Factorio Prototype DocsVersion 2.1.11

ItemProductPrototype - Prototype Docs

ItemProductPrototype :: struct changed

An item product definition.

Inherits from ProductPrototypeBase

Properties

type :: "item"
name :: ItemID

The name of an ItemPrototype.

The name of an ItemPrototype.

amount optional :: uint16
amount_min optional :: uint16

Only loaded, and mandatory if amount is not defined.

Only loaded, and mandatory if amount is not defined.

amount_max optional :: uint16

Only loaded, and mandatory if amount is not defined. [...]

Only loaded, and mandatory if amount is not defined. [...]

ignored_by_stats optional :: uint16

Amount that should not be included in the item production statistics, typically with a matching ingredient having the same amount set as ignored_by_stats. [...]

Amount that should not be included in the item production statistics, typically with a matching ingredient having the same amount set as ignored_by_stats. [...]

ignored_by_productivity optional :: uint16

Amount that should be deducted from any productivity induced bonus crafts. [...]

Amount that should be deducted from any productivity induced bonus crafts. [...]

extra_count_fraction optional :: float

Probability that a craft will yield one additional product. [...]

Probability that a craft will yield one additional product. [...]

percent_spoiled optional :: float

Must be >= 0 and < 1.

Must be >= 0 and < 1.

always_freshnew optional :: boolean

When set to true, the item produced will be produced fresh (using percent_spoiled) even when ingredients were spoiled. [...]

When set to true, the item produced will be produced fresh (using percent_spoiled) even when ingredients were spoiled. [...]

reset_freshness_on_craftnew optional :: boolean

When set to true, if the recipe successfully finishes crafting without spoiling, the result is produced fresh (non-spoiled). [...]

When set to true, if the recipe successfully finishes crafting without spoiling, the result is produced fresh (non-spoiled). [...]

quality_minnew optional :: QualityID

Lowest possible quality of item that will be given. [...]

Lowest possible quality of item that will be given. [...]

quality_maxnew optional :: QualityID

Highest possible quality of item that will be given. [...]

Highest possible quality of item that will be given. [...]

quality_changenew optional :: int8

Amount of quality levels up or down this product will be adjusted. [...]

Amount of quality levels up or down this product will be adjusted. [...]

affected_by_qualitynew optional :: boolean

Whether quality roll affects quality of products given. [...]

Whether quality roll affects quality of products given. [...]

Inherited from ProductPrototypeBase
independent_probabilitynew optional :: double

Value between 0 and 1. [...]

Value between 0 and 1. [...]

shared_probabilitynew optional :: SharedProbabilityDefinition

A range of values where lower end is at at least at value of 0 and upper end is at most at value of 1. [...]

A range of values where lower end is at at least at value of 0 and upper end is at most at value of 1. [...]

show_details_in_recipe_tooltipnew optional :: boolean

When hovering over a recipe in the crafting menu the recipe tooltip will be shown. [...]

When hovering over a recipe in the crafting menu the recipe tooltip will be shown. [...]

Properties

type :: "item"

name :: ItemID

The name of an ItemPrototype.

amount :: uint16 optional

amount_min :: uint16 optional

Only loaded, and mandatory if amount is not defined.

amount_max :: uint16 optional

Only loaded, and mandatory if amount is not defined.

If set to a number that is less than amount_min, the game will use amount_min instead.

ignored_by_stats :: uint16 optional

Default: 0

Amount that should not be included in the item production statistics, typically with a matching ingredient having the same amount set as ignored_by_stats.

If ignored_by_stats is larger than the amount crafted (for instance due to probability) it will instead show as consumed.

Products with ignored_by_stats defined will not be set as recipe through the circuit network when using the product's item-signal.

ignored_by_productivity :: uint16 optional

Default: Value of ignored_by_stats

Amount that should be deducted from any productivity induced bonus crafts.

This value can safely be set larger than the maximum expected craft amount, any excess is ignored.

This value is ignored when allow_productivity is false.

extra_count_fraction :: float optional

Default: 0

Probability that a craft will yield one additional product. Also applies to bonus crafts caused by productivity.

percent_spoiled :: float optional

Default: 0

Must be >= 0 and < 1.

always_fresh :: boolean optional new

Default: false

When set to true, the item produced will be produced fresh (using percent_spoiled) even when ingredients were spoiled.

Note: This may not work as expected outside of recipes (e.g. in mining drills).

reset_freshness_on_craft :: boolean optional new

Default: false

When set to true, if the recipe successfully finishes crafting without spoiling, the result is produced fresh (non-spoiled).

Note: This may not work as expected outside of recipes (e.g. in mining drills).

quality_min :: QualityID optional new

Lowest possible quality of item that will be given. If not provided but quality_max is given, it will be set to the lowest quality from a quality chain to which quality_max belongs. When set, if the recipe would produce items from a different quality chain (due to quality of the recipe or quality roll), quality_min will be used for the quality instead.

Note: If this is used outside of recipes (e.g. by mining drills), setting this to a custom quality chain will discard the quality roll.

quality_max :: QualityID optional new

Highest possible quality of item that will be given. If not provided but quality_min is given, it will be set to the highest quality from a quality chain to which quality_min belongs. Must belong to the same quality chain as quality_min and be equal or better, meaning later in the chain when following QualityPrototype::next.

Note: If this is used outside of recipes (e.g. by mining drills), setting this to a custom quality chain will discard the quality roll.

quality_change :: int8 optional new

Default: 0

Amount of quality levels up or down this product will be adjusted.

This is the difference between the quality of the recipe and the quality of the product. For a vanilla example, when epic is selected for recipe quality, a product with quality change 1 would be legendary quality, not epic.

Note: This may not work as expected outside of recipes (e.g. in mining drills).

affected_by_quality :: boolean optional new

Default: true

Whether quality roll affects quality of products given. If set to false, result of a quality roll will be ignored and an item of quality based on quality of selected recipe will be given.

Note: This may not work as expected outside of recipes (e.g. in mining drills).

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