Prototype/ResourceEntity: Difference between revisions

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(→‎Example: updated to 0.17)
(descriptions on stages effects and the properties it is affected by)
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=== stages_effect ===
=== stages_effect ===
'''Type''': [[Types/AnimationVariations]]
'''Type''': [[Types/AnimationVariations]]
An effect that can be overlayed above the normal ore graphics. Used in the base game to make [[uranium ore]] glow.


=== effect_animation_period ===
=== effect_animation_period ===
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'''Default''': 0.0
'''Default''': 0.0
How long it takes <code>stages_effect</code> to go from <code>min_effect_alpha</code> to <code>max_effect_alpha</code>.


=== effect_animation_period_deviation ===
=== effect_animation_period_deviation ===
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'''Default''': 0.0
'''Default''': 0.0
How much <code>effect_animation_period</code> can deviate from its original value. Used to make the stages effect alpha change look less uniform.


=== effect_darkness_multiplier ===
=== effect_darkness_multiplier ===
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'''Default''': 1.0
'''Default''': 1.0
How much the surface darkness should affect the alpha of <code>stages_effect</code>.


=== min_effect_alpha ===
=== min_effect_alpha ===
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'''Default''': 0.0
'''Default''': 0.0
Minimal alpha value of <code>stages_effect</code>.


=== max_effect_alpha ===
=== max_effect_alpha ===
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'''Default''': 1.0
'''Default''': 1.0
Maximal alpha value of <code>stages_effect</code>.


=== tree_removal_probability ===
=== tree_removal_probability ===

Revision as of 11:25, 8 June 2019

Basics

Prototype type: resource

A mineable/gatherable entity. Extends Prototype/Entity.

Mandatory properties

This prototype inherits all the properties from Prototype/Entity.

stages

Type: Types/AnimationVariations

Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined.

stage_counts

Type: Types/table of Types/uint32

Number of stages the animation has.

Optional properties

infinite

Type: Types/bool

Default: false

If the ore is infinitely minable, or if it will eventually run out of resource.

highlight

Type: Types/bool

Default: false

If the resource should be highlighted when holding a mining drill that can mine it (holding a pumpjack highlights crude-oil in the base game).

randomize_visual_position

Type: Types/bool

Default: true

minimum

Type: Types/uint32

Default: 0

Must be not 0 when infinite = true.

normal

Type: Types/uint32

Default: 1

Must be not 0 when infinite = true.

infinite_depletion_amount

Type: Types/uint32

Default: 1

Every time an infinite-type resource "ticks" lower it's lowered by that amount. -- Rseding91

category

Type: Types/string

Default: "basic-solid"

The category for the resource. Available categories in vanilla can be found here: Data.raw#resource-category

map_grid

Type: Types/bool

Default: true

resource_patch_search_radius

Type: Types/uint32

Default: 3

When hovering over this resource in the map view: How far to search for other resource patches of this type to display as one (summing amount, white outline).

stages_effect

Type: Types/AnimationVariations

An effect that can be overlayed above the normal ore graphics. Used in the base game to make uranium ore glow.

effect_animation_period

Type: Types/float

Default: 0.0

How long it takes stages_effect to go from min_effect_alpha to max_effect_alpha.

effect_animation_period_deviation

Type: Types/float

Default: 0.0

How much effect_animation_period can deviate from its original value. Used to make the stages effect alpha change look less uniform.

effect_darkness_multiplier

Type: Types/float

Default: 1.0

How much the surface darkness should affect the alpha of stages_effect.

min_effect_alpha

Type: Types/float

Default: 0.0

Minimal alpha value of stages_effect.

max_effect_alpha

Type: Types/float

Default: 1.0

Maximal alpha value of stages_effect.

tree_removal_probability

Type: Types/double

Default: 0

Must be positive.

tree_removal_max_distance

Type: Types/double

Default: 0

Must be positive when tree_removal_probability is set.

Example

{
    type = "resource",
    name = "crude-oil",
    icon = "__base__/graphics/icons/crude-oil.png",
    icon_size = 32,
    flags = {"placeable-neutral"},
    category = "basic-fluid",
    order="a-b-a",
    infinite = true,
    highlight = true,
    minimum = 60000,
    normal = 300000,
    infinite_depletion_amount = 10,
    resource_patch_search_radius = 12,
    tree_removal_probability = 0.7,
    tree_removal_max_distance = 32 * 32,
    minable =
    {
      mining_time = 1,
      results =
      {
        {
          type = "fluid",
          name = "crude-oil",
          amount_min = 10,
          amount_max = 10,
          probability = 1
        }
      }
    },
    collision_box = {{ -1.4, -1.4}, {1.4, 1.4}},
    selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},
    autoplace = resource_autoplace.resource_autoplace_settings{
      name = "crude-oil",
      order = "c", -- Other resources are "b"; oil won't get placed if something else is already there.
      base_density = 8.2,
      base_spots_per_km2 = 1.8,
      random_probability = 1/48,
      random_spot_size_minimum = 1,
      random_spot_size_maximum = 1, -- don't randomize spot size
      additional_richness = 220000, -- this increases the total everywhere, so base_density needs to be decreased to compensate
      has_starting_area_placement = false,
      resource_index = resource_autoplace.resource_indexes["crude-oil"],
      regular_rq_factor_multiplier = 1
    },
    stage_counts = {0},
    stages =
    {
      sheet =
      {
        filename = "__base__/graphics/entity/crude-oil/crude-oil.png",
        priority = "extra-high",
        width = 75,
        height = 61,
        frame_count = 4,
        variation_count = 1
      }
    },
    map_color = {r=0.78, g=0.2, b=0.77},
    map_grid = false
  }