Prototype/ResourceEntity: Difference between revisions
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== | <div class="stub"><p>'''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/ResourceEntityPrototype.html https://lua-api.factorio.com/latest/prototypes/ResourceEntityPrototype.html] | ||
A mineable/gatherable entity. | |||
</p><p>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 [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div> | |||
{{Prototype parent|Prototype/Entity}} | |||
A mineable/gatherable entity. Its [[Types/CollisionMask|collision_mask]] must contain "resource-layer" if it should be minable with a [[Prototype/MiningDrill]]. | |||
{{Prototype TOC|resource}} | |||
== Mandatory properties == | == Mandatory properties == | ||
This prototype inherits all the properties from [[Prototype/Entity]]. | This prototype inherits all the properties from [[Prototype/Entity]]. | ||
{{Prototype property|stages|[[Types/AnimationVariations|AnimationVariations]]}} | |||
Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined. | Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined. | ||
When using [[Types/AnimationVariations#sheet]], frame_count is the amount of frames per row in the spritesheet. variation_count is the amount of rows in the spritesheet. Each row in the spritesheet is one stage of the animation. | |||
{{Prototype property|stage_counts|[[Types/table|table]] of [[Types/uint32|uint32]]}} | |||
Number of stages the animation has. | Number of stages the animation has. | ||
== Optional properties == | == Optional properties == | ||
{{Prototype property|infinite|[[Types/bool|bool]]|false|optional=true}} | |||
If the ore is infinitely minable, or if it will eventually run out of resource. | If the ore is infinitely minable, or if it will eventually run out of resource. | ||
{{Prototype property|highlight|[[Types/bool|bool]]|false|optional=true}} | |||
If the resource should be highlighted when holding a mining drill that can mine it (holding a pumpjack highlights crude-oil in the base game). | |||
If the | |||
{{Prototype property|randomize_visual_position|[[Types/bool|bool]]|true|optional=true}} | |||
If there is a slight offset to graphics of the resource. Used to make patches a little less uniform in appearance. | |||
{{Prototype property|map_grid|[[Types/bool|bool]]|true|optional=true}} | |||
Whether the resource should have a grid pattern on the map instead of a solid map color. | |||
{{Prototype property|minimum|[[Types/uint32|uint32]]|0|optional=true}} | |||
Must be not 0 when <code>infinite = true</code>. | Must be not 0 when <code>infinite = true</code>. | ||
{{Prototype property|normal|[[Types/uint32|uint32]]|1|optional=true}} | |||
Must be not 0 when <code>infinite = true</code>. | Must be not 0 when <code>infinite = true</code>. | ||
{{Prototype property|infinite_depletion_amount|[[Types/uint32|uint32]]|1|optional=true}} | |||
''Every time an infinite-type resource "ticks" lower it's lowered by that amount.'' -- [https://forums.factorio.com/viewtopic.php?t=47093&p=271243#p271115 Rseding91] | ''Every time an infinite-type resource "ticks" lower it's lowered by that amount.'' -- [https://forums.factorio.com/viewtopic.php?t=47093&p=271243#p271115 Rseding91] | ||
{{Prototype property|resource_patch_search_radius|[[Types/uint32|uint32]]|3|optional=true}} | |||
When hovering over this resource in the map view: How far to search for other resource patches of this type to display as one (summing amount, white outline). | |||
{{Prototype property|category|[[Types/string|string]]|"basic-solid"|optional=true}} | |||
The category for the resource. Available categories in vanilla can be found here: [[Data.raw#resource-category]] | The category for the resource. Available categories in vanilla can be found here: [[Data.raw#resource-category]] | ||
{{Prototype property|walking_sound|[[Types/Sound|Sound]]|optional=true}} | |||
Sound played when the player walks over this resource. | |||
= | {{Prototype property|stages_effect|[[Types/AnimationVariations|AnimationVariations]]|optional=true}} | ||
An effect that can be overlayed above the normal ore graphics. Used in the base game to make [[uranium ore]] glow. | |||
{{Prototype property|effect_animation_period|[[Types/float|float]]|0.0|optional=true}} | |||
How long it takes <code>stages_effect</code> to go from <code>min_effect_alpha</code> to <code>max_effect_alpha</code>. | |||
{{Prototype property|effect_animation_period_deviation|[[Types/float|float]]|0.0|optional=true}} | |||
How much <code>effect_animation_period</code> can deviate from its original value. Used to make the stages effect alpha change look less uniform. | |||
{{Prototype property|effect_darkness_multiplier|[[Types/float|float]]|1.0|optional=true}} | |||
How much the surface darkness should affect the alpha of <code>stages_effect</code>. | |||
{{Prototype property|min_effect_alpha|[[Types/float|float]]|0.0|optional=true}} | |||
Minimal alpha value of <code>stages_effect</code>. | |||
{{Prototype property|max_effect_alpha|[[Types/float|float]]|1.0|optional=true}} | |||
Maximal alpha value of <code>stages_effect</code>. | |||
{{Prototype property|tree_removal_probability|[[Types/double|double]]|0|optional=true}} | |||
Must be positive. | Must be positive. | ||
{{Prototype property|tree_removal_max_distance|[[Types/double|double]]|0|optional=true}} | |||
Must be positive when <code>tree_removal_probability</code> is set. | |||
{{Prototype property|mining_visualisation_tint|[[Types/Color|Color]]|unset|optional=true}} | |||
Defaults to the resources map color if left unset and map color is set, otherwise defaults to white if left unset. | |||
== Example == | == Example == | ||
Line 132: | Line 99: | ||
minable = | minable = | ||
{ | { | ||
mining_time = 1, | mining_time = 1, | ||
results = | results = | ||
Line 147: | Line 113: | ||
collision_box = {{ -1.4, -1.4}, {1.4, 1.4}}, | collision_box = {{ -1.4, -1.4}, {1.4, 1.4}}, | ||
selection_box = {{ -0.5, -0.5}, {0.5, 0.5}}, | selection_box = {{ -0.5, -0.5}, {0.5, 0.5}}, | ||
autoplace = | autoplace = resource_autoplace.resource_autoplace_settings{ | ||
name = "crude-oil", | |||
order = "c", -- Other resources are "b"; oil won't get placed if something else is already there. | |||
base_density = 8.2, | |||
base_spots_per_km2 = 1.8, | |||
random_probability = 1/48, | |||
random_spot_size_minimum = 1, | |||
random_spot_size_maximum = 1, -- don't randomize spot size | |||
additional_richness = 220000, -- this increases the total everywhere, so base_density needs to be decreased to compensate | |||
has_starting_area_placement = false, | |||
resource_index = resource_autoplace.resource_indexes["crude-oil"], | |||
regular_rq_factor_multiplier = 1 | |||
}, | }, | ||
stage_counts = {0}, | stage_counts = {0}, | ||
Line 181: | Line 141: | ||
map_color = {r=0.78, g=0.2, b=0.77}, | map_color = {r=0.78, g=0.2, b=0.77}, | ||
map_grid = false | map_grid = false | ||
} | }</syntaxhighlight> |
Latest revision as of 10:43, 21 September 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/ResourceEntityPrototype.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/ResourceEntity
A mineable/gatherable entity. Its collision_mask must contain "resource-layer" if it should be minable with a Prototype/MiningDrill.
Mandatory properties
This prototype inherits all the properties from Prototype/Entity.
stages
Type: AnimationVariations
Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined.
When using Types/AnimationVariations#sheet, frame_count is the amount of frames per row in the spritesheet. variation_count is the amount of rows in the spritesheet. Each row in the spritesheet is one stage of the animation.
stage_counts
Type: table of uint32
Number of stages the animation has.
Optional properties
infinite
Type: bool
Default: false
If the ore is infinitely minable, or if it will eventually run out of resource.
highlight
Type: bool
Default: false
If the resource should be highlighted when holding a mining drill that can mine it (holding a pumpjack highlights crude-oil in the base game).
randomize_visual_position
Type: bool
Default: true
If there is a slight offset to graphics of the resource. Used to make patches a little less uniform in appearance.
map_grid
Type: bool
Default: true
Whether the resource should have a grid pattern on the map instead of a solid map color.
minimum
Type: uint32
Default: 0
Must be not 0 when infinite = true
.
normal
Type: uint32
Default: 1
Must be not 0 when infinite = true
.
infinite_depletion_amount
Type: uint32
Default: 1
Every time an infinite-type resource "ticks" lower it's lowered by that amount. -- Rseding91
resource_patch_search_radius
Type: uint32
Default: 3
When hovering over this resource in the map view: How far to search for other resource patches of this type to display as one (summing amount, white outline).
category
Type: string
Default: "basic-solid"
The category for the resource. Available categories in vanilla can be found here: Data.raw#resource-category
walking_sound
Type: Sound
Sound played when the player walks over this resource.
stages_effect
Type: AnimationVariations
An effect that can be overlayed above the normal ore graphics. Used in the base game to make uranium ore glow.
effect_animation_period
Type: float
Default: 0.0
How long it takes stages_effect
to go from min_effect_alpha
to max_effect_alpha
.
effect_animation_period_deviation
Type: float
Default: 0.0
How much effect_animation_period
can deviate from its original value. Used to make the stages effect alpha change look less uniform.
effect_darkness_multiplier
Type: float
Default: 1.0
How much the surface darkness should affect the alpha of stages_effect
.
min_effect_alpha
Type: float
Default: 0.0
Minimal alpha value of stages_effect
.
max_effect_alpha
Type: float
Default: 1.0
Maximal alpha value of stages_effect
.
tree_removal_probability
Type: double
Default: 0
Must be positive.
tree_removal_max_distance
Type: double
Default: 0
Must be positive when tree_removal_probability
is set.
mining_visualisation_tint
Type: Color
Default: unset
Defaults to the resources map color if left unset and map color is set, otherwise defaults to white if left unset.
Example
{
type = "resource",
name = "crude-oil",
icon = "__base__/graphics/icons/crude-oil.png",
icon_size = 32,
flags = {"placeable-neutral"},
category = "basic-fluid",
order="a-b-a",
infinite = true,
highlight = true,
minimum = 60000,
normal = 300000,
infinite_depletion_amount = 10,
resource_patch_search_radius = 12,
tree_removal_probability = 0.7,
tree_removal_max_distance = 32 * 32,
minable =
{
mining_time = 1,
results =
{
{
type = "fluid",
name = "crude-oil",
amount_min = 10,
amount_max = 10,
probability = 1
}
}
},
collision_box = {{ -1.4, -1.4}, {1.4, 1.4}},
selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},
autoplace = resource_autoplace.resource_autoplace_settings{
name = "crude-oil",
order = "c", -- Other resources are "b"; oil won't get placed if something else is already there.
base_density = 8.2,
base_spots_per_km2 = 1.8,
random_probability = 1/48,
random_spot_size_minimum = 1,
random_spot_size_maximum = 1, -- don't randomize spot size
additional_richness = 220000, -- this increases the total everywhere, so base_density needs to be decreased to compensate
has_starting_area_placement = false,
resource_index = resource_autoplace.resource_indexes["crude-oil"],
regular_rq_factor_multiplier = 1
},
stage_counts = {0},
stages =
{
sheet =
{
filename = "__base__/graphics/entity/crude-oil/crude-oil.png",
priority = "extra-high",
width = 75,
height = 61,
frame_count = 4,
variation_count = 1
}
},
map_color = {r=0.78, g=0.2, b=0.77},
map_grid = false
}