Prototype/ResourceEntity

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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/prototypes/ResourceEntityPrototype.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.


Template:Prototype parent A mineable/gatherable entity. Its collision_mask must contain "resource-layer" if it should be minable with a Prototype/MiningDrill.

Template:Prototype TOC

Mandatory properties

This prototype inherits all the properties from Prototype/Entity.

Template:Prototype property Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined.

When using Types/AnimationVariations#sheet, frame_count is the amount of frames per row in the spritesheet. variation_count is the amount of rows in the spritesheet. Each row in the spritesheet is one stage of the animation.

Template:Prototype property Number of stages the animation has.

Optional properties

Template:Prototype property If the ore is infinitely minable, or if it will eventually run out of resource.

Template:Prototype property If the resource should be highlighted when holding a mining drill that can mine it (holding a pumpjack highlights crude-oil in the base game).

Template:Prototype property If there is a slight offset to graphics of the resource. Used to make patches a little less uniform in appearance.

Template:Prototype property Whether the resource should have a grid pattern on the map instead of a solid map color.

Template:Prototype property Must be not 0 when infinite = true.

Template:Prototype property Must be not 0 when infinite = true.

Template:Prototype property Every time an infinite-type resource "ticks" lower it's lowered by that amount. -- Rseding91

Template:Prototype property When hovering over this resource in the map view: How far to search for other resource patches of this type to display as one (summing amount, white outline).

Template:Prototype property The category for the resource. Available categories in vanilla can be found here: Data.raw#resource-category

Template:Prototype property Sound played when the player walks over this resource.

Template:Prototype property An effect that can be overlayed above the normal ore graphics. Used in the base game to make uranium ore glow.

Template:Prototype property How long it takes stages_effect to go from min_effect_alpha to max_effect_alpha.

Template:Prototype property How much effect_animation_period can deviate from its original value. Used to make the stages effect alpha change look less uniform.

Template:Prototype property How much the surface darkness should affect the alpha of stages_effect.

Template:Prototype property Minimal alpha value of stages_effect.

Template:Prototype property Maximal alpha value of stages_effect.

Template:Prototype property Must be positive.

Template:Prototype property Must be positive when tree_removal_probability is set.

Template:Prototype property Defaults to the resources map color if left unset and map color is set, otherwise defaults to white if left unset.

Example

{
    type = "resource",
    name = "crude-oil",
    icon = "__base__/graphics/icons/crude-oil.png",
    icon_size = 32,
    flags = {"placeable-neutral"},
    category = "basic-fluid",
    order="a-b-a",
    infinite = true,
    highlight = true,
    minimum = 60000,
    normal = 300000,
    infinite_depletion_amount = 10,
    resource_patch_search_radius = 12,
    tree_removal_probability = 0.7,
    tree_removal_max_distance = 32 * 32,
    minable =
    {
      mining_time = 1,
      results =
      {
        {
          type = "fluid",
          name = "crude-oil",
          amount_min = 10,
          amount_max = 10,
          probability = 1
        }
      }
    },
    collision_box = {{ -1.4, -1.4}, {1.4, 1.4}},
    selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},
    autoplace = resource_autoplace.resource_autoplace_settings{
      name = "crude-oil",
      order = "c", -- Other resources are "b"; oil won't get placed if something else is already there.
      base_density = 8.2,
      base_spots_per_km2 = 1.8,
      random_probability = 1/48,
      random_spot_size_minimum = 1,
      random_spot_size_maximum = 1, -- don't randomize spot size
      additional_richness = 220000, -- this increases the total everywhere, so base_density needs to be decreased to compensate
      has_starting_area_placement = false,
      resource_index = resource_autoplace.resource_indexes["crude-oil"],
      regular_rq_factor_multiplier = 1
    },
    stage_counts = {0},
    stages =
    {
      sheet =
      {
        filename = "__base__/graphics/entity/crude-oil/crude-oil.png",
        priority = "extra-high",
        width = 75,
        height = 61,
        frame_count = 4,
        variation_count = 1
      }
    },
    map_color = {r=0.78, g=0.2, b=0.77},
    map_grid = false
  }