Prototype/EntityWithHealth
Basics
The common properties of all entities with health in the game. Extends the Prototype/Entity
Extensions
- Prototype/Accumulator accumulator
 - Prototype/Beacon beacon
 - Prototype/Boiler boiler
 - Prototype/Character player
 - Prototype/Combinator <abstract>
- Prototype/ArithmeticCombinator arithmetic-combinator
 - Prototype/DeciderCombinator decider-combinator
 
 - Prototype/ConstantCombinator constant-combinator
 - Prototype/Container container
- Prototype/LegacySmartContainer smart-container (unused in the base-game, but exists for migration)
 - Prototype/LogisticContainer logistic-container
 
 - Prototype/CraftingMachine <abstract>
- Prototype/AssemblingMachine assembling-machine
- Prototype/RocketSilo rocket-silo
 
 - Prototype/Furnace furnace
 
 - Prototype/AssemblingMachine assembling-machine
 - Prototype/ElectricEnergyInterface electric-energy-interface
 - Prototype/ElectricPole electric-pole
 - Prototype/EnemySpawner unit-spawner
 - Prototype/Fish fish
 - Prototype/FlyingRobot <abstract>
- Prototype/CombatRobot combat-robot
 - Prototype/RobotWithLogisticInterface <abstract>
- Prototype/ConstructionRobot construction-robot
 - Prototype/LogisticRobot logistic-robot
 
 
 - Prototype/Gate gate
 - Prototype/Generator generator
 - Prototype/HeatPipe heat-pipe
 - Prototype/Inserter inserter
 - Prototype/Lab lab
 - Prototype/Lamp lamp
 - Prototype/LandMine land-mine
 - Prototype/LegacyRocketDefense rocket-defense (unused in the base-game, but exists for migration)
 - Prototype/Market market
 - Prototype/MiningDrill mining-drill
 - Prototype/OffshorePump offshore-pump
 - Prototype/Pipe pipe
 - Prototype/PipeToGround pipe-to-ground
 - Prototype/PlayerPort player-port
 - Prototype/PowerSwitch power-switch
 - Prototype/ProgrammableSpeaker programmable-speaker
 - Prototype/Pump pump
 - Prototype/Radar radar
 - Prototype/Rail <abstract>
- Prototype/CurvedRail curved-rail
 - Prototype/StraightRail straight-rail
 
 - Prototype/RailSignalBase <abstract>
- Prototype/RailChainSignal rail-chain-signal
 - Prototype/RailSignal rail-signal
 
 - Prototype/Reactor reactor
 - Prototype/Roboport roboport
 - Prototype/SimpleEntity simple-entity
 - Prototype/SimpleEntityWithOwner simple-entity-with-owner
- Prototype/SimpleEntityWtihForce simple-entity-with-force
 
 - Prototype/SolarPanel solar-panel
 - Prototype/StorageTank storage-tank
 - Prototype/TrainStop train-stop
 - Prototype/TransportBeltConnectable <abstract>
- Prototype/Loader loader
 - Prototype/Splitter splitter
 - Prototype/TransportBelt transport-belt
 - Prototype/UndergroundBelt underground-belt
 
 - Prototype/Tree tree
 - Prototype/Turret turret
- Prototype/AmmoTurret ammo-turret
 - Prototype/ElectricTurret electric-turret
 - Prototype/FluidTurret fluid-turret
 
 - Prototype/Unit unit
 - Prototype/Vehicle <abstract>
- Prototype/Car car
 - Prototype/RollingStock <abstract>
- Prototype/CargoWagon cargo-wagon
 - Prototype/FluidWagon fluid-wagon
 - Prototype/Locomotive locomotive
 
 
 - Prototype/Wall wall
 
Properties
max_health
Type: Types/float
The unit health can never go over the maxmum. Default health of units on creation is set to max.
max_health = 50
healing_per_tick
Type: Types/float
The amount of health cured by tick naturally. Works only on active entities. (Todo explain)
healing_per_tick = 0.01
dying_explosion
Type: Types/EntityName
Todo, this should be removed and Type/AttackResult should be used for dying event. This would allow much more variability.
loot
Type: Types/LootSpecification The loot is generated when the entity is killed.
   loot =
   {
     {
       count_max = 10,
       count_min = 2,
       item = "alien-artifact",
       probability = 1
     }
   }
resistances
Type: Types/Resistances
See: Damage
   resistances = 
   {
     {
       type = "fire",
       percent = 80
     },
     {
       type = "explosion",
       percent = 30
     }
   }
attack_reaction
Type: Types/AttackReaction
Default: Empty
corpse
Type: Types/EntityName (single value or list)
Default: Empty
Specifies the name of the Prototypes/Corpse entity to be used when this entity dies.
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"},
     collision_box = {{-0.4, -0.4}, {0.4, 0.4}},
     selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
     max_health = 50,
     corpse = "small-remnants",
     fast_replaceable_group = "container",
     inventory_size = 16,
     picture =
     {
       filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
       priority = "extra-high",
       width = 46,
       height = 33,
       shift = {0.3, 0}
     }
   }