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Prototype/Turret

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


A turret that needs no extra ammunition. See the extensions for turrets that need some kind of ammunition.


Prototype/Turret — turret
attack_parameters::AttackParameters
call_for_help_radius::double
alert_when_attacking::bool (optional)
allow_turning_when_starting_attack::bool (optional)
attack_from_start_frame::bool (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)
folded_animation::RotatedAnimation4Way (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)
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)
starting_attack_animation::RotatedAnimation4Way (optional)
starting_attack_sound::Sound (optional)
starting_attack_speed::float (optional)
turret_base_has_direction::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)
dying_explosion::string (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)
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::string or 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_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)
emissions_per_tick::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)
next_upgrade::string (optional)
open_sound::Sound (optional)
placeable_by::ItemToPlace or table of ItemToPlace (optional)
remains_when_mined::string or table of string (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)
vehicle_impact_sound::Sound (optional)
working_sound::WorkingSound (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

Extensions

Mandatory properties

This prototype inherits all the properties from Prototype/EntityWithHealth.

attack_parameters

Type: AttackParameters
Requires ammo_type in attack_parameters.

call_for_help_radius

Type: double

Optional properties

corpse

Type: string
The name of an entity. Note that this overrides how EntityWithHealth loads the corpse, forcing it to be a string instead of an array of strings.

shoot_in_prepare_state

Type: bool
Default: false

turret_base_has_direction

Type: bool
Default: false

random_animation_offset

Type: bool
Default: false

secondary_animation

Type: bool
Default: false

attack_from_start_frame

Type: bool
Default: false

allow_turning_when_starting_attack

Type: bool
Default: false

base_picture_secondary_draw_order

Type: uint8
Default: 0

gun_animation_secondary_draw_order

Type: uint8
Default: 0

base_picture_render_layer

Type: RenderLayer
Default: "lower-object"

gun_animation_render_layer

Type: RenderLayer
Default: "object"

base_picture

Type: Animation4Way

folded_animation

Type: RotatedAnimation4Way

preparing_animation

Type: RotatedAnimation4Way

prepared_animation

Type: RotatedAnimation4Way

prepared_alternative_animation

Type: RotatedAnimation4Way

starting_attack_animation

Type: RotatedAnimation4Way

attacking_animation

Type: RotatedAnimation4Way

energy_glow_animation

Type: RotatedAnimation4Way

ending_attack_animation

Type: RotatedAnimation4Way

folding_animation

Type: RotatedAnimation4Way

integration

Type: Sprite

glow_light_intensity

Type: float
Default: 0
The intensity of light in the form of energy_glow_animation drawn on top of energy_glow_animation.

starting_attack_sound

Type: Sound

dying_sound

Type: Sound

preparing_sound

Type: Sound

folding_sound

Type: Sound

prepared_sound

Type: Sound

prepared_alternative_sound

Type: Sound

rotation_speed

Type: float
Default: 1

preparing_speed

Type: float
Default: 1

folded_speed

Type: float
Default: 1

folded_speed_secondary

Type: float
Default: 1

prepared_speed

Type: float
Default: 1

prepared_speed_secondary

Type: float
Default: 1

prepared_alternative_speed

Type: float
Default: 1

prepared_alternative_speed_secondary

Type: float
Default: 1

prepared_alternative_chance

Type: float
Default: 0

starting_attack_speed

Type: float
Default: 1

attacking_speed

Type: float
Default: 1

ending_attack_speed

Type: float
Default: 1

folding_speed

Type: float
Default: 1

prepare_range

Type: double
Default: The range defined in the attack_parameters

alert_when_attacking

Type: bool
Default: true