Prototype/ResourceEntity: Difference between revisions

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{{Prototype parent|Prototype/Entity}}
{{Prototype parent|Prototype/Entity}}
A mineable/gatherable entity.


== Basics ==
{{Prototype TOC|resource}}
Prototype type: '''resource'''
 
A mineable/gatherable entity. Extends [[Prototype/Entity]].


== Mandatory properties ==
== Mandatory properties ==
This prototype inherits all the properties from [[Prototype/Entity]].
This prototype inherits all the properties from [[Prototype/Entity]].


=== stages ===
{{Prototype property|stages|[[Types/AnimationVariations|AnimationVariations]]}}
'''Type''': [[Types/AnimationVariations]]
 
Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined.
Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined.


=== stage_counts ===
{{Prototype property|stage_counts|[[Types/table|table]] of [[Types/uint32|uint32]]}}
'''Type''': [[Types/table]] of [[Types/uint32]]
 
Number of stages the animation has.
Number of stages the animation has.


== Optional properties ==
== Optional properties ==


=== infinite ===
{{Prototype property|infinite|[[Types/bool|bool]]|false|optional=true}}
'''Type''': [[Types/bool]]
 
'''Default''': false
 
If the ore is infinitely minable, or if it will eventually run out of resource.
If the ore is infinitely minable, or if it will eventually run out of resource.


=== highlight ===
{{Prototype property|highlight|[[Types/bool|bool]]|false|optional=true}}
'''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).
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 ===
{{Prototype property|randomize_visual_position|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== minimum ===
'''Type''': [[Types/uint32]]
 
'''Default''': 0


{{Prototype property|minimum|[[Types/uint32|uint32]]|0|optional=true}}
Must be not 0 when <code>infinite = true</code>.
Must be not 0 when <code>infinite = true</code>.


=== normal ===
{{Prototype property|normal|[[Types/uint32|uint32]]|1|optional=true}}
'''Type''': [[Types/uint32]]
 
'''Default''': 1
 
Must be not 0 when <code>infinite = true</code>.
Must be not 0 when <code>infinite = true</code>.


=== infinite_depletion_amount ===
{{Prototype property|infinite_depletion_amount|[[Types/uint32|uint32]]|1|optional=true}}
'''Type''': [[Types/uint32]]
 
'''Default''': 1
 
''Every time an infinite-type resource "ticks" lower it's lowered by that amount.'' -- [https://forums.factorio.com/viewtopic.php?t=47093&p=271243#p271115 Rseding91]
''Every time an infinite-type resource "ticks" lower it's lowered by that amount.'' -- [https://forums.factorio.com/viewtopic.php?t=47093&p=271243#p271115 Rseding91]


=== category ===
{{Prototype property|category|[[Types/string|string]]|"basic-solid"|optional=true}}
'''Type''': [[Types/string]]
 
'''Default''': "basic-solid"
 
The category for the resource. Available categories in vanilla can be found here: [[Data.raw#resource-category]]
The category for the resource. Available categories in vanilla can be found here: [[Data.raw#resource-category]]


=== map_grid ===
{{Prototype property|map_grid|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== resource_patch_search_radius ===
'''Type''': [[Types/uint32]]
 
'''Default''': 3


{{Prototype property|resource_patch_search_radius|[[Types/uint32|uint32]]|3|optional=true}}
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).
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 ===
{{Prototype property|stages_effect|[[Types/AnimationVariations|AnimationVariations]]|optional=true}}
'''Type''': [[Types/AnimationVariations]]
 
An effect that can be overlayed above the normal ore graphics. Used in the base game to make [[uranium ore]] glow.
An effect that can be overlayed above the normal ore graphics. Used in the base game to make [[uranium ore]] glow.


=== effect_animation_period ===
{{Prototype property|effect_animation_period|[[Types/float|float]]|0.0|optional=true}}
'''Type''': [[Types/float]]
 
'''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>.
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 ===
{{Prototype property|effect_animation_period_deviation|[[Types/float|float]]|0.0|optional=true}}
'''Type''': [[Types/float]]
 
'''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.
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 ===
{{Prototype property|effect_darkness_multiplier|[[Types/float|float]]|1.0|optional=true}}
'''Type''': [[Types/float]]
 
'''Default''': 1.0
 
How much the surface darkness should affect the alpha of <code>stages_effect</code>.
How much the surface darkness should affect the alpha of <code>stages_effect</code>.


=== min_effect_alpha ===
{{Prototype property|min_effect_alpha|[[Types/float|float]]|0.0|optional=true}}
'''Type''': [[Types/float]]
 
'''Default''': 0.0
 
Minimal alpha value of <code>stages_effect</code>.
Minimal alpha value of <code>stages_effect</code>.


=== max_effect_alpha ===
{{Prototype property|max_effect_alpha|[[Types/float|float]]|1.0|optional=true}}
'''Type''': [[Types/float]]
 
'''Default''': 1.0
 
Maximal alpha value of <code>stages_effect</code>.
Maximal alpha value of <code>stages_effect</code>.


=== tree_removal_probability ===
{{Prototype property|tree_removal_probability|[[Types/double|double]]|0|optional=true}}
'''Type''': [[Types/double]]
 
'''Default''': 0
 
Must be positive.
Must be positive.


=== tree_removal_max_distance ===
{{Prototype property|tree_removal_max_distance|[[Types/double|double]]|0|optional=true}}
'''Type''': [[Types/double]]
 
'''Default''': 0
 
Must be positive when <code>tree_removal_probability</code> is set.
Must be positive when <code>tree_removal_probability</code> is set.



Revision as of 21:20, 5 August 2019

Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/ResourceEntity


A mineable/gatherable entity.


Prototype/ResourceEntity — resource
stage_counts::table of uint32
stages::AnimationVariations
category::string (optional)
effect_animation_period::float (optional)
effect_animation_period_deviation::float (optional)
effect_darkness_multiplier::float (optional)
highlight::bool (optional)
infinite::bool (optional)
infinite_depletion_amount::uint32 (optional)
map_grid::bool (optional)
max_effect_alpha::float (optional)
min_effect_alpha::float (optional)
minimum::uint32 (optional)
mining_visualisation_tint::Color (optional)
normal::uint32 (optional)
randomize_visual_position::bool (optional)
resource_patch_search_radius::uint32 (optional)
stages_effect::AnimationVariations (optional)
tree_removal_max_distance::double (optional)
tree_removal_probability::double (optional)
walking_sound::Sound (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)

Mandatory properties

This prototype inherits all the properties from Prototype/Entity.

stages

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

stage_counts

Type: table of uint32
Number of stages the animation has.

Optional properties

infinite

Type: bool
Default: false
If the ore is infinitely minable, or if it will eventually run out of resource.

highlight

Type: 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: bool
Default: true

minimum

Type: uint32
Default: 0
Must be not 0 when infinite = true.

normal

Type: uint32
Default: 1
Must be not 0 when infinite = true.

infinite_depletion_amount

Type: uint32
Default: 1
Every time an infinite-type resource "ticks" lower it's lowered by that amount. -- Rseding91

category

Type: string
Default: "basic-solid"
The category for the resource. Available categories in vanilla can be found here: Data.raw#resource-category

map_grid

Type: bool
Default: true

resource_patch_search_radius

Type: 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: 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: 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: 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: float
Default: 1.0
How much the surface darkness should affect the alpha of stages_effect.

min_effect_alpha

Type: float
Default: 0.0
Minimal alpha value of stages_effect.

max_effect_alpha

Type: float
Default: 1.0
Maximal alpha value of stages_effect.

tree_removal_probability

Type: double
Default: 0
Must be positive.

tree_removal_max_distance

Type: 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
  }