Prototype/ResourceEntity: 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/ResourceEntityPrototype.html https://lua-api.factorio.com/latest/prototypes/ResourceEntityPrototype.html]
A mineable/gatherable entity. An extension of [[Prototype/Entity]].
==Properties==
===category===
'''Type''': [[Types/string]]


The category for the resource.
</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>
  category = "basic-fluid"
===infinite===
'''Type''': [[Types/bool]]


{{Prototype parent|Prototype/Entity}}
A mineable/gatherable entity. Its [[Types/CollisionMask|collision_mask]] must contain "resource-layer" if it should be minable with a [[Prototype/MiningDrill]].
{{Prototype TOC|resource}}
== Mandatory properties ==
This prototype inherits all the properties from [[Prototype/Entity]].
{{Prototype property|stages|[[Types/AnimationVariations|AnimationVariations]]}}
Entity's graphics, using a graphic sheet, with variation and depletion. At least one stage must be defined.
When using [[Types/AnimationVariations#sheet]], frame_count is the amount of frames per row in the spritesheet. variation_count is the amount of rows in the spritesheet. Each row in the spritesheet is one stage of the animation.
{{Prototype property|stage_counts|[[Types/table|table]] of [[Types/uint32|uint32]]}}
Number of stages the animation has.
== Optional properties ==
{{Prototype property|infinite|[[Types/bool|bool]]|false|optional=true}}
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===
'''Type''': [[Types/bool]]


If the ore appears on the map overview separately from large ore veins, or not. Default is False.
{{Prototype property|highlight|[[Types/bool|bool]]|false|optional=true}}
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).


===minimum===
{{Prototype property|randomize_visual_position|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/uint]]
If there is a slight offset to graphics of the resource. Used to make patches a little less uniform in appearance.


===normal===
{{Prototype property|map_grid|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/uint]]
Whether the resource should have a grid pattern on the map instead of a solid map color.


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


''Every time an infinite-type resource "ticks" lower it's lowered by that amount. If not given, it defaults to 1.'' -- [https://forums.factorio.com/viewtopic.php?t=47093&p=271243#p271115 Rseding91]
{{Prototype property|normal|[[Types/uint32|uint32]]|1|optional=true}}
Must be not 0 when <code>infinite = true</code>.


===resource_patch_search_radius===
{{Prototype property|infinite_depletion_amount|[[Types/uint32|uint32]]|1|optional=true}}
'''Type''': [[Types/uint]]
''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]
===autoplace===
'''Type''': [[Types/AutoplaceSpecification]]


If -and how- the ore spawns automatically, and randomly.
{{Prototype property|resource_patch_search_radius|[[Types/uint32|uint32]]|3|optional=true}}
===map_color===
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).
'''Type''': [[Types/color]]


The color of the ore, on the map.
{{Prototype property|category|[[Types/string|string]]|"basic-solid"|optional=true}}
The category for the resource. Available categories in vanilla can be found here: [[Data.raw#resource-category]]


  map_color = {r=0, g=1, b=1} --This is Cyan.
{{Prototype property|walking_sound|[[Types/Sound|Sound]]|optional=true}}
===map_grid===
Sound played when the player walks over this resource.
'''Type''': [[Types/bool]]


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


see: [[Types/Stages]]
{{Prototype property|effect_animation_period|[[Types/float|float]]|0.0|optional=true}}
===stages===
How long it takes <code>stages_effect</code> to go from <code>min_effect_alpha</code> to <code>max_effect_alpha</code>.
'''Type''': [[Types/Stages]]


Entity's graphics, using a graphic sheet, with variation and depletion.
{{Prototype property|effect_animation_period_deviation|[[Types/float|float]]|0.0|optional=true}}
How much <code>effect_animation_period</code> can deviate from its original value. Used to make the stages effect alpha change look less uniform.


==example==
{{Prototype property|effect_darkness_multiplier|[[Types/float|float]]|1.0|optional=true}}
  {
How much the surface darkness should affect the alpha of <code>stages_effect</code>.
    {
 
{{Prototype property|min_effect_alpha|[[Types/float|float]]|0.0|optional=true}}
Minimal alpha value of <code>stages_effect</code>.
 
{{Prototype property|max_effect_alpha|[[Types/float|float]]|1.0|optional=true}}
Maximal alpha value of <code>stages_effect</code>.
 
{{Prototype property|tree_removal_probability|[[Types/double|double]]|0|optional=true}}
Must be positive.
 
{{Prototype property|tree_removal_max_distance|[[Types/double|double]]|0|optional=true}}
Must be positive when <code>tree_removal_probability</code> is set.
 
{{Prototype property|mining_visualisation_tint|[[Types/Color|Color]]|unset|optional=true}}
Defaults to the resources map color if left unset and map color is set, otherwise defaults to white if left unset.
 
== Example ==
<syntaxhighlight lang="lua">{
     type = "resource",
     type = "resource",
     name = "crude-oil",
     name = "crude-oil",
     icon = "__base__/graphics/icons/crude-oil.png",
     icon = "__base__/graphics/icons/crude-oil.png",
    icon_size = 32,
     flags = {"placeable-neutral"},
     flags = {"placeable-neutral"},
     category = "basic-fluid",
     category = "basic-fluid",
Line 66: Line 95:
     infinite_depletion_amount = 10,
     infinite_depletion_amount = 10,
     resource_patch_search_radius = 12,
     resource_patch_search_radius = 12,
    tree_removal_probability = 0.7,
    tree_removal_max_distance = 32 * 32,
     minable =
     minable =
     {
     {
      hardness = 1,
       mining_time = 1,
       mining_time = 1,
       results =
       results =
Line 83: Line 113:
     collision_box = {{ -1.4, -1.4}, {1.4, 1.4}},
     collision_box = {{ -1.4, -1.4}, {1.4, 1.4}},
     selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},
     selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},
     autoplace =
     autoplace = resource_autoplace.resource_autoplace_settings{
    {
       name = "crude-oil",
       control = "crude-oil",
       order = "c", -- Other resources are "b"; oil won't get placed if something else is already there.
       sharpness = 0.99,
      base_density = 8.2,
       max_probability = 0.02,
       base_spots_per_km2 = 1.8,
       richness_base = 240000,
       random_probability = 1/48,
       richness_multiplier = 300000,
       random_spot_size_minimum = 1,
       richness_multiplier_distance_bonus = 3000,
       random_spot_size_maximum = 1, -- don't randomize spot size
       coverage = 0.02, -- Cover on average 2% of surface area.
       additional_richness = 220000, -- this increases the total everywhere, so base_density needs to be decreased to compensate
       peaks =
       has_starting_area_placement = false,
       {
       resource_index = resource_autoplace.resource_indexes["crude-oil"],
        {
      regular_rq_factor_multiplier = 1
          noise_layer = "crude-oil",
          noise_octaves_difference = -1,
          noise_persistence = 0.4,
        }
      }
     },
     },
     stage_counts = {0},
     stage_counts = {0},
Line 116: Line 141:
     map_color = {r=0.78, g=0.2, b=0.77},
     map_color = {r=0.78, g=0.2, b=0.77},
     map_grid = false
     map_grid = false
   },
   }</syntaxhighlight>

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/ResourceEntityPrototype.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/ResourceEntity


A mineable/gatherable entity. Its collision_mask must contain "resource-layer" if it should be minable with a Prototype/MiningDrill.


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.

When using Types/AnimationVariations#sheet, frame_count is the amount of frames per row in the spritesheet. variation_count is the amount of rows in the spritesheet. Each row in the spritesheet is one stage of the animation.

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
If there is a slight offset to graphics of the resource. Used to make patches a little less uniform in appearance.

map_grid

Type: bool
Default: true
Whether the resource should have a grid pattern on the map instead of a solid map color.

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

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).

category

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

walking_sound

Type: Sound
Sound played when the player walks over this resource.

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.

mining_visualisation_tint

Type: Color
Default: unset
Defaults to the resources map color if left unset and map color is set, otherwise defaults to white if left unset.

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
  }