Prototype/Module
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Prototype definitions » PrototypeBase » Prototype/Item » Prototype/Module
A module.
Mandatory properties
This prototype inherits all the properties from Prototype/Item.
category
Type: string
The name of a Prototype/ModuleCategory. Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules of the same category with higher tier modules.
tier
Type: uint32
Tier of the module inside its category. Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules with higher tier modules if they have the same category.
effect
Type: Effect
Optional properties
requires_beacon_alt_mode
Type: bool
Default: true
limitation
Type: table of string
Array of recipe names this module can be used on. If empty, the module can be used on all recipes.
limitation_blacklist
Type: table of string
Array of recipe names this module can not be used on, implicitly allowing its use on all other recipes. This property has no effect if set to an empty table.
Note that the game converts this into a normal list of limitations internally, so reading LuaItemPrototype.limitations at runtime will be the product of both ways of defining limitations.
limitation_message_key
Type: string
Mandatory when limitation
is present. The locale key of the message that is shown when the player attempts to use the module on a recipe it can't be used on. The locale key will be prefixed with item-limitation.
(the "category" of the locale) by the game.
art_style
Type: string
Chooses with what art style the module is shown inside beacons. See Types/BeaconModuleVisualizations#art_style. Vanilla uses "vanilla" here.
beacon_tint
beacon_tint = { primary = {r=1,g=1,b=1,a=1}, secondary = {r=1,g=1,b=1,a=1}, tertiary = {r=1,g=1,b=1,a=1}, quaternary = {r=1,g=1,b=1,a=1}}
Each key/value pair is optional and defaults to no color.