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  • {{Prototype parent|Prototype/Entity}} This prototype inherits all the properties from [[Prototype/Entity]].
    4 KB (530 words) - 10:42, 21 September 2023
  • The sound to be played when the entity is working. If sound is not present, the entire WorkingSound is loaded as a The sound to be played when the entity is idle. Might not work with all entities that use working_sound.
    3 KB (397 words) - 10:42, 21 September 2023
  • |image=Electric mining drill entity
    810 bytes (70 words) - 13:13, 14 August 2019
  • |image = Centrifuge entity
    869 bytes (73 words) - 10:14, 26 July 2019
  • Weight of the entity used for physics calculation when car hits something. ...sions. The smaller the number, the more damage this vehicle and the rammed entity take during collisions: <code>damage = energy / energy_per_hit_point</code>
    3 KB (439 words) - 10:43, 21 September 2023
  • ...ml#on_trigger_created_entity on_trigger_created_entity] is raised when the entity is created.
    1 KB (168 words) - 10:42, 21 September 2023
  • ...non-curved belt, the rate is multiples of 1.875 items / s, even though the entity tooltip may show a different rate. ...have additional requirements for the properties inherited from [[Prototype/Entity]]:
    5 KB (767 words) - 10:43, 21 September 2023
  • |image=Electric furnace entity
    886 bytes (81 words) - 10:15, 26 July 2019
  • This entity produces or consumes heat. Its heat settings can be changed runtime.
    1 KB (162 words) - 10:43, 21 September 2023
  • Sprite to be shown around the entity when it is selected/held in the cursor.
    1 KB (153 words) - 10:42, 21 September 2023
  • The default collision masks of all entity types can be found [[Prototype/Entity#collision_mask|here]].
    3 KB (440 words) - 10:42, 21 September 2023
  • ...Position]]. BoundingBoxes are typically centered around the position of an entity.
    1 KB (190 words) - 10:42, 21 September 2023
  • ...oduleCategory]]. Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules of the same category with higher tie ...de its category. Used when upgrading modules: Ctrl + click modules into an entity and it will replace lower tier modules with higher tier modules if they hav
    3 KB (470 words) - 10:43, 21 September 2023
  • ** [[Prototype/BuildEntityAchievement]] '''build-entity-achievement''' ** [[Prototype/DontBuildEntityAchievement]] '''dont-build-entity-achievement'''
    12 KB (901 words) - 19:40, 25 September 2023
  • Offers can be added to a market and they are shown when opening the entity. Offers allow to spend items to get research bonuses or items.
    1 KB (174 words) - 10:43, 21 September 2023
  • <i>class</i> is any of: item, entity, technology, recipe, item-group, fluid, tile, virtual-signal, achievement, | [entity=<i>name</i>]
    7 KB (1,070 words) - 19:17, 24 September 2023
  • ...entities. Any ghost eligible for update will immediately change to the new entity. ...considered automatically upgradable to the next highest tier. The list of entity types that can be affected by a blank planner are as follows:
    10 KB (1,521 words) - 09:43, 28 April 2023
  • {{Prototype parent|Prototype/Entity}} This prototype inherits all the properties from [[Prototype/Entity]].
    4 KB (609 words) - 10:43, 21 September 2023
  • A map of animations for all 4 directions of the entity, or one [[Types/Animation]] that is used for all directions.
    1 KB (169 words) - 10:42, 21 September 2023
  • ...ayer port tile as seen in the [[map editor]].]]When a character dies, this entity will immediately respawn the character at the entities location, so there i
    1 KB (184 words) - 10:43, 21 September 2023

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