Prototype/Corpse: Difference between revisions

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{{Prototype parent|Prototype/Entity}}
{{Prototype parent|Prototype/Entity}}
Used for corpses, for example the remnants when destroying buildings.


==Basics==
{{Prototype TOC|corpse}}
Prototype type: '''corpse'''
 
Extends [[Prototype/Entity]]. Used for corpses, for example the remnants when destroying buildings.


== Extensions ==
== Extensions ==
Line 11: Line 9:
== Optional properties ==
== Optional properties ==


=== dying_speed ===
{{Prototype property|dying_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]
 
'''Default''': 1
 
Multiplier for [[#time_before_shading_off]] and [[#time_before_removed]]. Must be positive.
Multiplier for [[#time_before_shading_off]] and [[#time_before_removed]]. Must be positive.


=== splash_speed ===
{{Prototype property|splash_speed|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== time_before_shading_off ===
'''Type''': [[Types/int32]]
 
'''Default''': 60 * 15 (15 seconds)


{{Prototype property|time_before_shading_off|[[Types/int32|int32]]|60 * 15 (15 seconds)|optional=true}}
Controls how long the corpse takes to fade, as in how long it takes to get from no transparency to full tranparency/removed. This time is ''not'' added to [[#time_before_removed]], it is instead substracted from it. So by default, the corpse starts fading about 15 seconds before it gets removed.
Controls how long the corpse takes to fade, as in how long it takes to get from no transparency to full tranparency/removed. This time is ''not'' added to [[#time_before_removed]], it is instead substracted from it. So by default, the corpse starts fading about 15 seconds before it gets removed.


=== time_before_removed ===
{{Prototype property|time_before_removed|[[Types/int32|int32]]|60 * 120 (120 seconds)|optional=true}}
'''Type''': [[Types/int32]]
 
'''Default''': 60 * 120 (120 seconds)
 
Time in ticks this corpse lasts. May not be 0.
Time in ticks this corpse lasts. May not be 0.


=== final_render_layer ===
{{Prototype property|final_render_layer|[[Types/RenderLayer|RenderLayer]]|"corpse"|optional=true}}
'''Type''': [[Types/RenderLayer]]
 
'''Default''': "corpse"
 
=== ground_patch_render_layer ===
'''Type''': [[Types/RenderLayer]]
 
'''Default''': "ground-patch"
 
=== animation_render_layer ===
'''Type''': [[Types/RenderLayer]]
 
'''Default''': "object"
 
=== splash_render_layer ===
'''Type''': [[Types/RenderLayer]]
 
'''Default''': "object"
 
=== shuffle_directions_at_frame ===
'''Type''': [[Types/uint8]]
 
'''Default''': 1
 
=== ground_patch_fade_in_delay ===
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|ground_patch_render_layer|[[Types/RenderLayer|RenderLayer]]|"ground-patch"|optional=true}}


=== ground_patch_fade_in_speed ===
{{Prototype property|animation_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|splash_render_layer|[[Types/RenderLayer|RenderLayer]]|"object"|optional=true}}


=== ground_patch_fade_out_start ===
{{Prototype property|shuffle_directions_at_frame|[[Types/uint8|uint8]]|1|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|ground_patch_fade_in_delay|[[Types/float|float]]|0|optional=true}}


=== animation ===
{{Prototype property|ground_patch_fade_in_speed|[[Types/float|float]]|0|optional=true}}
'''Type''': [[Types/RotatedAnimationVariations]]


=== splash ===
{{Prototype property|ground_patch_fade_out_start|[[Types/float|float]]|0|optional=true}}
'''Type''': [[Types/AnimationVariations]]


=== ground_patch ===
{{Prototype property|animation|[[Types/RotatedAnimationVariations|RotatedAnimationVariations]]|optional=true}}
'''Type''': [[Types/AnimationVariations]]


=== ground_patch_higher ===
{{Prototype property|splash|[[Types/AnimationVariations|AnimationVariations]]|optional=true}}
'''Type''': [[Types/AnimationVariations]]


=== ground_patch_fade_out_duration ===
{{Prototype property|ground_patch|[[Types/AnimationVariations|AnimationVariations]]|optional=true}}
'''Type''': [[Types/float]]


'''Default''': 0
{{Prototype property|ground_patch_higher|[[Types/AnimationVariations|AnimationVariations]]|optional=true}}


=== direction_shuffle ===
{{Prototype property|ground_patch_fade_out_duration|[[Types/float|float]]|0|optional=true}}
'''Type''': [[Types/table]] of [[Types/table]]s of [[Types/uint16]]


{{Prototype property|direction_shuffle|[[Types/table|table]] of [[Types/table|table]]s of [[Types/uint16|uint16]]|optional=true}}
An array of arrays of integers. Arrays are called "groups" and must all have the same size.
An array of arrays of integers. Arrays are called "groups" and must all have the same size.

Revision as of 20:17, 29 July 2019

Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/Corpse


Used for corpses, for example the remnants when destroying buildings.


Prototype/Corpse — corpse
animation::RotatedAnimationVariations (optional)
animation_overlay::RotatedAnimationVariations (optional)
animation_overlay_final_render_layer::RenderLayer (optional)
animation_overlay_render_layer::RenderLayer (optional)
animation_render_layer::RenderLayer (optional)
direction_shuffle::table of tables of uint16 (optional)
dying_speed::float (optional)
final_render_layer::RenderLayer (optional)
ground_patch::AnimationVariations (optional)
ground_patch_fade_in_delay::float (optional)
ground_patch_fade_in_speed::float (optional)
ground_patch_fade_out_duration::float (optional)
ground_patch_fade_out_start::float (optional)
ground_patch_higher::AnimationVariations (optional)
ground_patch_render_layer::RenderLayer (optional)
remove_on_entity_placement::bool (optional)
remove_on_tile_placement::bool (optional)
shuffle_directions_at_frame::uint8 (optional)
splash::AnimationVariations (optional)
splash_render_layer::RenderLayer (optional)
splash_speed::float (optional)
time_before_removed::int32 (optional)
time_before_shading_off::int32 (optional)
use_tile_color_for_ground_patch_tint::bool (optional)
Inherited from Prototype/Entity
icons, icon, icon_size (IconSpecification)::IconSpecification
additional_pastable_entities::table of string (optional)
alert_icon_scale::float (optional)
alert_icon_shift::vector (optional)
allow_copy_paste::bool (optional)
autoplace::AutoplaceSpecification (optional)
build_base_evolution_requirement::double (optional)
build_grid_size::uint8 (optional)
build_sound::Sound (optional)
close_sound::Sound (optional)
collision_box::BoundingBox (optional)
collision_mask::CollisionMask (optional)
created_effect::Trigger (optional)
created_smoke::CreateTrivialSmokeEffectItem (optional)
drawing_box::BoundingBox (optional)
emissions_per_second::double (optional)
enemy_map_color::Color (optional)
fast_replaceable_group::string (optional)
flags::EntityPrototypeFlags (optional)
friendly_map_color::Color (optional)
hit_visualization_box::BoundingBox (optional)
map_color::Color (optional)
map_generator_bounding_box::BoundingBox (optional)
minable::MinableProperties (optional)
mined_sound::Sound (optional)
mining_sound::Sound (optional)
next_upgrade::string (optional)
open_sound::Sound (optional)
placeable_by::ItemToPlace or table of ItemToPlace (optional)
protected_from_tile_building::bool (optional)
radius_visualisation_specification::RadiusVisualisationSpecification (optional)
remains_when_mined::string or table of string (optional)
remove_decoratives::string (optional)
rotated_sound::Sound (optional)
selectable_in_game::bool (optional)
selection_box::BoundingBox (optional)
selection_priority::uint8 (optional)
shooting_cursor_size::double (optional)
sticker_box::BoundingBox (optional)
subgroup::string (optional)
tile_height::uint32 (optional)
tile_width::uint32 (optional)
trigger_target_mask::TriggerTargetMask (optional)
vehicle_impact_sound::Sound (optional)
water_reflection::WaterReflectionDefinition (optional)
working_sound::WorkingSound (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

Extensions

Optional properties

dying_speed

Type: float
Default: 1
Multiplier for #time_before_shading_off and #time_before_removed. Must be positive.

splash_speed

Type: float
Default: 1

time_before_shading_off

Type: int32
Default: 60 * 15 (15 seconds)
Controls how long the corpse takes to fade, as in how long it takes to get from no transparency to full tranparency/removed. This time is not added to #time_before_removed, it is instead substracted from it. So by default, the corpse starts fading about 15 seconds before it gets removed.

time_before_removed

Type: int32
Default: 60 * 120 (120 seconds)
Time in ticks this corpse lasts. May not be 0.

final_render_layer

Type: RenderLayer
Default: "corpse"

ground_patch_render_layer

Type: RenderLayer
Default: "ground-patch"

animation_render_layer

Type: RenderLayer
Default: "object"

splash_render_layer

Type: RenderLayer
Default: "object"

shuffle_directions_at_frame

Type: uint8
Default: 1

ground_patch_fade_in_delay

Type: float
Default: 0

ground_patch_fade_in_speed

Type: float
Default: 0

ground_patch_fade_out_start

Type: float
Default: 0

animation

Type: RotatedAnimationVariations

splash

Type: AnimationVariations

ground_patch

Type: AnimationVariations

ground_patch_higher

Type: AnimationVariations

ground_patch_fade_out_duration

Type: float
Default: 0

direction_shuffle

Type: table of tables of uint16
An array of arrays of integers. Arrays are called "groups" and must all have the same size.