Types/ItemProductPrototype

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An item product definition, for example for a Prototype/Recipe. Its loading is triggered by the type of a Types/ProductPrototype being "item". It can be specified as a table with named or numbered keys, but not a mix of both.

Mandatory properties

name or 1

Type: Types/string

The name of a Prototype/Item.

Optional properties

amount or 2

Type: Types/uint16

Mandatory when using numbered keys (an array).
If amount is present, amount_min and amount_max are not loaded.

probability

Type: Types/double

Default: 1

Value between 0 and 1, 0 for 0% chance and 1 for 100% chance.

The effect of probability is no product, or, a linear distribution on [min, max]. For a recipe with probability p, amount_min min, and amount_max max, the Expected Value of this product can be expressed as p * (0.5 * (max + min)). This is what will be shown in a recipe tooltip. The effect of catalyst_amount on the product is not shown.

When amount_min and amount_max are not provided, amount applies as min and max. The Expected Value simplifies to p*amount, providing 0 product, or, amount product, on recipe completion.

amount_min

Type: Types/uint16

Mandatory if amount is not specified and named keys are being used.

amount_max

Type: Types/uint16

Mandatory if amount is not specified and named keys are being used.

If set to a number that is less than amount_min, the game will use amount_min internally.

catalyst_amount

Type: Types/uint16

Default: 0

Amount that should not be affected by productivity modules (not yielded from bonus production) and should not be included in the item production statistics.

If this ItemProductPrototype is used in a recipe, the catalyst amount is calculated automatically based on the ingredients and results.[1]

See also