Prototype/Entity: Difference between revisions

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The icon will be used in the editor building selection and the bonus gui.
The icon will be used in the editor building selection and the bonus gui.
<syntaxhighlight lang="lua">icon = "__base__/graphics/icons/wooden-chest.png"</syntaxhighlight>
<syntaxhighlight lang="lua">icon = "__base__/graphics/icons/wooden-chest.png"</syntaxhighlight>
=== icon_size ===
'''Type''': [[Types/uint]]
Mandatory if "icon" is defined (regardless of whether icon is mandatory). The size of the square icon, in pixels, e.g. 32 for a 32px by 32px icon.


=== icons ===
=== icons ===

Revision as of 20:18, 18 December 2017

Basics

The common properties of all entities in the game. Entity is basically everything that can be on the map (except tiles). For in game script access to entity, take a look at LuaEntity

Extensions

Mandatory properties

type

Type: Types/string

Specification of the type of the prototype.

name

Type: Types/string

Unique identification of the prototype.

icon

Type: Types/FileName

Either icon or icons is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-neutral.

The icon will be used in the editor building selection and the bonus gui.

icon = "__base__/graphics/icons/wooden-chest.png"

icon_size

Type: Types/uint

Mandatory if "icon" is defined (regardless of whether icon is mandatory). The size of the square icon, in pixels, e.g. 32 for a 32px by 32px icon.

icons

Either icon or icons is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-neutral.

order

Type: Types/Order

Mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-neutral.

Optional properties

collision_box

Type: Types/AABBbox

Default: Empty={{0, 0}, {0, 0}} it means no collisions.

Specification of the entity collision boundaries.

Empty collision box is used for smoke, projectiles, particles, explosions etc.

collision_box = {{-0.4, -0.4}, {0.4, 0.4}}

The {0,0} coordinate in the collision box will match the entity position.

It should be near the center of the collision box, to keep correct entity drawing order. It must include the {0,0} coordinate.

Note, that for buildings, it is custom to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc.

collision_mask

type: Types/CollisionMask

Default: Depends on entity type, if it is not defined in the entity type, it falls back to: {"item-layer", "object-layer", "player-layer", "water-tile"}

Two entities can collide only if they share a layer from the collision mask.

selection_box

Type: Types/AABBbox

Default: Empty = {{0, 0}, {0, 0}}

Specification of the entity selection area. When empty the entity will have no selection area (and thus is not selectable).

selection_box = {{-0.5, -0.5}, {0.5, 0.5}}

The selection box is usualy a little bit bigger than the collision box, for tilable entities (like buildings) it should match the tile size of the building.

drawing_box

Type: Types/AABBbox

Default: Empty = {{0, 0}, {0, 0}}

Specification of space needed to see the whole entity.

This is used to calculate the correct zoom and positioning in the entity info gui.

drawing_box = {{-0.5, -0.5}, {0.5, 0.5}}

sticker_box

Type: Types/AABBbox

Default: The value of collision box.

Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear. It is optional and the collision box is used when not specified.

sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}

flags

Type: Types/EntityPrototypeFlags

Default: nil

minable

Type: Types/MinableProperties

Default: {hardness = 0, minable = false, mining_time = 0}

subgroup

Type: Types/string

The name of the subgroup this entity should be sorted into in the map editor building selection.

allow_copy_paste

Type: Types/bool

Default: true

selectable_in_game

Type: Types/bool

Default: true

selection_priority

Type: Types/uint8

Default: 50

emissions_per_tick

Type: Types/double

Default: 0

Amount of emissions created (positive number) or cleaned (negative number) every tick by the entity. This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption. Currently used just for trees.

emissions_per_tick = -0.0005 -- cleaning effect of big tree

shooting_cursor_size

Type: Types/double

The cursor size used when shooting at this entity.

created_smoke

Type: Types/SmokeTrigger

The smoke that is shown when the entity is placed. Default is using the "smoke-building" smoke.

autoplace

Type: Types/AutoplaceSpecification

Default: nil (entity is not autoplacable)

Used to specify the rules for placing this entity during map generation.

working_sound

Type: Types/WorkingSound

Default: nil

Will also work on entities that don't actually do work.

created_effect

Type: Types/Trigger

Default: nil

The effect/trigger that happens when the entity is placed.

build_sound

Type: Types/Sound

mined_sound

Type: Types/Sound

vehicle_impact_sound

Type: Types/Sound

open_sound

Type: Types/Sound

close_sound

Type: Types/Sound

build_base_evolution_requirement

Type: Types/double

Default: 0

fast_replaceable_group

Type: Types/string

This allows you to replace an entity that's already placed, with a different one in your inventory. For example, replacing a burner drill with an electric drill.

The ones the game uses are:

 "underground-belt"
 "loader"
 "splitter"
 "transport-belt"
 "assembling-machine"
 "container"
 "long-handed-inserter"
 "inserter"
 "wall"
 "rail-signal"
 "container"
 "pipe"
 "furnace"
 "steam-engine"

placeable_by

remains_when_mined

additional_pastable_entities

tile_width

Type: Types/unsigned

Default: calculated by the collision box width rounded up.

Used to determine how the center of the entity should be positioned when building (unless the offgrid flag is specified). When the tile width is odd, the center will be in the center of the tile, when it is even, the center is on the tile transition.

tile_height

Type: Types/unsigned

Default: calculated by the collision box height rounded up.

map_color

Type: Types/color

friendly_map_color

Type: Types/color

enemy_map_color

Type: Types/color


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"},
    max_health = 100,
    corpse = "small-remnants",
    collision_box = {{-0.35, -0.35}, {0.35, 0.35}},
    fast_replaceable_group = "container",
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
    inventory_size = 16,
    open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
    close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
    vehicle_impact_sound =  { filename = "__base__/sound/car-wood-impact.ogg", volume = 1.0 },
    picture =
    {
      filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
      priority = "extra-high",
      width = 46,
      height = 33,
      shift = {0.25, 0.015625}
    },
    circuit_wire_connection_point =
    {
      shadow =
      {
        red = {0.734375, 0.453125},
        green = {0.609375, 0.515625},
      },
      wire =
      {
        red = {0.40625, 0.21875},
        green = {0.40625, 0.375},
      }
    },
    circuit_connector_sprites = get_circuit_connector_sprites({0.1875, 0.15625}, nil, 18),
    circuit_wire_max_distance = 9
  }