Prototype/Recipe: Difference between revisions
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{{Prototype property|overload_multiplier|[[Types/uint32|uint32]]|0|optional=true}} | {{Prototype property|overload_multiplier|[[Types/uint32|uint32]]|0|optional=true}} | ||
Used to determine how many extra items are put into an assembling machine before it's considered "full enough". | Used to determine how many extra items are put into an assembling machine before it's considered "full enough". See [[Inserters#Insertion_limits]]. | ||
If set to 0, it instead uses the following formula: 1.166 / (energy_required / the assembler's crafting_speed), rounded up, and clamped between 2 and 100. | If set to 0, it instead uses the following formula: 1.166 / (energy_required / the assembler's crafting_speed), rounded up, and clamped between 2 and 100. |
Revision as of 07:55, 10 September 2019
Template:Prototype parent A recipe. It can be a crafting recipe, a smelting recipe, or a custom type of recipe (see Prototype/RecipeCategory).
General properties
Inherits all properties from PrototypeBase.
Template:Prototype property Optional. The category of this recipe. The built-in categories can be found here. See also Prototype/RecipeCategory.
Template:Prototype property Optional. The subgroup of this recipe. If not specified, defaults to the subgroup of the product if there is only 1, or main_product if multiple products exist. If multiple products exit and no main_product is specified, the subgroup is required.
Template:Prototype property An icon is mandatory for recipe with more than 1 product and no main_product. Otherwise defaults to the icon of main_product/1 product.
If given, it overwrites the icon of the main_product/1 product.
Template:Prototype property Optional.
Format:
crafting_machine_tint = { primary = {r=0,g=0,b=0,a=0}, secondary = {r=0,g=0,b=0,a=0}, tertiary = {r=0,g=0,b=0,a=0}, quaternary = {r=0,g=0,b=0,a=0}}
Each key/value pair is optional and defaults to the above value.
Recipe data
If the recipe does not have a difficulty, this is located directly in the prototype. Otherwise, if the "normal" or "expensive" property exists, the recipe has difficulty. Then, the recipe data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has recipe data defined, the other difficulty can be set to false
. This will disable the recipe for the difficulty, same as setting it enabled = false
. If it is enabled (by technologies etc), it will use the data from the other difficulty. Not setting a difficulty, e.g. normal = nil
, is possible and gives that difficulty the exact same properties as the difficulty that is defined. See below for examples.
Template:Prototype property A table containing ingredient names and counts. Can also contain information about fluid temperature and catalyst amounts.
ingredients = {{"iron-stick", 2}, {"iron-plate", 3}}
The same with full format:
ingredients = {{type = "item", name = "iron-stick", amount = 2}, {type = "item", name = "iron-plate", amount = 3}}
For fluids, the full format always has to be used:
ingredients = {{type="fluid", name="water", amount=50}, {type="fluid", name="crude-oil", amount=100}}
Maximal ingredient amount is 65535. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[1]
Template:Prototype property Can be replaced with the results parameter. The item created by this recipe. Must be the name of an item, such as "iron-gear-wheel".
Template:Prototype property Optional. The number of items created by this recipe.
Template:Prototype property A table containing result names and counts. Can also contain information about fluid temperature and catalyst amounts. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[2]
results=
{
{type="fluid", name="heavy-oil", amount=3},
{type="fluid", name="light-oil", amount=3},
{type="fluid", name="petroleum-gas", amount=4}
},
results =
{
{type = "item", name = "iron-nuggets", amount = 9},
{type = "item", name = "gold-nuggets", amount = 1}
},
Template:Prototype property Optional. The amount of time it takes to make this recipe.
This is the number of seconds it takes to craft at crafting speed 1.
Template:Prototype property Used to determine how many extra items are put into an assembling machine before it's considered "full enough". See Inserters#Insertion_limits.
If set to 0, it instead uses the following formula: 1.166 / (energy_required / the assembler's crafting_speed), rounded up, and clamped between 2 and 100.
Template:Prototype property Optional. This can be false to disable the recipe at the start of the game, or "true" to leave it enabled.
If your recipe is unlocked by a technology, you should set this to "false".
Template:Prototype property Optional. Hides the recipe from crafting menus.
Template:Prototype property Optional. Hides the recipe from flow stats (item/fluid production statistics).
Template:Prototype property Optional. Hides the recipe from the player's crafting screen. The recipe will still show up for selection in machines.
Template:Prototype property Optional. Whether this recipe is allowed to be broken down for the recipe tooltip "Total raw" calculations.
Template:Prototype property Optional. Whether the recipe can be used as an intermediate recipe in hand-crafting.
Template:Prototype property Optional. Whether the recipe is allowed to use intermediate recipes when hand-crafting.
Template:Prototype property Optional. Whether the "Made in: {Machine}" part of the tool-tip should always be present, not only when the recipe can not be hand-crafted.
Template:Prototype property Optional. Whether the recipe name should have the product amount in front of it, e.g. "2 transport belt"
Template:Prototype property Optional. Whether the products are always shown in the recipe tool-tip.
Template:Prototype property Optional.
For recipes with more than one product: This defines of which result the icon, subgroup and name is used. If it is not set and the recipe has more than 1 result the recipe will use the recipe-name and recipe-description locale and its own subgroup and icon.
For recipes with 1 result: The recipe uses the icon, subgroup and name of the result by default. If set this property is set to an empty string, the recipe will use the properties of the recipe instead of the result.
Examples
"iron-plate"
{
type = "recipe",
name = "iron-plate",
category = "smelting",
energy_required = 3.5,
ingredients = {{"iron-ore", 1}},
result = "iron-plate"
}
"coal-liquefaction"
{
type = "recipe",
name = "coal-liquefaction",
category = "oil-processing",
subgroup = "fluid-recipes",
order = "a[oil-processing]-c[coal-liquefaction]",
enabled = false,
energy_required = 5,
icon = "__base__/graphics/icons/fluid/coal-liquefaction.png",
icon_size = 32,
ingredients =
{
{type="item", name="coal", amount=10},
{type="fluid", name="heavy-oil", amount=25},
{type="fluid", name="steam", amount=50}
},
results=
{
{type="fluid", name="heavy-oil", amount=35},
{type="fluid", name="light-oil", amount=15},
{type="fluid", name="petroleum-gas", amount=20}
},
allow_decomposition = false
}
"iron-gear-wheel" — recipe with difficulty
{
type = "recipe",
name = "iron-gear-wheel",
normal =
{
ingredients = {{"iron-plate", 2}},
result = "iron-gear-wheel"
},
expensive =
{
ingredients = {{"iron-plate", 4}},
result = "iron-gear-wheel"
}
},
Modified so that it cannot be crafted in normal mode, unless unlocked via command/research
{
type = "recipe",
name = "iron-gear-wheel",
normal = false,
expensive =
{
ingredients = {{"iron-plate", 4}},
result = "iron-gear-wheel"
}
},
Modified so that the expensive recipe is always used, even in normal mode
{
type = "recipe",
name = "iron-gear-wheel",
normal = nil, --this line can be omitted
expensive =
{
ingredients = {{"iron-plate", 4}},
result = "iron-gear-wheel"
}
},