Factorio Prototype DocsVersion 2.0.44

WaterTileEffectParameters :: struct

Properties

specular_lightness :: Color
foam_color :: Color
foam_color_multiplier :: float
tick_scale :: float
animation_speed :: float
animation_scale :: float or {float, float}
dark_threshold :: float or {float, float}
reflection_threshold :: float or {float, float}
specular_threshold :: float or {float, float}
textures :: array[EffectTexture]

Texture size must be 512x512. [...]

Texture size must be 512x512. [...]

near_zoom optional :: float
far_zoom optional :: float
lightmap_alpha optional :: float

Value 0 makes water appear as water in water mask, but does not occlude lights, and doesn't overwrite lightmap alpha drawn to pixel previously (by background layer of tile transition, or underwater sprite). [...]

Value 0 makes water appear as water in water mask, but does not occlude lights, and doesn't overwrite lightmap alpha drawn to pixel previously (by background layer of tile transition, or underwater sprite). [...]

shader_variation optional :: EffectVariation
texture_variations_rows optional :: uint8
texture_variations_columns optional :: uint8
secondary_texture_variations_rows optional :: uint8
secondary_texture_variations_columns optional :: uint8

Properties

specular_lightness :: Color

foam_color :: Color

foam_color_multiplier :: float

tick_scale :: float

animation_speed :: float

animation_scale :: float or {float, float}

dark_threshold :: float or {float, float}

reflection_threshold :: float or {float, float}

specular_threshold :: float or {float, float}

textures :: array[EffectTexture]

Texture size must be 512x512. Shader variant "water" must have 1 texture, "lava" and "wetland-water" must have 2 textures and "oil" must have 4 textures.

near_zoom :: float optional

Default: 2.0

far_zoom :: float optional

Default: 0.5

lightmap_alpha :: float optional

Default: 1

Value 0 makes water appear as water in water mask, but does not occlude lights, and doesn't overwrite lightmap alpha drawn to pixel previously (by background layer of tile transition, or underwater sprite). Light emitted by water-like-tile (for example lava) will blend additively with previously rendered light. Value 1 makes water occlude lights, but won't be recognized as water in water mask used for masking decals by water.

shader_variation :: EffectVariation optional

Default: "water"

texture_variations_rows :: uint8 optional

Default: 1

texture_variations_columns :: uint8 optional

Default: 1

secondary_texture_variations_rows :: uint8 optional

Default: 1

secondary_texture_variations_columns :: uint8 optional

Default: 1

Prototypes

Types

Defines