Prototype/AutoplaceControl: Difference between revisions

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(richness: changed wording about gui vs actual effect to be more clear)
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{{Prototype property|richness|[[Types/bool|bool]]|false|optional=true}}
{{Prototype property|richness|[[Types/bool|bool]]|false|optional=true}}
Sets whether this control's richness can be set by the player or not,however it can only be adjusted in gui when category is "resource".
Sets whether this control's richness can be changed. The map generator GUI will only show the richness slider when the <code>category</code> is "resource".  


for example,tree do have richness but its category is "terrain",as result you will not able to change it because gui wasn`t display it.
If the autoplace control is used to generate ores, you probably want this to be true.
 
If your autoplace control is used to generate ores, you probably want this to be true.

Revision as of 11:54, 19 January 2022

Prototype definitions » PrototypeBase » Prototype/AutoplaceControl


A setting in the map creation GUI. Used by the autoplace system. Only 255 instances of this prototype may be defined.


Prototype/AutoplaceControl — autoplace-control
category::string
can_be_disabled::bool (optional)
richness::bool (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

Mandatory properties

Inherits all properties from PrototypeBase.

category

Type: string
Either "resource", "terrain" or "enemy". Controls in what tab the autoplace is shown in the map generator GUI.

Optional properties

richness

Type: bool
Default: false
Sets whether this control's richness can be changed. The map generator GUI will only show the richness slider when the category is "resource".

If the autoplace control is used to generate ores, you probably want this to be true.