, arms_advance, engine_starting, arms_retract, doors_closing.

Additional energy used during the following parts of the launch sequence: doors_opening, rocket_rising, arms_advance, engine_starting, arms_retract, doors_closing.

lamp_energy_usage :: Energy

May be 0. [...]

May be 0. [...]

rocket_entity :: EntityID
arm_02_right_animation optional :: Animation
arm_01_back_animation optional :: Animation
arm_03_front_animation optional :: Animation
shadow_sprite optional :: Sprite
hole_sprite optional :: Sprite
hole_light_sprite optional :: Sprite
rocket_shadow_overlay_sprite optional :: Sprite
rocket_glow_overlay_sprite optional :: Sprite
door_back_sprite optional :: Sprite
door_front_sprite optional :: Sprite
base_day_sprite optional :: Sprite
base_front_sprite optional :: Sprite
red_lights_back_sprites optional :: Sprite

Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state.

Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state.

red_lights_front_sprites optional :: Sprite

Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state.

Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state.

base_frozennew optional :: Sprite
base_front_frozennew optional :: Sprite
hole_frozennew optional :: Sprite
door_back_frozennew optional :: Sprite
door_front_frozennew optional :: Sprite
hole_clipping_box :: BoundingBox
door_back_open_offset :: Vector
door_front_open_offset :: Vector
silo_fade_out_start_distance :: double
silo_fade_out_end_distance :: double
times_to_blink :: uint8

How many times the red_lights_back_sprites and red_lights_front_sprites should blink during lights_blinking_open and lights_blinking_close. [...]

How many times the red_lights_back_sprites and red_lights_front_sprites should blink during lights_blinking_open and lights_blinking_close. [...]

light_blinking_speed :: double

The inverse of the duration in ticks of lights_blinking_open and lights_blinking_close.

The inverse of the duration in ticks of lights_blinking_open and lights_blinking_close.

door_opening_speed :: double

The inverse of the duration in ticks of doors_opening and closing.

The inverse of the duration in ticks of doors_opening and closing.

rocket_parts_required :: uint32

The number of crafts that must complete to produce a rocket. [...]

The number of crafts that must complete to produce a rocket. [...]

rocket_quick_relaunch_start_offsetnew :: double
satellite_animation optional :: Animation
satellite_shadow_animation optional :: Animation
base_night_sprite optional :: Sprite

Drawn instead of base_day_sprite during the night, that is when LuaSurface::darkness is larger than 0.3.

Drawn instead of base_day_sprite during the night, that is when LuaSurface::darkness is larger than 0.3.

base_light optional :: LightDefinition
base_engine_light optional :: LightDefinition
rocket_rising_delay optional :: uint8

The time to wait in the doors_opened state before switching to rocket_rising.

The time to wait in the doors_opened state before switching to rocket_rising.

launch_wait_time optional :: uint8

The time to wait in the launch_started state before switching to engine_starting.

The time to wait in the launch_started state before switching to engine_starting.

render_not_in_network_iconnew optional :: bool

Whether the "no network" icon should be rendered on this entity if the entity is not within a logistics network.

Whether the "no network" icon should be rendered on this entity if the entity is not within a logistics network.

rocket_parts_storage_capnew optional :: uint32

Must be at least rocket_parts_required.

Must be at least rocket_parts_required.

alarm_trigger optional :: TriggerEffect

Applied when switching into the lights_blinking_open state.

Applied when switching into the lights_blinking_open state.

clamps_on_trigger optional :: TriggerEffect

Applied when switching into the arms_advance state.

Applied when switching into the arms_advance state.

clamps_off_trigger optional :: TriggerEffect

Applied when switching into the arms_retract state.

Applied when switching into the arms_retract state.

doors_trigger optional :: TriggerEffect

Applied when switching into the doors_opening and doors_closing states.

Applied when switching into the doors_opening and doors_closing states.

raise_rocket_trigger optional :: TriggerEffect

Applied when switching into the rocket_rising state.

Applied when switching into the rocket_rising state.

alarm_sound optional :: Sound

Played when switching into the lights_blinking_open state.

Played when switching into the lights_blinking_open state.

quick_alarm_soundnew optional :: Sound

Played when switching from rocket_flying into the doors_opened state when a quick follow-up rocket is ready.

Played when switching from rocket_flying into the doors_opened state when a quick follow-up rocket is ready.

clamps_on_sound optional :: Sound

Played when switching into the arms_advance state.

Played when switching into the arms_advance state.

clamps_off_sound optional :: Sound

Played when switching into the arms_retract state.

Played when switching into the arms_retract state.

doors_sound optional :: Sound

Played when switching into the doors_opening and doors_closing states.

Played when switching into the doors_opening and doors_closing states.

raise_rocket_sound optional :: Sound

Played when switching into the rocket_rising state.

Played when switching into the rocket_rising state.

to_be_inserted_to_rocket_inventory_sizenew optional :: ItemStackIndex
rocket_supply_inventory_sizenew optional :: ItemStackIndex
logistic_trash_inventory_sizenew optional :: ItemStackIndex
cargo_station_parametersnew :: CargoStationParameters

Must have exactly one entry in CargoStationParameters::hatch_definitions.

Must have exactly one entry in CargoStationParameters::hatch_definitions.

launch_to_space_platformsnew optional :: bool

Enables 'Space Age' functionality for this rocket silo, allowing it to supply space platforms.

Enables 'Space Age' functionality for this rocket silo, allowing it to supply space platforms.

fixed_recipe optional :: RecipeID

The preset recipe of this machine. [...]

The preset recipe of this machine. [...]

fixed_qualitynew optional :: QualityID
gui_title_key optional :: string

The locale key of the title of the GUI that is shown when the player opens the assembling machine. [...]

The locale key of the title of the GUI that is shown when the player opens the assembling machine. [...]

circuit_wire_max_distancenew optional :: double

The maximum circuit wire distance for this entity.

The maximum circuit wire distance for this entity.

draw_copper_wiresnew optional :: bool
draw_circuit_wiresnew optional :: bool
default_recipe_finished_signalnew optional :: SignalIDConnector
default_working_signalnew optional :: SignalIDConnector
enable_logistic_control_behaviornew optional :: bool
ingredient_count optional :: uint8

Sets the maximum number of ingredients this machine can craft with. [...]

Sets the maximum number of ingredients this machine can craft with. [...]

circuit_connectornew optional :: {CircuitConnectorDefinition, CircuitConnectorDefinition, CircuitConnectorDefinition, CircuitConnectorDefinition}
fluid_boxes_off_when_no_fluid_recipenew optional :: bool
disabled_when_recipe_not_researchednew optional :: bool

Defaults to true if fixed_recipe is not given.

Defaults to true if fixed_recipe is not given.

Inherited from CraftingMachinePrototype
energy_usage :: Energy

Sets how much energy this machine uses while crafting. [...]

Sets how much energy this machine uses while crafting. [...]

crafting_speed :: double

How fast this crafting machine can craft. [...]

How fast this crafting machine can craft. [...]

crafting_categories :: array[RecipeCategoryID]

A list of recipe categories this crafting machine can use.

A list of recipe categories this crafting machine can use.

energy_source :: EnergySource

Defines how the crafting machine is powered. [...]

Defines how the crafting machine is powered. [...]

fluid_boxes optional :: array[FluidBox]

The crafting machine's fluid boxes. [...]

The crafting machine's fluid boxes. [...]

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 machine.

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

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.

show_recipe_icon optional :: bool

Whether the "alt-mode icon" should be drawn at all.

Whether the "alt-mode icon" should be drawn at all.

return_ingredients_on_change optional :: bool

Controls whether the ingredients of an in-progress recipe are destroyed when mining the machine/changing the recipe. [...]

Controls whether the ingredients of an in-progress recipe are destroyed when mining the machine/changing the recipe. [...]

draw_entity_info_icon_background optional :: bool

Whether the "alt-mode icon" should have a black background.

Whether the "alt-mode icon" should have a black background.

match_animation_speed_to_activity optional :: bool

Whether the speed of the animation and working visualization should be based on the machine's speed (boosted or slowed by modules).

Whether the speed of the animation and working visualization should be based on the machine's speed (boosted or slowed by modules).

show_recipe_icon_on_map optional :: bool

Whether the recipe icon should be shown on the map.

Whether the recipe icon should be shown on the map.

fast_transfer_modules_into_module_slots_onlynew optional :: bool
ignore_output_fullnew optional :: bool
graphics_setnew optional :: CraftingMachineGraphicsSet
graphics_set_flippednew optional :: CraftingMachineGraphicsSet
perceived_performancenew optional :: PerceivedPerformance

Affects animation speed.

Affects animation speed.

production_health_effectnew optional :: ProductionHealthEffect
trash_inventory_sizenew optional :: ItemStackIndex
vector_to_place_resultnew optional :: Vector
forced_symmetrynew optional :: Mirroring

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

active_energy_usage :: Energy

Additional energy used during the following parts of the launch sequence: doors_opening, rocket_rising, arms_advance, engine_starting, arms_retract, doors_closing.

lamp_energy_usage :: Energy

May be 0.

Additional energy used during the night, that is when LuaSurface::darkness is larger than 0.3.

rocket_entity :: EntityID

arm_02_right_animation :: Animation optional

arm_01_back_animation :: Animation optional

arm_03_front_animation :: Animation optional

shadow_sprite :: Sprite optional

hole_sprite :: Sprite optional

hole_light_sprite :: Sprite optional

rocket_shadow_overlay_sprite :: Sprite optional

rocket_glow_overlay_sprite :: Sprite optional

door_back_sprite :: Sprite optional

door_front_sprite :: Sprite optional

base_day_sprite :: Sprite optional

base_front_sprite :: Sprite optional

red_lights_back_sprites :: Sprite optional

Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state.

red_lights_front_sprites :: Sprite optional

Drawn from the start of the lights_blinking_open state until the end of the lights_blinking_close state.

base_frozen :: Sprite optional new

base_front_frozen :: Sprite optional new

hole_frozen :: Sprite optional new

door_back_frozen :: Sprite optional new

door_front_frozen :: Sprite optional new

hole_clipping_box :: BoundingBox

door_back_open_offset :: Vector

door_front_open_offset :: Vector

silo_fade_out_start_distance :: double

silo_fade_out_end_distance :: double

light_blinking_speed :: double

The inverse of the duration in ticks of lights_blinking_open and lights_blinking_close.

Example

light_blinking_speed = 1 / (2 * 60) -- lights blinking takes 120 ticks

door_opening_speed :: double

The inverse of the duration in ticks of doors_opening and closing.

Example

door_opening_speed = 1 / (4 * 60) -- doors opening and closing takes 4 seconds

rocket_parts_required :: uint32

The number of crafts that must complete to produce a rocket. This includes bonus crafts from productivity. Recipe products are ignored.

rocket_quick_relaunch_start_offset :: doublenew

satellite_animation :: Animation optional

satellite_shadow_animation :: Animation optional

base_night_sprite :: Sprite optional

Drawn instead of base_day_sprite during the night, that is when LuaSurface::darkness is larger than 0.3.

base_light :: LightDefinition optional

base_engine_light :: LightDefinition optional

rocket_rising_delay :: uint8 optional

Default: 30

The time to wait in the doors_opened state before switching to rocket_rising.

launch_wait_time :: uint8 optional

Default: 120

The time to wait in the launch_started state before switching to engine_starting.

render_not_in_network_icon :: bool optional new

Default: true

Whether the "no network" icon should be rendered on this entity if the entity is not within a logistics network.

rocket_parts_storage_cap :: uint32 optional new

Default: Value of rocket_parts_required

Must be at least rocket_parts_required.

alarm_trigger :: TriggerEffect optional

Applied when switching into the lights_blinking_open state.

clamps_on_trigger :: TriggerEffect optional

Applied when switching into the arms_advance state.

clamps_off_trigger :: TriggerEffect optional

Applied when switching into the arms_retract state.

doors_trigger :: TriggerEffect optional

Applied when switching into the doors_opening and doors_closing states.

raise_rocket_trigger :: TriggerEffect optional

Applied when switching into the rocket_rising state.

alarm_sound :: Sound optional

Played when switching into the lights_blinking_open state.

quick_alarm_sound :: Sound optional new

Played when switching from rocket_flying into the doors_opened state when a quick follow-up rocket is ready.

clamps_on_sound :: Sound optional

Played when switching into the arms_advance state.

clamps_off_sound :: Sound optional

Played when switching into the arms_retract state.

doors_sound :: Sound optional

Played when switching into the doors_opening and doors_closing states.

raise_rocket_sound :: Sound optional

Played when switching into the rocket_rising state.

to_be_inserted_to_rocket_inventory_size :: ItemStackIndex optional new

Default: 0

rocket_supply_inventory_size :: ItemStackIndex optional new

Default: 0

logistic_trash_inventory_size :: ItemStackIndex optional new

Default: 0

cargo_station_parameters :: CargoStationParametersnew

Must have exactly one entry in CargoStationParameters::hatch_definitions.

launch_to_space_platforms :: bool optional new

Default: false

Enables 'Space Age' functionality for this rocket silo, allowing it to supply space platforms.

Prototypes

Types

Defines