Prototype/Entity: Difference between revisions

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(Changed links going to the redirect Types/unsigned to go to Types/uint32.)
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=== tile_width ===
=== tile_width ===
'''Type''': [[Types/unsigned]]
'''Type''': [[Types/uint32]]


'''Default''': calculated by the collision box width rounded up.
'''Default''': calculated by the collision box width rounded up.
Line 327: Line 327:


=== tile_height ===
=== tile_height ===
'''Type''': [[Types/unsigned]]
'''Type''': [[Types/uint32]]


'''Default''': calculated by the collision box height rounded up.
'''Default''': calculated by the collision box height rounded up.

Revision as of 10:42, 25 June 2018

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

Inherits all properties from Prototype.

order

See Prototype#order

Inherited from Prototype. It is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-enemy.

icons, icon, icon_size (IconSpecification)

Type: Types/IconSpecification

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

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

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

Optional properties

collision_box

Type: Types/BoundingBox

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/BoundingBox

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/BoundingBox

Default: Empty = {{0, 0}, {0, 0}} (selection_box is used instead)

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/BoundingBox

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

The entity with the higher number is selectable before the entity with the lower number.

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/CreateTrivialSmokeEffectItem

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

alert_icon_shift

Type: Types/vector

alert_icon_scale

Type: Types/float

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

Type: Types/ItemToPlace or Types/table of Types/ItemToPlace

Item that when placed creates this entity.

remains_when_mined

Type: Types/string or Types/table of Types/string

The entity that remains when this one is mined, deconstructed or fast-replaced. The entity wont actually be spawned if it would collide with the entity that is in the process of being mined.

additional_pastable_entities

Type: Types/string or Types/table of Types/string

Entities this entity prototype can be pasted on to in addition to the standard supported types. This is used to allow copying between types that aren't compatible on the C++ code side.

tile_width

Type: Types/uint32

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/uint32

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
  }