Types/EnergySource: Difference between revisions

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== Basics ==
<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/EnergySource.html https://lua-api.factorio.com/latest/types/EnergySource.html]
Specifies the way the entity gets its energy.
=== type ===
'''Type''': [[Types/string]]


Mandatory. Only valid values are "electric", "burner", "heat", "fluid" or "void", it specifies the type of the energy source to be used.
</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>
 
=== emissions_per_minute ===
'''Type''': [[Types/double]]
 
'''Default''': 0
 
Optional. The pollution an entity emits per minute at full energy consumption. <code>emissions_per_minute</code> is exactly the value that is shown in the entity tooltip.
 
=== render_no_power_icon ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
Optional. Whether to render the [[File:Electricity-icon-red.png|50px]] icon on the entity if it is low on power. Also applies to [[File:Fuel-icon-red.png|50px]] when using a burner energy source.
 
=== render_no_network_icon ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
Optional. Whether to render the [[File:Electricity-icon-unplugged.png|50px]] icon on the entity if it is not connected to a electric network.
 
== Electric energy source ==
=== buffer_capacity ===
'''Type''': [[Types/Energy]]
 
Optional. How much energy the entity holds.
 
=== usage_priority ===
'''Type''': [[Types/ElectricUsagePriority]]
 
Mandatory.
=== input_flow_limit ===
'''Type''': [[Types/Energy]]
 
'''Default''': max double
 
Optional. The rate at which energy can be taken, from the network, to refill the energy buffer. 0 means 0.
 
=== output_flow_limit ===
'''Type''': [[Types/Energy]]
 
'''Default''': max double
 
Optional. How fast the energy can flow out of the entity. 0 means 0.
 
=== drain ===
'''Type''': [[Types/Energy]]
 
Optional. How much energy (per second) will be continuously removed from the energy buffer. In game, this is shown in the tooltip as "Min. ''[Minimum]'' Consumption". Applied as a constant consumption-per-tick, even when the entity has the property <code>active</code> false.
 
== Burner ==
=== fuel_inventory_size ===
'''Type''': [[Types/ItemStackIndex]]
 
Mandatory.
 
=== burnt_inventory_size ===
'''Type''': [[Types/ItemStackIndex]]
 
'''Default''': 0
 
Optional.
 
=== smoke ===
'''Type''': [[Types/table]] of [[Types/SmokeSource]]
 
Optional. Array of 1 or more smoke sources.
 
=== light_flicker ===
'''Type''': [[Types/LightFlickeringDefinition]]
 
Optional.
 
=== effectivity ===
'''Type''': [[Types/double]]
 
'''Default''': 1
 
Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.
 
=== fuel_category ===
'''Type''': [[Types/string]]
 
'''Default''': "chemical"
 
Optional. The energy source can be used with fuel from this [[Prototype/FuelCategory|fuel category]]. For a list on built-in categories, see [[Data.raw#fuel-category]].
 
If <code>fuel_categories</code> is defined, fuel_category is ignored.
 
=== fuel_categories ===
'''Type''': [[Types/table]] of [[Types/string]]
 
Optional. Same as above, only one of them can exist. For a list on built-in categories, see [[Data.raw#fuel-category]].
 
Takes precedence over <code>fuel_category</code>.
 
== Heat energy source ==
=== max_temperature ===
'''Type''': [[Types/double]]
 
Mandatory. max_temperature must be >= default_temperature.
 
=== default_temperature ===
'''Type''': [[Types/double]]
 
'''Default''': 15
 
Optional.
 
=== specific_heat ===
'''Type''': [[Types/Energy]]
 
Mandatory.
 
=== max_transfer ===
'''Type''': [[Types/Energy]]
 
Mandatory.
 
=== min_temperature_gradient ===
'''Type''': [[Types/double]]
 
'''Default''': 1
 
Optional.
 
=== min_working_temperature ===
'''Type''': [[Types/double]]
 
'''Default''': 15
 
Optional. min_working_temperature must be >= default_temperature. min_working_temperature must be <= max_temperature.
 
=== minimum_glow_temperature ===
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== pipe_covers ===
'''Type''': [[Types/Sprite4Way]]
 
Optional.
 
=== heat_pipe_covers ===
'''Type''': [[Types/Sprite4Way]]
 
Optional.
 
=== heat_picture ===
'''Type''': [[Types/Sprite4Way]]
 
Optional.
 
=== heat_glow ===
'''Type''': [[Types/Sprite4Way]]
 
Optional.
 
=== connections ===
'''Type''': [[Types/table]] of [[Types/HeatConnection]]
 
Optional. The table may only contain up to 32 connections.
 
== Void energy source ==
Void is free energy, there are no additional entries required.
<syntaxhighlight lang="lua">
  energy_source = {type = "void"}
</syntaxhighlight>
 
== Fluid energy source ==
=== fluid_box ===
'''Type''': [[Types/FluidBox]]
 
Mandatory.
All standard fluid box configurations are acceptable, but the type must be "input" or "input-output" to function correctly.
Scale_fluid_usage, fluid_usage_per_tick or a filter on the fluidbox must be set to be able to calculate the fluid usage of the energy source.
 
=== smoke ===
'''Type''': [[Types/table]] of [[Types/SmokeSource]]
 
Optional. Array of 1 or more smoke sources.
 
=== light_flicker ===
'''Type''': [[Types/LightFlickeringDefinition]]
 
Optional.
 
=== effectivity ===
'''Type''': [[Types/double]]
 
'''Default''': 1
 
Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.
 
=== burns_fluid ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Optional. If set to true, the energy source will calculate power based on the fluid's fuel_value entry, else it will calculate based on fluid temperature.
 
=== scale_fluid_usage ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Optional. If set to true, the energy source will consume as much fluid as required to produce the desired power, if set to false it will consume as much as it is allowed to, wasting any excess.
 
=== destroy_non_fuel_fluid ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
Optional. This property is used when:
* <code>burns_fluid</code> is true and the fluid has a [[Prototype/Fluid#fuel_value|fuel_value]] of 0
* or <code>burns_fluid</code> is false and the fluid is at default temperature
In these cases, this property determines whether the fluid should be destroyed, meaning that the fluid is consumed at the rate of <code>fluid_usage_per_tick</code>, without producing any power.
 
=== fluid_usage_per_tick ===
'''Type''': [[Types/double]]
 
'''Default''': 0
 
Optional. The number of fluid units the energy source uses per tick.
If used with scale_fluid_usage, this specifies the maximum. If this value is not set, scale_energy_usage = false and a fluid box filter is set, the game will attempt to calculate this value from the fluid box filter's fluid's fuel_value or heat_capacity and the entity's energy_usage. If burns_fluid is false, maximum_temperature will also be used. If the attempt of the game to calculate this value fails ( scale_energy_usage = false and a fluid box filter is set), then scale_energy_usage will be forced to true, to prevent the energy source from being an infinite fluid sink.[https://forums.factorio.com/90613]
 
=== maximum_temperature ===
'''Type''': [[Types/double]]
 
'''Default''': 0, meaning unlimited
 
If it is specified while scale_fluid_usage = false and fluid_usage_per_tick is not specified, the game will use this value to calculate fluid_usage_per_tick.
 
{{Prototype property type usage|{{FULLPAGENAME}}}}

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/EnergySource.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.