Prototype/UtilityConstants: Difference between revisions

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** "train_arriving_to_signal_penalty" - [[Types/uint32]]
** "train_arriving_to_signal_penalty" - [[Types/uint32]]
** "train_waiting_at_signal_penalty" - [[Types/uint32]]
** "train_waiting_at_signal_penalty" - [[Types/uint32]]
** "train_waiting_at_signal_tick_multiplier_penalty" - [[Types/float]] - Most be >= 0.
** "train_waiting_at_signal_tick_multiplier_penalty" - [[Types/float]] - Must be >= 0.
** "train_with_no_path_penalty" - [[Types/uint32]]
** "train_with_no_path_penalty" - [[Types/uint32]]
* "map_editor" - [[Types/table]] - Table with the following key/value pairs.
* "map_editor" - [[Types/table]] - Table with the following key/value pairs.
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** "tile_editor_selection_preview_radius" - [[Types/uint8]]
** "tile_editor_selection_preview_radius" - [[Types/uint8]]
** "decorative_editor_selection_preview_radius" - [[Types/uint8]]
** "decorative_editor_selection_preview_radius" - [[Types/uint8]]
* "entity_renderer_search_box_limits" - [[Types/table]] - Table with the following key/value pairs. How far (in tiles) entities should be rendered outside the visible area of the screen.
** "left" - [[Types/uint8]] - Min value 6, max value 15 - Min value 6 to compensate for shadows
** "top" - [[Types/uint8]] - Min value 3, max value 15
** "right" - [[Types/uint8]] - Min value 3, max value 15
** "bottom" - [[Types/uint8]] - Min value 4, max value 15 - Min value 4 to compensate for tall entities like electric poles

Revision as of 08:48, 8 July 2019

Basics

Prototype type: utility-constants

Constants used by the game that are not specific to certain prototypes. See utility-constants.lua for the values used by the base game.

General mandatory properties

type

Type: Types/string

Must be "utility-constants".

name

Type: Types/string

The base uses "default" and only one instance of UtilityConstants can be defined, so unless the base game definition is completely removed, name will have to be "default".

The constants

Every property is mandatory if not listed otherwise.