Prototype/Technology

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Basics

Prototype type: technology

More in Research

General properties

Inherits all properties from Prototype.

icons, icon, icon_size (IconSpecification)

Type: Types/IconSpecification

name

See Prototype#name

Inherited from Prototype. If the name ends with -number, the number is ignored for localization purposes. E. g. if the name is whatever-name-3, the game looks for the technology-name.whatever-name localization. The technology tree will also show the number on the technology icon.

Technology data

If the technology does not have a difficulty, this is located directly in the prototype. Otherwise, if the "normal" or "expensive" property exists, the technology has difficulty. Then, the technology data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has technology data defined, the other difficulty can be set to false. This will give it the exact same properties as the difficulty that is defined.

upgrade

Type: Types/bool

Default: false

When set to true, and the technology contains several levels, only the relevant one is displayed in the technology screen.

  {
    type = "technology",
    name = "physical-projectile-damage-2",
    ...
    upgrade = "true"
  }

enabled

Type: Types/bool

Default: true

hidden

Type: Types/bool

Default: false

Hides the technology from the tech screen.

unit

It contains

  • count — Types/double — How many units are needed. Must be positive.
  • count_formula — Types/string — Formula that specifies how many units are needed per level of the infinite technology. May not be specified if count is speficied.
  • time — Types/double — How much time is needed per one unit, in lab with crafting speed 1 it is the number of seconds.
  • ingredients — Types/table of Types/IngredientPrototype — list of ingredients needed for one units
unit =
{
  count = 20,
  time = 5,
  ingredients = {{"automation-science-pack", 1}}
}

max_level

Type: Types/uint32 or Types/string

Default: Same as the level of the technology, which is 0 for non-upgrades, and the level of the upgrade for upgrades.

"infinite" for infinite technologies, otherwise uint.

prerequisites

Type: Types/table of Types/string

List of technologies needed to be researched before this one can be researched.

 prerequisites = {"explosives", "military-2"}

effects

Type: Types/table of Modifier

List of effects of the technology (applied when the technology is researched).

 {
   {
     type  = "unlock-recipe",
     recipe = "land-mine"
   }
 }