Factorio Prototype DocsVersion 2.0.26

TilePrototype 'tile' changed

A tile.

Prototype limited to 65535 total instances.

Inherits from Prototype « PrototypeBase

Properties

collision_maskchanged :: CollisionMaskConnector
layer :: uint8

Specifies transition drawing priority.

Specifies transition drawing priority.

build_animationsnew optional :: Animation4Way

The build animation used when this tile is built on a space platform.

The build animation used when this tile is built on a space platform.

build_animations_backgroundnew optional :: Animation4Way
built_animation_framenew optional :: uint32

When the build_animations frame reaches this point the tile is built. [...]

When the build_animations frame reaches this point the tile is built. [...]

variants :: TileTransitionsVariants

Graphics for this tile.

Graphics for this tile.

map_color :: Color
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. [...]

lowland_fognew optional :: bool

For surfaces that use fog effect of type gleba, this property determines whether given tile should contribute to fog intensity on a chunk or not.

For surfaces that use fog effect of type gleba, this property determines whether given tile should contribute to fog intensity on a chunk or not.

transition_overlay_layer_offset optional :: int8
sprite_usage_surfacenew optional :: SpriteUsageSurfaceHint
layer_group optional :: TileRenderLayer
transition_merges_with_tile optional :: TileID
effect_color optional :: Color
tint optional :: Color
particle_tintsnew optional :: TileBasedParticleTints
walking_sound optional :: Sound
landing_steps_soundnew optional :: Sound
driving_soundnew 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. [...]

fluidnew optional :: FluidID
next_direction optional :: TileID
can_be_part_of_blueprint optional :: bool
is_foundationnew optional :: bool
destroys_dropped_itemsnew optional :: bool

If items dropped on this tile are destroyed.

If items dropped on this tile are destroyed.

allows_being_coverednew optional :: bool
searchablenew optional :: bool
max_healthnew optional :: float

Must be equal to or greater than 0.

Must be equal to or greater than 0.

weightnew optional :: Weight
dying_explosionnew optional :: ExplosionDefinition or array[ExplosionDefinition]

Triggers when a foundation tile is destroyed by an asteroid.

Triggers when a foundation tile is destroyed by an asteroid.

absorptions_per_secondnew optional :: dictionary[AirbornePollutantID → double]
default_cover_tilenew optional :: TileID
frozen_variantnew optional :: TileID
thawed_variantnew optional :: TileID
effectchanged optional :: TileEffectDefinitionID
trigger_effect optional :: TriggerEffect
default_destroyed_dropped_item_triggernew optional :: Trigger

The effect/trigger that runs when an item is destroyed by being dropped on this tile. [...]

The effect/trigger that runs when an item is destroyed by being dropped on this tile. [...]

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]
bound_decorativesnew optional :: DecorativeID or array[DecorativeID]
ambient_sounds_groupnew optional :: TileID
ambient_soundsnew optional :: WorldAmbientSoundDefinition or array[WorldAmbientSoundDefinition]

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

collision_mask :: CollisionMaskConnectorchanged

layer :: uint8

Specifies transition drawing priority.

build_animations :: Animation4Way optional new

The build animation used when this tile is built on a space platform.

build_animations_background :: Animation4Way optional new

built_animation_frame :: uint32 optional new

When the build_animations frame reaches this point the tile is built.

Mandatory if build_animations is defined.

variants :: TileTransitionsVariants

Graphics for this tile.

map_color :: Color

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 icons is not set, the material_background in variants is used as the icon.

Only loaded if icons is not defined.

icon_size :: SpriteSizeType optional

Default: 64

The size of the square icon, in pixels. E.g. 32 for a 32px by 32px icon. Must be larger than 0.

Only loaded if icons is not defined.

lowland_fog :: bool optional new

Default: false

For surfaces that use fog effect of type gleba, this property determines whether given tile should contribute to fog intensity on a chunk or not.

transition_overlay_layer_offset :: int8 optional

Default: 0

sprite_usage_surface :: SpriteUsageSurfaceHint optional new

Default: "any"

layer_group :: TileRenderLayer optional

Default: "ground-natural"

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)

particle_tints :: TileBasedParticleTints optional new

walking_sound :: Sound optional

landing_steps_sound :: Sound optional new

driving_sound :: Sound optional new

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

animated :: 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.

fluid :: FluidID optional new

next_direction :: TileID optional

can_be_part_of_blueprint :: bool optional

Default: true

is_foundation :: bool optional new

Default: false

destroys_dropped_items :: bool optional new

Default: false

If items dropped on this tile are destroyed.

allows_being_covered :: bool optional new

Default: true

searchable :: bool optional new

Default: false

max_health :: float optional new

Default: 0

Must be equal to or greater than 0.

weight :: Weight optional new

Default: 0

dying_explosion :: ExplosionDefinition or array[ExplosionDefinition] optional new

Triggers when a foundation tile is destroyed by an asteroid.

absorptions_per_second :: dictionary[AirbornePollutantID → double] optional new

default_cover_tile :: TileID optional new

frozen_variant :: TileID optional new

thawed_variant :: TileID optional new

effect :: TileEffectDefinitionID optional changed

trigger_effect :: TriggerEffect optional

default_destroyed_dropped_item_trigger :: Trigger optional new

The effect/trigger that runs when an item is destroyed by being dropped on this tile.

If the item defines its own trigger it will override this.

If this is defined, destroys_dropped_items must be true.

scorch_mark_color :: Color optional

check_collision_with_entities :: bool optional

Default: true

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

bound_decoratives :: DecorativeID or array[DecorativeID] optional new

ambient_sounds_group :: TileID optional new

ambient_sounds :: WorldAmbientSoundDefinition or array[WorldAmbientSoundDefinition] optional new

Prototypes

Types

Defines