Factorio Prototype DocsVersion 1.1.107

TilePrototype - 'tile'

A tile.

Prototype limited to 255 total instances.

Inherits from PrototypeBase

Properties

collision_mask :: CollisionMask
layer :: uint8

Specifies transition drawing priority.

Specifies transition drawing priority.

variants :: TileTransitionsVariants

Graphics for this tile.

Graphics for this tile.

map_color :: Color
pollution_absorption_per_second :: double

Emissions absorbed per second by this tile. [...]

Emissions absorbed per second by this tile. [...]

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. [...]

icon_mipmaps optional :: IconMipMapType

Icons of reduced size will be used at decreased scale.

Icons of reduced size will be used at decreased scale.

transition_overlay_layer_offset optional :: int8
layer_group optional :: TileRenderLayer
draw_in_water_layer optional :: bool

Used only for the layer_group default, see above.

Used only for the layer_group default, see above.

transition_merges_with_tile optional :: TileID
effect_color optional :: Color
tint optional :: Color
walking_sound optional :: Sound
build_sound optional :: Sound or TileBuildSound

If this is loaded as one Sound, it is loaded as the "small" build sound.

If this is loaded as one Sound, it is loaded as the "small" build sound.

mined_sound optional :: Sound
walking_speed_modifier optional :: double
vehicle_friction_modifier optional :: double
decorative_removal_probability optional :: float
allowed_neighbors optional :: array[TileID]

Array of tile names that are allowed next to this one.

Array of tile names that are allowed next to this one.

needs_correction optional :: bool

Whether the tile needs tile correction logic applied when it's generated in the world, to prevent graphical artifacts. [...]

Whether the tile needs tile correction logic applied when it's generated in the world, to prevent graphical artifacts. [...]

minable optional :: MinableProperties

If you want the tile to not be mineable, don't specify the minable property. [...]

If you want the tile to not be mineable, don't specify the minable property. [...]

next_direction optional :: TileID
can_be_part_of_blueprint optional :: bool
effect optional :: string
trigger_effect optional :: TriggerEffect
scorch_mark_color optional :: Color
check_collision_with_entities optional :: bool

If set to true, the game will check for collisions with entities before building or mining the tile. [...]

If set to true, the game will check for collisions with entities before building or mining the tile. [...]

effect_color_secondary optional :: Color

Used by the pollution shader.

Used by the pollution shader.

effect_is_opaque optional :: bool
transitions optional :: array[TileTransitionsToTiles]

Extra transitions.

Extra transitions.

transitions_between_transitions optional :: array[TileTransitionsBetweenTransitions]
autoplace optional :: AutoplaceSpecification
placeable_by optional :: ItemToPlace or array[ItemToPlace]

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

collision_mask :: CollisionMask

layer :: uint8

Specifies transition drawing priority.

variants :: TileTransitionsVariants

Graphics for this tile.

map_color :: Color

pollution_absorption_per_second :: double

Emissions absorbed per second by this tile. Use a negative value if pollution is created instead of removed.

icons :: array[IconData] optional

Can't be an empty array. If this and icon is not set, the material_background in variants is used as the icon.

icon :: FileName optional

Path to the icon file. If this and icon is not set, the material_background in variants is used as the icon.

Only loaded if icons is not defined.

icon_size :: SpriteSizeType optional

The size of the square icon, in pixels. E.g. 32 for a 32px by 32px icon.

Only loaded if icons is not defined, or if icon_size is not specified for all instances of icons.

icon_mipmaps :: IconMipMapType optional

Default: 0

Icons of reduced size will be used at decreased scale.

transition_overlay_layer_offset :: int8 optional

Default: 0

layer_group :: TileRenderLayer optional

Default: "water" if draw_in_water_layer is true, else "ground"

draw_in_water_layer :: bool optional

Default: false

Used only for the layer_group default, see above.

transition_merges_with_tile :: TileID optional

effect_color :: Color optional

Default: {r=1, g=1, b=1, a=1} (white)

tint :: Color optional

Default: {r=1, g=1, b=1, a=1} (white)

walking_sound :: Sound optional

build_sound :: Sound or TileBuildSound optional

If this is loaded as one Sound, it is loaded as the "small" build sound.

TileBuildSound :: struct

Properties

small :: Sound optional

medium :: Sound optional

large :: Sound optional

mined_sound :: Sound optional

walking_speed_modifier :: double optional

Default: 1

vehicle_friction_modifier :: double optional

Default: 1

decorative_removal_probability :: float optional

Default: 0.0

allowed_neighbors :: array[TileID] optional

Default: All tiles

Array of tile names that are allowed next to this one.

needs_correction :: bool optional

Default: false

Whether the tile needs tile correction logic applied when it's generated in the world, to prevent graphical artifacts. The tile correction logic disallows 1-wide stripes of the tile, see Friday Facts #346.

minable :: MinableProperties optional

If you want the tile to not be mineable, don't specify the minable property. Only non-mineable tiles become hidden tiles when placing mineable tiles on top of them.

next_direction :: TileID optional

can_be_part_of_blueprint :: bool optional

Default: true

effect :: string optional

trigger_effect :: TriggerEffect optional

scorch_mark_color :: Color optional

check_collision_with_entities :: bool optional

Default: false

If set to true, the game will check for collisions with entities before building or mining the tile. If entities are in the way it is not possible to mine/build the tile.

effect_color_secondary :: Color optional

Used by the pollution shader.

effect_is_opaque :: bool optional

Default: true if effect_color alpha equals 1

transitions :: array[TileTransitionsToTiles] optional

Extra transitions.

transitions_between_transitions :: array[TileTransitionsBetweenTransitions] optional

autoplace :: AutoplaceSpecification optional

placeable_by :: ItemToPlace or array[ItemToPlace] optional

Prototypes

Types