Prototype/Recipe: Difference between revisions

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== Basics ==
{{Prototype parent|PrototypeBase}}
A recipe. It can be a crafting recipe, a smelting recipe, or a custom type of recipe (see [[Prototype/RecipeCategory]]).
A recipe. It can be a crafting recipe, a smelting recipe, or a custom type of recipe (see [[Prototype/RecipeCategory]]).


== Properties ==
{{Prototype TOC|recipe}}
Inherits all properties from [[Prototype]].


=== ingredients ===
== General properties ==
'''Type''': [[Types/table]]
Inherits all properties from [[PrototypeBase]].


A table containing ingredient names and counts. For example:
{{Prototype property|category|[[Types/string|string]]|"crafting"|optional=true}}
<pre>
Optional. The category of this recipe. The built-in categories can be found [[Data.raw#recipe-category|here]]. See also [[Prototype/RecipeCategory]].
 
{{Prototype property|subgroup|[[Types/string|string]]||optional=true}}
Optional. The subgroup of this recipe. If not specified, defaults to the subgroup of the product if there is only 1, or main_product if multiple products exist. If multiple products exit and no main_product is specified, the subgroup is required.
 
{{Prototype property|icons, icon,  icon_size (IconSpecification)|[[Types/IconSpecification|IconSpecification]]|optional=true}}
An icon is mandatory for recipe with more than 1 product and no main_product. Otherwise defaults to the icon of main_product/1 product.
 
If given, it overwrites the icon of the main_product/1 product.
 
{{Prototype property|crafting_machine_tint|[[Types/table|table]] of [[Types/Color|Color]]|optional=true}}
Optional. Used by crafting machine <code>[[Prototype/CraftingMachine#working_visualisations|working_visualisations]]</code> to tint certain layers with the recipe color. [[Types/WorkingVisualisation#apply_recipe_tint|apply_recipe_tint]] on the working visualisation determines which of the 4 colors is used for that layer (if any).
 
Format:
<syntaxhighlight lang="lua">crafting_machine_tint = { primary = {r=0,g=0,b=0,a=0}, secondary = {r=0,g=0,b=0,a=0}, tertiary = {r=0,g=0,b=0,a=0}, quaternary = {r=0,g=0,b=0,a=0}}</syntaxhighlight>
 
Each key/value pair is optional and defaults to the above value.
 
== Recipe data ==
<!--
-->{{#subobject:normal
|Prototype property name=normal
|Prototype property type=[[Prototype/Recipe#Recipe_data|Recipe data]] or [[Types/bool|bool]]
|Prototype property optional=true
|Prototype property pagename={{FULLPAGENAME}}
}}<!--
-->{{#subobject:expensive
|Prototype property name=expensive
|Prototype property type=[[Prototype/Recipe#Recipe_data|Recipe data]] or [[Types/bool|bool]]
|Prototype property optional=true
|Prototype property pagename={{FULLPAGENAME}}
}}<!--
-->
If the recipe does not have a difficulty, this is located directly in the prototype. Otherwise, if the "'''normal'''" or "'''expensive'''" property exists, the recipe has difficulty. Then, the recipe data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has recipe data defined, the other difficulty can be set to <code>false</code>. This will disable the recipe for the difficulty, same as setting it <code>enabled = false</code>. If it is enabled (by technologies etc), it will use the data from the other difficulty. Not setting a difficulty, e.g. <code>normal = nil</code>, is possible and gives that difficulty the exact same properties as the difficulty that is defined. See below for examples.
 
{{Prototype property|ingredients|[[Types/table|table]] of [[Types/IngredientPrototype|IngredientPrototype]]}}
A table containing ingredient names and counts. Can also contain information about fluid temperature and catalyst amounts.
<syntaxhighlight lang="lua">
ingredients = {{"iron-stick", 2}, {"iron-plate", 3}}
ingredients = {{"iron-stick", 2}, {"iron-plate", 3}}
</pre>
</syntaxhighlight>
or the same with full format:
The same with full format:
<pre>
<syntaxhighlight lang="lua">
ingredients = {{type = "item", name = "iron-stick", amount = 2}, {type = "item", name = "iron-plate", amount = 3}}
ingredients = {{type = "item", name = "iron-stick", amount = 2}, {type = "item", name = "iron-plate", amount = 3}}
</pre>
</syntaxhighlight>
Maximal ingredient amount is 65535.
For fluids, the full format always has to be used:
 
<syntaxhighlight lang="lua">
=== result ===
ingredients = {{type="fluid", name="water", amount=50}, {type="fluid", name="crude-oil", amount=100}}
'''Type''': [[Types/string]]
</syntaxhighlight>
Maximal ingredient amount is 65535. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[https://factorio.com/blog/post/fff-256]


{{Prototype property|result|[[Types/string|string]]|optional=true}}
Can be replaced with the results parameter. The item created by this recipe. Must be the name of an item, such as "iron-gear-wheel".
Can be replaced with the results parameter. The item created by this recipe. Must be the name of an item, such as "iron-gear-wheel".


=== result_count ===
{{Prototype property|result_count|[[Types/uint32|uint32]]|1|optional=true}}
'''Type''': [[Types/unsigned]]
Optional. The number of items created by this recipe.


Optional. The number of items created by this recipe. The default is 1.
{{Prototype property|results|[[Types/table|table]] of [[Types/ProductPrototype|ProductPrototype]]|optional=true}}
A table containing result names and counts. Can also contain information about fluid temperature and catalyst amounts. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[https://factorio.com/blog/post/fff-256]


=== results ===
<syntaxhighlight lang="lua">
'''Type''': [[Types/table]]
 
A table containing result names and counts. For example:
<pre>
results=
results=
     {
     {
Line 39: Line 74:
       {type="fluid", name="petroleum-gas", amount=4}
       {type="fluid", name="petroleum-gas", amount=4}
     },
     },
</pre>
</syntaxhighlight>
<pre>
<syntaxhighlight lang="lua">
results =  
results =  
     {
     {
Line 46: Line 81:
       {type = "item", name = "gold-nuggets", amount = 1}
       {type = "item", name = "gold-nuggets", amount = 1}
     },
     },
</pre>
</syntaxhighlight>


=== category ===
{{Prototype property|energy_required|[[Types/double|double]]|0.5|optional=true}}
'''Type''': [[Types/string]]
Optional. The amount of time it takes to make this recipe.


Optional. The category of this recipe. The default is "crafting". The built-in categories can be found [[Data.raw#recipe-category|here]]. See also [[Prototype/RecipeCategory]].
This is the number of seconds it takes to craft at crafting speed 1.


=== energy_required ===
{{Prototype property|emissions_multiplier|[[Types/double|double]]|1.0|optional=true}}
'''Type''': [[Types/unsigned]]


Optional. The amount of time it takes to make this recipe. The default is 0.5.
{{Prototype property|requester_paste_multiplier|[[Types/uint32|uint32]]|30|optional=true}}


For crafting recipes, this is the number of seconds it takes to craft at crafting speed 1.
{{Prototype property|overload_multiplier|[[Types/uint32|uint32]]|0|optional=true}}
Used to determine how many extra items are put into an assembling machine before it's considered "full enough". See [[Inserters#Insertion_limits]].


=== enabled ===
If set to 0, it instead uses the following formula: 1.166 / (energy_required / the assembler's crafting_speed), rounded up, and clamped between 2 and 100.
'''Type''': [[Types/bool]]


Optional. This can be false to disable the recipe at the start of the game, or "true" to leave it enabled. The default is true.
{{Prototype property|enabled|[[Types/bool|bool]]|true|optional=true}}
Optional. This can be false to disable the recipe at the start of the game, or "true" to leave it enabled.


If your recipe is unlocked by a technology, you should set this to "false".
If your recipe is unlocked by a technology, you should set this to "false".


=== main_product ===
{{Prototype property|hidden|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/string]]
Optional. Hides the recipe from crafting menus.


{{Prototype property|hide_from_stats|[[Types/bool|bool]]|false|optional=true}}
Optional. Hides the recipe from flow stats (item/fluid production statistics).
{{Prototype property|hide_from_player_crafting|[[Types/bool|bool]]|false|optional=true}}
Optional. Hides the recipe from the player's crafting screen. The recipe will still show up for selection in machines.
{{Prototype property|allow_decomposition|[[Types/bool|bool]]|true|optional=true}}
Optional. Whether this recipe is allowed to be broken down for the recipe tooltip "Total raw" calculations.
{{Prototype property|allow_as_intermediate|[[Types/bool|bool]]|true|optional=true}}
Optional. Whether the recipe can be used as an intermediate recipe in hand-crafting.
{{Prototype property|allow_intermediates|[[Types/bool|bool]]|true|optional=true}}
Optional. Whether the recipe is allowed to use intermediate recipes when hand-crafting.
{{Prototype property|always_show_made_in|[[Types/bool|bool]]|false|optional=true}}
Optional. Whether the "Made in: {Machine}" part of the tool-tip should always be present, not only when the recipe can not be hand-crafted.
{{Prototype property|show_amount_in_title|[[Types/bool|bool]]|true|optional=true}}
Optional. Whether the recipe name should have the product amount in front of it, e.g. "2 [[transport belt]]"
{{Prototype property|always_show_products|[[Types/bool|bool]]|false|optional=true}}
Optional. Whether the products are always shown in the recipe tool-tip.
{{Prototype property|main_product|[[Types/string|string]]|optional=true}}
Optional.
Optional.


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== Examples ==
== Examples ==


=== vanilla "iron-plate" ===
=== "iron-plate" ===
 
<syntaxhighlight lang="lua">
<pre>
   {
   {
     type = "recipe",
     type = "recipe",
Line 88: Line 147:
     ingredients = {{"iron-ore", 1}},
     ingredients = {{"iron-ore", 1}},
     result = "iron-plate"
     result = "iron-plate"
   }
   }</syntaxhighlight>
</pre>


=== vanilla "coal-liquefaction" ===
=== "coal-liquefaction" ===
<pre>
 
data.raw.recipe["coal-liquefaction"] = {
<syntaxhighlight lang="lua">{
   type = "recipe",
   type = "recipe",
   name = "coal-liquefaction",
   name = "coal-liquefaction",
   category = "oil-processing",
   category = "oil-processing",
   subgroup = "fluid-recipes",
   subgroup = "fluid-recipes",
   order = "a[oil-processing]-c[coal-liquefaction]",
   order = "a[oil-processing]-c[coal-liquefaction]",
   enabled = false,
   enabled = false,
   energy_required = 5,
   energy_required = 5,
   icons = {{icon = "__base__/graphics/icons/fluid/coal-liquefaction.png"}},
   icon = "__base__/graphics/icons/fluid/coal-liquefaction.png",
   ingredients = {
  icon_size = 32,
  ingredients =
  {
    {type="item", name="coal", amount=10},
    {type="fluid", name="heavy-oil", amount=25},
    {type="fluid", name="steam", amount=50}
  },
   results=
  {
    {type="fluid", name="heavy-oil", amount=35},
    {type="fluid", name="light-oil", amount=15},
    {type="fluid", name="petroleum-gas", amount=20}
  },
  allow_decomposition = false
}</syntaxhighlight>
 
=== "iron-gear-wheel" — recipe with difficulty ===
<syntaxhighlight lang="lua">  {
    type = "recipe",
    name = "iron-gear-wheel",
    normal =
     {
     {
       amount = 10,
       ingredients = {{"iron-plate", 2}},
      name = "coal",
       result = "iron-gear-wheel"
       type = "item"
     },
     },
    expensive =
     {
     {
       amount = 25,
       ingredients = {{"iron-plate", 4}},
       name = "heavy-oil",
       result = "iron-gear-wheel"
      type = "fluid"
    }
     },
  },</syntaxhighlight>
 
==== Modified so that it cannot be crafted in normal mode, unless unlocked via command/research ====
<syntaxhighlight lang="lua">  {
    type = "recipe",
    name = "iron-gear-wheel",
     normal = false,
    expensive =
     {
     {
       amount = 50,
       ingredients = {{"iron-plate", 4}},
      name = "steam",
       result = "iron-gear-wheel"
       type = "fluid"
     }
     }
   },
   },</syntaxhighlight>


  results = {
==== Modified so that the expensive recipe is always used, even in normal mode ====
     {
<syntaxhighlight lang="lua">  {
      amount = 35,
     type = "recipe",
      name = "heavy-oil",
    name = "iron-gear-wheel",
      type = "fluid"
    normal = nil, --this line can be omitted
     },
     expensive =
     {
     {
       amount = 15,
       ingredients = {{"iron-plate", 4}},
      name = "light-oil",
       result = "iron-gear-wheel"
      type = "fluid"
    },
    {
       amount = 20,
      name = "petroleum-gas",
      type = "fluid"
     }
     }
   },
   },</syntaxhighlight>
  allow_decomposition = false
}
</pre>

Revision as of 14:11, 3 November 2019

Prototype definitions » PrototypeBase » Prototype/Recipe


A recipe. It can be a crafting recipe, a smelting recipe, or a custom type of recipe (see Prototype/RecipeCategory).


Prototype/Recipe — recipe
ingredients::table of IngredientPrototype
allow_as_intermediate::bool (optional)
allow_decomposition::bool (optional)
allow_inserter_overload::bool (optional)
allow_intermediates::bool (optional)
always_show_made_in::bool (optional)
always_show_products::bool (optional)
category::string (optional)
crafting_machine_tint::table of Color (optional)
emissions_multiplier::double (optional)
enabled::bool (optional)
energy_required::double (optional)
expensive::Recipe data or bool (optional)
hidden::bool (optional)
hide_from_player_crafting::bool (optional)
hide_from_stats::bool (optional)
icons, icon, icon_size (IconSpecification)::IconSpecification (optional)
main_product::string (optional)
normal::Recipe data or bool (optional)
overload_multiplier::uint32 (optional)
requester_paste_multiplier::uint32 (optional)
result::string (optional)
result_count::uint16 (optional)
results::table of ProductPrototype (optional)
show_amount_in_title::bool (optional)
subgroup::string (optional)
unlock_results::bool (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

General properties

Inherits all properties from PrototypeBase.

category

Type: string
Default: "crafting"
Optional. The category of this recipe. The built-in categories can be found here. See also Prototype/RecipeCategory.

subgroup

Type: string
Optional. The subgroup of this recipe. If not specified, defaults to the subgroup of the product if there is only 1, or main_product if multiple products exist. If multiple products exit and no main_product is specified, the subgroup is required.

icons, icon, icon_size (IconSpecification)

Type: IconSpecification
An icon is mandatory for recipe with more than 1 product and no main_product. Otherwise defaults to the icon of main_product/1 product.

If given, it overwrites the icon of the main_product/1 product.

crafting_machine_tint

Type: table of Color
Optional. Used by crafting machine working_visualisations to tint certain layers with the recipe color. apply_recipe_tint on the working visualisation determines which of the 4 colors is used for that layer (if any).

Format:

crafting_machine_tint = { primary = {r=0,g=0,b=0,a=0}, secondary = {r=0,g=0,b=0,a=0}, tertiary = {r=0,g=0,b=0,a=0}, quaternary = {r=0,g=0,b=0,a=0}}

Each key/value pair is optional and defaults to the above value.

Recipe data

If the recipe does not have a difficulty, this is located directly in the prototype. Otherwise, if the "normal" or "expensive" property exists, the recipe has difficulty. Then, the recipe data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has recipe data defined, the other difficulty can be set to false. This will disable the recipe for the difficulty, same as setting it enabled = false. If it is enabled (by technologies etc), it will use the data from the other difficulty. Not setting a difficulty, e.g. normal = nil, is possible and gives that difficulty the exact same properties as the difficulty that is defined. See below for examples.

ingredients

Type: table of IngredientPrototype
A table containing ingredient names and counts. Can also contain information about fluid temperature and catalyst amounts.

ingredients = {{"iron-stick", 2}, {"iron-plate", 3}}

The same with full format:

ingredients = {{type = "item", name = "iron-stick", amount = 2}, {type = "item", name = "iron-plate", amount = 3}}

For fluids, the full format always has to be used:

ingredients = {{type="fluid", name="water", amount=50}, {type="fluid", name="crude-oil", amount=100}}

Maximal ingredient amount is 65535. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[1]

result

Type: string
Can be replaced with the results parameter. The item created by this recipe. Must be the name of an item, such as "iron-gear-wheel".

result_count

Type: uint32
Default: 1
Optional. The number of items created by this recipe.

results

Type: table of ProductPrototype
A table containing result names and counts. Can also contain information about fluid temperature and catalyst amounts. The catalyst amounts are automatically calculated from the recipe, or can be set manually.[2]

results=
    {
      {type="fluid", name="heavy-oil", amount=3},
      {type="fluid", name="light-oil", amount=3},
      {type="fluid", name="petroleum-gas", amount=4}
    },
results = 
    {
      {type = "item", name = "iron-nuggets", amount = 9},
      {type = "item", name = "gold-nuggets", amount = 1}
     },

energy_required

Type: double
Default: 0.5
Optional. The amount of time it takes to make this recipe.

This is the number of seconds it takes to craft at crafting speed 1.

emissions_multiplier

Type: double
Default: 1.0

requester_paste_multiplier

Type: uint32
Default: 30

overload_multiplier

Type: uint32
Default: 0
Used to determine how many extra items are put into an assembling machine before it's considered "full enough". See Inserters#Insertion_limits.

If set to 0, it instead uses the following formula: 1.166 / (energy_required / the assembler's crafting_speed), rounded up, and clamped between 2 and 100.

enabled

Type: bool
Default: true
Optional. This can be false to disable the recipe at the start of the game, or "true" to leave it enabled.

If your recipe is unlocked by a technology, you should set this to "false".

hidden

Type: bool
Default: false
Optional. Hides the recipe from crafting menus.

hide_from_stats

Type: bool
Default: false
Optional. Hides the recipe from flow stats (item/fluid production statistics).

hide_from_player_crafting

Type: bool
Default: false
Optional. Hides the recipe from the player's crafting screen. The recipe will still show up for selection in machines.

allow_decomposition

Type: bool
Default: true
Optional. Whether this recipe is allowed to be broken down for the recipe tooltip "Total raw" calculations.

allow_as_intermediate

Type: bool
Default: true
Optional. Whether the recipe can be used as an intermediate recipe in hand-crafting.

allow_intermediates

Type: bool
Default: true
Optional. Whether the recipe is allowed to use intermediate recipes when hand-crafting.

always_show_made_in

Type: bool
Default: false
Optional. Whether the "Made in: {Machine}" part of the tool-tip should always be present, not only when the recipe can not be hand-crafted.

show_amount_in_title

Type: bool
Default: true
Optional. Whether the recipe name should have the product amount in front of it, e.g. "2 transport belt"

always_show_products

Type: bool
Default: false
Optional. Whether the products are always shown in the recipe tool-tip.

main_product

Type: string
Optional.

For recipes with more than one product: This defines of which result the icon, subgroup and name is used. If it is not set and the recipe has more than 1 result the recipe will use the recipe-name and recipe-description locale and its own subgroup and icon.

For recipes with 1 result: The recipe uses the icon, subgroup and name of the result by default. If set this property is set to an empty string, the recipe will use the properties of the recipe instead of the result.

Examples

"iron-plate"

  {
    type = "recipe",
    name = "iron-plate",
    category = "smelting",
    energy_required = 3.5,
    ingredients = {{"iron-ore", 1}},
    result = "iron-plate"
  }

"coal-liquefaction"

{
  type = "recipe",
  name = "coal-liquefaction",
  category = "oil-processing",
  subgroup = "fluid-recipes",
  order = "a[oil-processing]-c[coal-liquefaction]",
  enabled = false,
  energy_required = 5,
  icon = "__base__/graphics/icons/fluid/coal-liquefaction.png",
  icon_size = 32,
  ingredients =
  {
    {type="item", name="coal", amount=10},
    {type="fluid", name="heavy-oil", amount=25},
    {type="fluid", name="steam", amount=50}
  },
  results=
  {
    {type="fluid", name="heavy-oil", amount=35},
    {type="fluid", name="light-oil", amount=15},
    {type="fluid", name="petroleum-gas", amount=20}
  },
  allow_decomposition = false
}

"iron-gear-wheel" — recipe with difficulty

  {
    type = "recipe",
    name = "iron-gear-wheel",
    normal =
    {
      ingredients = {{"iron-plate", 2}},
      result = "iron-gear-wheel"
    },
    expensive =
    {
      ingredients = {{"iron-plate", 4}},
      result = "iron-gear-wheel"
    }
  },

Modified so that it cannot be crafted in normal mode, unless unlocked via command/research

  {
    type = "recipe",
    name = "iron-gear-wheel",
    normal = false,
    expensive =
    {
      ingredients = {{"iron-plate", 4}},
      result = "iron-gear-wheel"
    }
  },

Modified so that the expensive recipe is always used, even in normal mode

  {
    type = "recipe",
    name = "iron-gear-wheel",
    normal = nil, --this line can be omitted
    expensive =
    {
      ingredients = {{"iron-plate", 4}},
      result = "iron-gear-wheel"
    }
  },