Prototype/LogisticRobot: Difference between revisions

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== Basics ==
<div class="stub"><p>'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/prototypes/LogisticRobotPrototype.html https://lua-api.factorio.com/latest/prototypes/LogisticRobotPrototype.html]
Extends [[Prototype/RobotWithLogisticInterface]].


== Mandatory properties ==
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
 
 
 
{{Prototype parent|Prototype/RobotWithLogisticInterface}}
A [[logistic robot]].
 
{{Prototype TOC|logistic-robot}}
 
== Optional properties ==
This prototype inherits all the properties from [[Prototype/RobotWithLogisticInterface]].
This prototype inherits all the properties from [[Prototype/RobotWithLogisticInterface]].


=== idle_with_cargo ===
{{Prototype property|idle_with_cargo|[[Types/RotatedAnimation|RotatedAnimation]]|optional=true}}
'''Type''': [[Types/RotatedAnimation]]
Only the first frame of the animation is drawn. This means that the graphics for the idle state cannot be animated.


=== in_motion_with_cargo ===
{{Prototype property|in_motion_with_cargo|[[Types/RotatedAnimation|RotatedAnimation]]|optional=true}}
'''Type''': [[Types/RotatedAnimation]]
Only the first frame of the animation is drawn. This means that the graphics for the in_motion state cannot be animated.


=== shadow_idle_with_cargo ===
{{Prototype property|shadow_idle_with_cargo|[[Types/RotatedAnimation|RotatedAnimation]]|optional=true}}
'''Type''': [[Types/RotatedAnimation]]
Only the first frame of the animation is drawn. This means that the graphics for the idle state cannot be animated.


=== shadow_in_motion_with_cargo ===
{{Prototype property|shadow_in_motion_with_cargo|[[Types/RotatedAnimation|RotatedAnimation]]|optional=true}}
'''Type''': [[Types/RotatedAnimation]]
Only the first frame of the animation is drawn. This means that the graphics for the in_motion state cannot be animated.


== Mandatory values ==
== Mandatory values ==
Logistic robots must have a collision box size of zero.
Logistic robots must have a collision box size of zero.

Latest revision as of 10:43, 21 September 2023

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/prototypes/LogisticRobotPrototype.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.


Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/FlyingRobot » Prototype/RobotWithLogisticInterface » Prototype/LogisticRobot


A logistic robot.


Prototype/LogisticRobot — logistic-robot
idle_with_cargo::RotatedAnimation (optional)
in_motion_with_cargo::RotatedAnimation (optional)
shadow_idle_with_cargo::RotatedAnimation (optional)
shadow_in_motion_with_cargo::RotatedAnimation (optional)
Inherited from Prototype/RobotWithLogisticInterface
cargo_centered::vector
max_payload_size::ItemCountType
destroy_action::Trigger (optional)
draw_cargo::bool (optional)
idle::RotatedAnimation (optional)
in_motion::RotatedAnimation (optional)
shadow_idle::RotatedAnimation (optional)
shadow_in_motion::RotatedAnimation (optional)
Inherited from Prototype/FlyingRobot
speed::double
energy_per_move::Energy (optional)
energy_per_tick::Energy (optional)
max_energy::Energy (optional)
max_speed::double (optional)
max_to_charge::float (optional)
min_to_charge::float (optional)
speed_multiplier_when_out_of_energy::float (optional)
Inherited from Prototype/EntityWithOwner
allow_run_time_change_of_is_military_target::bool (optional)
is_military_target::bool (optional)
Inherited from Prototype/EntityWithHealth
alert_when_damaged::bool (optional)
attack_reaction::AttackReaction (optional)
corpse::string or table of strings (optional)
create_ghost_on_death::bool (optional)
damaged_trigger_effect::TriggerEffect (optional)
dying_explosion::ExplosionDefinition or table of ExplosionDefinition (optional)
dying_trigger_effect::TriggerEffect (optional)
healing_per_tick::float (optional)
hide_resistances::bool (optional)
integration_patch::Sprite4Way (optional)
integration_patch_render_layer::RenderLayer (optional)
loot::Loot (optional)
max_health::float (optional)
random_corpse_variation::bool (optional)
repair_sound::Sound (optional)
repair_speed_modifier::float (optional)
resistances::Resistances (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)

Optional properties

This prototype inherits all the properties from Prototype/RobotWithLogisticInterface.

idle_with_cargo

Type: RotatedAnimation
Only the first frame of the animation is drawn. This means that the graphics for the idle state cannot be animated.

in_motion_with_cargo

Type: RotatedAnimation
Only the first frame of the animation is drawn. This means that the graphics for the in_motion state cannot be animated.

shadow_idle_with_cargo

Type: RotatedAnimation
Only the first frame of the animation is drawn. This means that the graphics for the idle state cannot be animated.

shadow_in_motion_with_cargo

Type: RotatedAnimation
Only the first frame of the animation is drawn. This means that the graphics for the in_motion state cannot be animated.

Mandatory values

Logistic robots must have a collision box size of zero.