Prototype/Entity: Difference between revisions

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{{Prototype property|water_reflection|[[Types/WaterReflectionDefinition|WaterReflectionDefinition]]|optional=true}}
{{Prototype property|water_reflection|[[Types/WaterReflectionDefinition|WaterReflectionDefinition]]|optional=true}}
May also be defined inside <code>graphics_set</code> instead of directly in the entity prototype. This is useful for entities that use the a <code>graphics_set</code> property to define their graphics, becausen then all graphics can be in defined one place.
May also be defined inside <code>graphics_set</code> instead of directly in the entity prototype. This is useful for entities that use the a <code>graphics_set</code> property to define their graphics, because then all graphics can be in defined one place.<br>
Currently only renders for [[Prototype/EntityWithHealth]]
Currently only renders for [[Prototype/EntityWithHealth]].[https://forums.factorio.com/100703]


== Example ==
== Example ==

Revision as of 11:17, 24 November 2021

Template:Prototype parent Abstract base of all entities in the game. Entity is basically everything that can be on the map (except tiles). For in game script access to entity, take a look at LuaEntity

Template:Prototype TOC

Extensions

Mandatory properties

Inherits all properties from PrototypeBase.

Template:Prototype property An icon is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-enemy.

The icon will be used in the editor building selection and the bonus gui.

icon = "__base__/graphics/icons/wooden-chest.png"

Optional properties

order

See PrototypeBase#order

Inherited from PrototypeBase.

The order string is taken from the items in placeable_by if they exist, or from an item that has its place_result set to this entity if it exists.

Template:Prototype property Specification of the entity collision boundaries.

Empty collision box is used for smoke, projectiles, particles, explosions etc.

collision_box = {{-0.4, -0.4}, {0.4, 0.4}}

The {0,0} coordinate in the collision box will match the entity position.

It should be near the center of the collision box, to keep correct entity drawing order. It must include the {0,0} coordinate.

Note, that for buildings, it is customary to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc.

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Two entities can collide only if they share a layer from the collision mask.

NOTE: Some entity types have their own default that differs from the above default. They are listed here:

Template:Prototype property Used instead of the collision box during map generation. Allows space entities differently during map generation, for example if the box is bigger, the entities will be placed farther apart.

Template:Prototype property Specification of the entity selection area. When empty the entity will have no selection area (and thus is not selectable).

selection_box = {{-0.5, -0.5}, {0.5, 0.5}}

The selection box is usually a little bit bigger than the collision box, for tilable entities (like buildings) it should match the tile size of the building.

Template:Prototype property Specification of space needed to see the whole entity.

This is used to calculate the correct zoom and positioning in the entity info gui.

drawing_box = {{-0.5, -0.5}, {0.5, 0.5}}

Template:Prototype property Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear. It is optional and the collision box is used when not specified.

sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}

Template:Prototype property Where beams should hit the entity. Useful if the bounding box only covers part of the entity (e.g. feet of the character) and beams only hitting there would look weird.

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Template:Prototype property The name of the subgroup this entity should be sorted into in the map editor building selection.

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Template:Prototype property The entity with the higher number is selectable before the entity with the lower number. When two entities have the same selection priority, the one with the highest collision mask (as determined by the order on that page) is selected.

Template:Prototype property Either "automatic", "true" or "false". Whether this entity should remove decoratives that collide with it when this entity is built. When set to "automatic", if the entity type is considered a building (e.g. an assembling machine or a wall) it will remove decoratives.

Template:Prototype property Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption. Currently used just for trees.

emissions_per_second = -0.001 -- cleaning effect of big tree

Template:Prototype property The cursor size used when shooting at this entity.

Template:Prototype property The smoke that is shown when the entity is placed.

Template:Prototype property Will also work on entities that don't actually do work.

Template:Prototype property The effect/trigger that happens when the entity is placed.

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Template:Prototype property When playing this sound, the volume is scaled by the speed of the vehicle when colliding with this entity.

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Template:Prototype property This allows you to replace an entity that's already placed, with a different one in your inventory. For example, replacing a burner inserter with a fast inserter.

This is simply a string, so any string can be used here. The entity that should be replaced simply has to use the same string here.

The ones the game uses are:

   "container"
   "furnace"
   "transport-belt"
   "electric-pole"
   "steam-engine"
   "inserter"
   "long-handed-inserter"
   "pipe"
   "assembling-machine"
   "wall"
   "loader"
   "rail-signal"
   "mining-drill"
   "pumpjack"

Template:Prototype property Name of the entity that will be automatically selected as the upgrade of this entity when using the upgrade planner without configuration.

This entity may not have 'not-upgradable' flag set and must be minable. This entity mining result must not contain item product with "hidden" flag set. Mining results with no item products are allowed. The entity may not be a Prototype/RollingStock.
The upgrade target entity needs to have the same bounding box, collision mask, and fast replaceable group as this entity. The upgrade target entity must have least 1 item that builds it that isn't hidden.

Template:Prototype property Item that when placed creates this entity. Determines which item is picked when "Q" (smart pipette) is used on the entity, determines which item is needed in a blueprint of this entity.

The item count specified here can't be larger than the stack size of that item.

Template:Prototype property The entity that remains when this one is mined, deconstructed or fast-replaced. The entity wont actually be spawned if it would collide with the entity that is in the process of being mined.

Template:Prototype property Names of the entity prototypes this entity prototype can be pasted on to in addition to the standard supported types. This is used to allow copying between types that aren't compatible on the C++ code side, by allowing mods to receive the on_entity_settings_pasted event for the given entity and do the setting pasting via script.

additional_pastable_entities = {"steel-chest", "iron-chest"}

Template:Prototype property Used to determine how the center of the entity should be positioned when building (unless the offgrid flag is specified). When the tile width is odd, the center will be in the center of the tile, when it is even, the center is on the tile transition.

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Template:Prototype property Used to specify the rules for placing this entity during map generation.

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Template:Prototype property May also be defined inside graphics_set instead of directly in the entity prototype. This is useful for entities that use the a graphics_set property to define their graphics, because then all graphics can be in defined one place.
Currently only renders for Prototype/EntityWithHealth.[1]

Example

{
    type = "container",
    name = "wooden-chest",
    icon = "__base__/graphics/icons/wooden-chest.png",
    flags = {"placeable-neutral", "player-creation"},
    minable = {mining_time = 1, result = "wooden-chest"},
    max_health = 100,
    corpse = "small-remnants",
    collision_box = {{-0.35, -0.35}, {0.35, 0.35}},
    fast_replaceable_group = "container",
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
    inventory_size = 16,
    open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
    close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
    vehicle_impact_sound =  { filename = "__base__/sound/car-wood-impact.ogg", volume = 1.0 },
    picture =
    {
      filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
      priority = "extra-high",
      width = 46,
      height = 33,
      shift = {0.25, 0.015625}
    },
    circuit_wire_connection_point =
    {
      shadow =
      {
        red = {0.734375, 0.453125},
        green = {0.609375, 0.515625},
      },
      wire =
      {
        red = {0.40625, 0.21875},
        green = {0.40625, 0.375},
      }
    },
    circuit_connector_sprites = get_circuit_connector_sprites({0.1875, 0.15625}, nil, 18),
    circuit_wire_max_distance = 9
  }