Factorio Prototype DocsVersion 2.0.19

StreamAttackParameters :: struct

Inherits from BaseAttackParameters

Properties

type :: "stream"
fluid_consumption optional :: FluidAmount
gun_barrel_length optional :: float
projectile_creation_parameters optional :: CircularProjectileCreationSpecification
gun_center_shift optional :: Vector or GunShift4Way
fluids optional :: array[StreamFluidProperties]

Controls which fluids can fuel this stream attack and their potential damage bonuses.

Controls which fluids can fuel this stream attack and their potential damage bonuses.

Inherited from BaseAttackParameters
range :: float

Before an entity can attack, the distance (in tiles) between the entity and target must be less than or equal to this.

Before an entity can attack, the distance (in tiles) between the entity and target must be less than or equal to this.

cooldown :: float

Number of ticks in which it will be possible to shoot again. [...]

Number of ticks in which it will be possible to shoot again. [...]

min_range optional :: float

The minimum distance (in tiles) between an entity and target. [...]

The minimum distance (in tiles) between an entity and target. [...]

turn_range optional :: float

If this is <= 0, it is set to 1. [...]

If this is <= 0, it is set to 1. [...]

fire_penalty optional :: float

Used when searching for the nearest enemy, when this is > 0, enemies that aren't burning are preferred over burning enemies. [...]

Used when searching for the nearest enemy, when this is > 0, enemies that aren't burning are preferred over burning enemies. [...]

rotate_penalty optional :: float

A higher penalty will discourage turrets from targeting units that would take longer to turn to face.

A higher penalty will discourage turrets from targeting units that would take longer to turn to face.

health_penalty optional :: float

A higher penalty will discourage turrets from targeting units with higher health. [...]

A higher penalty will discourage turrets from targeting units with higher health. [...]

range_mode optional :: RangeMode
min_attack_distance optional :: float

If less than range, the entity will choose a random distance between range and min_attack_distance and attack from that distance.

If less than range, the entity will choose a random distance between range and min_attack_distance and attack from that distance.

damage_modifier optional :: float
ammo_consumption_modifier optional :: float

Must be greater than or equal to 0.

Must be greater than or equal to 0.

cooldown_deviation optional :: float

Must be between 0 and 1.

Must be between 0 and 1.

warmup optional :: uint32

Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. [...]

Number of ticks it takes for the weapon to actually shoot after the order for shooting has been made. [...]

lead_target_for_projectile_speed optional :: float

Setting this to anything but zero causes homing projectiles to aim for the predicted location based on enemy movement instead of the current enemy location. [...]

Setting this to anything but zero causes homing projectiles to aim for the predicted location based on enemy movement instead of the current enemy location. [...]

lead_target_for_projectile_delay optional :: uint32

Setting this to anything but zero causes projectiles to aim for the predicted location based on enemy movement instead of the current enemy location. [...]

Setting this to anything but zero causes projectiles to aim for the predicted location based on enemy movement instead of the current enemy location. [...]

movement_slow_down_cooldown optional :: float
movement_slow_down_factor optional :: double
ammo_type optional :: AmmoType

Can be mandatory.

Can be mandatory.

activation_type optional :: "shoot" or "throw" or "consume" or "activate"

Used in tooltips to set the tooltip category. [...]

Used in tooltips to set the tooltip category. [...]

sound optional :: LayeredSound

Played once at the start of the attack if these are ProjectileAttackParameters.

Played once at the start of the attack if these are ProjectileAttackParameters.

animation optional :: RotatedAnimation
cyclic_sound optional :: CyclicSound

Played during the attack.

Played during the attack.

use_shooter_direction optional :: bool
ammo_categories optional :: array[AmmoCategoryID]

Mandatory if ammo_category is not defined.

Mandatory if ammo_category is not defined.

ammo_category optional :: AmmoCategoryID

Mandatory if ammo_categories is not defined.

Mandatory if ammo_categories is not defined.

Properties

type :: "stream"

fluid_consumption :: FluidAmount optional

Default: 0.0

gun_barrel_length :: float optional

Default: 0.0

projectile_creation_parameters :: CircularProjectileCreationSpecification optional

gun_center_shift :: Vector or GunShift4Way optional

GunShift4Way :: struct

Properties

north :: Vector

east :: Vector optional

south :: Vector optional

west :: Vector optional

fluids :: array[StreamFluidProperties] optional

Controls which fluids can fuel this stream attack and their potential damage bonuses.

StreamFluidProperties :: struct

Properties

type :: FluidID

damage_modifier :: double optional

Default: 1.0

Prototypes

Types

Defines