Prototype/Turret: Difference between revisions

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Revision as of 17:53, 16 August 2023

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/TurretPrototype.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.


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

Template:Prototype TOC

Extensions

Mandatory properties

This prototype inherits all the properties from Prototype/EntityWithOwner.

Template:Prototype property Requires ammo_type in attack_parameters unless this is a Prototype/AmmoTurret.

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Optional properties

Template:Prototype property 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.

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Template:Prototype property Whether the secondary (animation) speeds should always be used.

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Template:Prototype property The intensity of light in the form of energy_glow_animation drawn on top of energy_glow_animation.

Template:Prototype property The range of the flickering of the alpha of energy_glow_animation. Default is range 0.2, so animation alpha can be anywhere between 0.8 and 1.0.

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Template:Prototype property Controls the speed of the preparing_animation: 1 ÷ preparing_speed = duration of the preparing_animation

Template:Prototype property It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the folded_animation: 1 ÷ folded_speed = duration of the folded_animation

Template:Prototype property It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the folded_animation: 1 ÷ folded_speed_secondary = duration of the folded_animation

Template:Prototype property It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_animation: 1 ÷ prepared_speed = duration of the prepared_animation

Template:Prototype property It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_animation: 1 ÷ prepared_speed_secondary = duration of the prepared_animation

Template:Prototype property It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_alternative_animation: 1 ÷ prepared_alternative_speed = duration of the prepared_alternative_animation

Template:Prototype property It's randomized whether a particular turret uses the primary or the secondary speed for its animations.

Controls the speed of the prepared_alternative_animation: 1 ÷ prepared_alternative_speed_secondary = duration of the prepared_alternative_animation

Template:Prototype property The chance for prepared_alternative_animation to be used.

Template:Prototype property Controls the speed of the starting_attack_animation: 1 ÷ starting_attack_speed = duration of the starting_attack_animation

Template:Prototype property Controls the speed of the attacking_animation: 1 ÷ attacking_speed = duration of the attacking_animation

Template:Prototype property Controls the speed of the ending_attack_animation: 1 ÷ ending_attack_speed = duration of the ending_attack_animation

Template:Prototype property Controls the speed of the folding_animation: 1 ÷ folding_speed = duration of the folding_animation

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Template:Prototype property Whether spawn_decoration should be spawned when enemies expand.

Template:Prototype property A single CreateDecorativesTriggerEffectItem or an array of them. Decoratives to be created when the spawner is created by the map generator. Placed when enemies expand if spawn_decorations_on_expansion is set to true.