Prototype/Entity

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Revision as of 15:08, 13 October 2013 by Kovarex (talk | contribs)
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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 Lua/Entity

Extensions

Properties

type

Type: Types/string

Specification of the type of the prototype.

name

Type: Types/string

Unique identification of the prototype.

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.

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. and prevents stucked items on transport belt in some special casese (curves around the corner etc).

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 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: The value of selection_box

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}}

weight

Type: Types/float

Default: 1

Weight of the entity used for physics calculation when car hits something.

   weight = 5.7

flags

Type: Types/EntityPrototypeFlags

minable

Type: Types/MinableProperties

emissions_per_tick

Type: Types/double

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

fast_replacable_group

Type: Types/string

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.

autoplace

Type: Types/AutoplaceSpecification

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"},
     collision_box = {{-0.4, -0.4}, {0.4, 0.4}},
     selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
     max_health = 50,
     corpse = "small-remnants",
     fast_replaceable_group = "container",
     inventory_size = 16,
     picture =
     {
       filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
       priority = "extra-high",
       width = 46,
       height = 33,
       shift = {0.3, 0}
     }
   }