Types/MiningDrillGraphicsSet: Difference between revisions

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Used by [[Prototype/MiningDrill]]. This is a [[Types/table]] with the below properties.
<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/types/MiningDrillGraphicsSet.html https://lua-api.factorio.com/latest/types/MiningDrillGraphicsSet.html]


== Optional properties ==
</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>
 
=== animation ===
'''Type''': [[Types/Animation4Way|Animation4Way]]
 
=== idle_animation ===
'''Type''': [[Types/Animation4Way|Animation4Way]]
 
Idle animation must have the same frame count as animation.
 
=== always_draw_idle_animation  ===
'''Type''': [[Types/bool|bool]]
 
'''Default''': false
 
Only loaded if <code>idle_animation</code> is present.
 
=== default_recipe_tint  ===
'''Type''': [[Types/table|table]] of [[Types/Color|Color]]
 
Format:
<syntaxhighlight lang="lua">default_recipe_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}}</syntaxhighlight>
Each key/value pair is optional and defaults to the above value.
 
=== working_visualisations  ===
'''Type''': [[Types/WorkingVisualisation|WorkingVisualisation]]
 
=== shift_animation_waypoints ===
'''Type''': [[Types/table|table]] of [[Types/table|table]] (array) of [[Types/vector|vector]]
 
Table with the following optional key/value pairs:
* north - [[Types/table|array]] of [[Types/vector|vector]]
* east - [[Types/table|array]] of [[Types/vector|vector]]
* south - [[Types/table|array]] of [[Types/vector|vector]]
* west - [[Types/table|array]] of [[Types/vector|vector]]
 
Only loaded if one of <code>shift_animation_waypoint_stop_duration</code> or <code>shift_animation_transition_duration</code> is not 0.
 
=== shift_animation_waypoint_stop_duration ===
'''Type''': [[Types/uint16|uint16]]
 
'''Default''': 0
 
Only loaded if <code>shift_animation_waypoints</code> is present.
 
=== shift_animation_transition_duration ===
'''Type''': [[Types/uint16|uint16]]
 
'''Default''': 0
 
Only loaded if <code>shift_animation_waypoints</code> is present.
 
=== status_colors ===
'''Type''': [[Types/table|table]] of [[Types/Color|Color]]
 
Table with the following optional key/value pairs:
* idle - [[Types/Color|Color]] - Default: White
* no_minable_resources - [[Types/Color|Color]] - Default: <code>idle</code>
* full_output - [[Types/Color|Color]] - Default: <code>idle</code>
* insufficient_input - [[Types/Color|Color]] - Default: <code>idle</code>
* disabled - [[Types/Color|Color]] - Default: <code>idle</code>
* no_power - [[Types/Color|Color]] - Default: No color
* working - [[Types/Color|Color]] - Default: White
* low_power - [[Types/Color|Color]] - Default: <code>working</code>
 
=== drilling_vertical_movement_duration ===
'''Type''': [[Types/uint16|uint16]]
 
'''Default''': 0
 
=== animation_progress ===
'''Type''': [[Types/float|float]]
 
'''Default''': 1
 
=== max_animation_progress  ===
'''Type''': [[Types/float|float]]
 
'''Default''': 1000
 
=== min_animation_progress  ===
'''Type''': [[Types/float|float]]
 
'''Default''': 0
 
=== circuit_connector_layer ===
'''Type''': [[Types/RenderLayer|RenderLayer]] or [[Types/table|table]] of [[Types/RenderLayer|RenderLayer]]
 
'''Default''': "object"
 
Renderlayer(s) for all directions of the circuit connectors. When this is loaded as a table, it is a table with the following optional key/value pairs:
* north - [[Types/RenderLayer|RenderLayer]] - Default: "object"
* east - [[Types/RenderLayer|RenderLayer]] - Default: "object"
* south - [[Types/RenderLayer|RenderLayer]] - Default: "object"
* west - [[Types/RenderLayer|RenderLayer]] - Default: "object"
 
=== circuit_connector_secondary_draw_order ===
'''Type''': [[Types/int8|int8]] or [[Types/table|table]] of [[Types/int8|int8]]
 
'''Default''': 100
 
Secondary draw order(s) for all directions of the circuit connectors. When this is loaded as a table, it is a table with the following optional key/value pairs:
* north - [[Types/int8|int8]] - 100
* east - [[Types/int8|int8]] - 100
* south - [[Types/int8|int8]] - 100
* west - [[Types/int8|int8]] - 100

Latest revision as of 14:32, 25 October 2024

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/types/MiningDrillGraphicsSet.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.