Prototype/FluidTurret

From Official Factorio Wiki
Jump to navigation Jump to search

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/prototypes/FluidTurretPrototype.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.


Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Turret » Prototype/FluidTurret


A turret that consumes fluid as ammo.


Prototype/FluidTurret — fluid-turret
activation_buffer_ratio::float
fluid_box::FluidBox
fluid_buffer_input_flow::float
fluid_buffer_size::float
attacking_muzzle_animation_shift::AnimatedVector (optional)
ending_attack_muzzle_animation_shift::AnimatedVector (optional)
enough_fuel_indicator_light::LightDefinition (optional)
enough_fuel_indicator_picture::Sprite4Way (optional)
folded_muzzle_animation_shift::AnimatedVector (optional)
folding_muzzle_animation_shift::AnimatedVector (optional)
muzzle_animation::Animation (optional)
muzzle_light::LightDefinition (optional)
not_enough_fuel_indicator_light::LightDefinition (optional)
not_enough_fuel_indicator_picture::Sprite4Way (optional)
out_of_ammo_alert_icon::Sprite (optional)
prepared_muzzle_animation_shift::AnimatedVector (optional)
preparing_muzzle_animation_shift::AnimatedVector (optional)
starting_attack_muzzle_animation_shift::AnimatedVector (optional)
Inherited from Prototype/Turret
attack_parameters::AttackParameters
call_for_help_radius::double
folded_animation::RotatedAnimation4Way
alert_when_attacking::bool (optional)
allow_turning_when_starting_attack::bool (optional)
attack_from_start_frame::bool (optional)
attack_target_mask::TriggerTargetMask (optional)
attacking_animation::RotatedAnimation4Way (optional)
attacking_speed::float (optional)
base_picture::Animation4Way (optional)
base_picture_render_layer::RenderLayer (optional)
base_picture_secondary_draw_order::uint8 (optional)
corpse::string (optional)
dying_sound::Sound (optional)
ending_attack_animation::RotatedAnimation4Way (optional)
ending_attack_speed::float (optional)
energy_glow_animation::RotatedAnimation4Way (optional)
energy_glow_animation_flicker_strength::float (optional)
folded_speed::float (optional)
folded_speed_secondary::float (optional)
folding_animation::RotatedAnimation4Way (optional)
folding_sound::Sound (optional)
folding_speed::float (optional)
glow_light_intensity::float (optional)
gun_animation_render_layer::RenderLayer (optional)
gun_animation_secondary_draw_order::uint8 (optional)
ignore_target_mask::TriggerTargetMask (optional)
integration::Sprite (optional)
prepare_range::double (optional)
prepared_alternative_animation::RotatedAnimation4Way (optional)
prepared_alternative_chance::float (optional)
prepared_alternative_sound::Sound (optional)
prepared_alternative_speed::float (optional)
prepared_alternative_speed_secondary::float (optional)
prepared_animation::RotatedAnimation4Way (optional)
prepared_sound::Sound (optional)
prepared_speed::float (optional)
prepared_speed_secondary::float (optional)
preparing_animation::RotatedAnimation4Way (optional)
preparing_sound::Sound (optional)
preparing_speed::float (optional)
random_animation_offset::bool (optional)
rotation_speed::float (optional)
secondary_animation::bool (optional)
shoot_in_prepare_state::bool (optional)
spawn_decoration::CreateDecorativesTriggerEffectItem or table of CreateDecorativesTriggerEffectItem (optional)
spawn_decorations_on_expansion::bool (optional)
starting_attack_animation::RotatedAnimation4Way (optional)
starting_attack_sound::Sound (optional)
starting_attack_speed::float (optional)
turret_base_has_direction::bool (optional)
Inherited from Prototype/EntityWithOwner
allow_run_time_change_of_is_military_target::bool (optional)
is_military_target::bool (optional)
Inherited from Prototype/EntityWithHealth
alert_when_damaged::bool (optional)
attack_reaction::AttackReaction (optional)
corpse::string or table of strings (optional)
create_ghost_on_death::bool (optional)
damaged_trigger_effect::TriggerEffect (optional)
dying_explosion::ExplosionDefinition or table of ExplosionDefinition (optional)
dying_trigger_effect::TriggerEffect (optional)
healing_per_tick::float (optional)
hide_resistances::bool (optional)
integration_patch::Sprite4Way (optional)
integration_patch_render_layer::RenderLayer (optional)
loot::Loot (optional)
max_health::float (optional)
random_corpse_variation::bool (optional)
repair_sound::Sound (optional)
repair_speed_modifier::float (optional)
resistances::Resistances (optional)
Inherited from Prototype/Entity
icons, icon, icon_size (IconSpecification)::IconSpecification
additional_pastable_entities::table of string (optional)
alert_icon_scale::float (optional)
alert_icon_shift::vector (optional)
allow_copy_paste::bool (optional)
autoplace::AutoplaceSpecification (optional)
build_base_evolution_requirement::double (optional)
build_grid_size::uint8 (optional)
build_sound::Sound (optional)
close_sound::Sound (optional)
collision_box::BoundingBox (optional)
collision_mask::CollisionMask (optional)
created_effect::Trigger (optional)
created_smoke::CreateTrivialSmokeEffectItem (optional)
drawing_box::BoundingBox (optional)
emissions_per_second::double (optional)
enemy_map_color::Color (optional)
fast_replaceable_group::string (optional)
flags::EntityPrototypeFlags (optional)
friendly_map_color::Color (optional)
hit_visualization_box::BoundingBox (optional)
map_color::Color (optional)
map_generator_bounding_box::BoundingBox (optional)
minable::MinableProperties (optional)
mined_sound::Sound (optional)
mining_sound::Sound (optional)
next_upgrade::string (optional)
open_sound::Sound (optional)
placeable_by::ItemToPlace or table of ItemToPlace (optional)
protected_from_tile_building::bool (optional)
radius_visualisation_specification::RadiusVisualisationSpecification (optional)
remains_when_mined::string or table of string (optional)
remove_decoratives::string (optional)
rotated_sound::Sound (optional)
selectable_in_game::bool (optional)
selection_box::BoundingBox (optional)
selection_priority::uint8 (optional)
shooting_cursor_size::double (optional)
sticker_box::BoundingBox (optional)
subgroup::string (optional)
tile_height::uint32 (optional)
tile_width::uint32 (optional)
trigger_target_mask::TriggerTargetMask (optional)
vehicle_impact_sound::Sound (optional)
water_reflection::WaterReflectionDefinition (optional)
working_sound::WorkingSound (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

Mandatory properties

This prototype inherits all the properties from Prototype/Turret.

fluid_buffer_size

Type: float

fluid_buffer_input_flow

Type: float

activation_buffer_ratio

Type: float
Before an turret that is out of ammo is able to fire, the fluid_buffer_size must fill to this proportion.

fluid_box

Type: FluidBox

Optional properties

muzzle_light

Type: LightDefinition

enough_fuel_indicator_light

Type: LightDefinition

not_enough_fuel_indicator_light

Type: LightDefinition

muzzle_animation

Type: Animation

folded_muzzle_animation_shift

Type: AnimatedVector

preparing_muzzle_animation_shift

Type: AnimatedVector

prepared_muzzle_animation_shift

Type: AnimatedVector

starting_attack_muzzle_animation_shift

Type: AnimatedVector

attacking_muzzle_animation_shift

Type: AnimatedVector

ending_attack_muzzle_animation_shift

Type: AnimatedVector

folding_muzzle_animation_shift

Type: AnimatedVector

enough_fuel_indicator_picture

Type: Sprite4Way

not_enough_fuel_indicator_picture

Type: Sprite4Way

out_of_ammo_alert_icon

Type: Sprite

Mandatory values

Fluid turret can have only stream attack parameters.

Fluid turret has to have turret_base_has_direction=true.