Types/EnergySource: Difference between revisions

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(emissions_per_minute - 0.17.29)
(apparentyl efficiency is now an unknown concept. Thank you base game changes.)
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'''Default''': 1
'''Default''': 1


Optional. 1 means 100% effectivity. Must be greater than 0
Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.


=== fuel_category ===
=== fuel_category ===
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'''Default''': 1
'''Default''': 1


Optional. 1 means 100% effectivity. Must be greater than 0
Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.


=== burns_fluid ===
=== burns_fluid ===

Revision as of 09:14, 6 May 2019

Basics

Specifies the way the entity gets its energy.

type

Type: Types/string

Mandatory. Only valid values are "electric", "burner", "heat", "fluid" or "void", it specifies the type of the energy source to be used.

emissions_per_minute

Type: Types/double

Default: 0

Optional. Preferred over using emissions and emissions_per_second_per_watt. The pollution an entity emits per minute at full energy consumption. emissions_per_minute is exactly the value that is shown in the entity tooltip.

emissions_per_second_per_watt

Type: Types/double

Default: 0

Optional. Does the same thing as emissions_per_minute but will be removed at some point.

emissions

Type: Types/double

Default: 0

Optional. Does the same thing as emissions_per_second_per_watt but will be removed at some point.

render_no_power_icon

Type: Types/bool

Default: true

Optional. Whether to render the Electricity-icon-red.png icon on the entity if it is low on power. Also applies to Fuel-icon-red.png when using a burner energy source.

render_no_network_icon

Type: Types/bool

Default: true

Optional. Whether to render the Electricity-icon-unplugged.png icon on the entity if it is not connected to a electric network.

Electric energy source

buffer_capacity

Type: Types/Energy

Optional. How much power the entity holds.

usage_priority

Type: Types/ElectricUsagePriority

Mandatory.

input_flow_limit

Type: Types/Energy

Default: 0

Optional. How fast the energy can flow into the entity. 0 means no limit.

output_flow_limit

Type: Types/Energy

Default: 0

Optional. How fast the energy can flow out of the entity. 0 means no limit.

drain

Type: Types/Energy

Optional.

Burner

fuel_inventory_size

Type: Types/ItemStackIndex

Mandatory.

burnt_inventory_size

Type: Types/ItemStackIndex

Default: 0

Optional.

smoke

Type: Types/table of Types/SmokeSource

Optional. Array of 1 or more smoke sources.

light_flicker

Type: Types/LightFlickeringDefinition

Optional.

effectivity

Type: Types/double

Default: 1

Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.

fuel_category

Type: Types/string

Default: "chemical"

Optional. The energy source can be used with fuel from this fuel category.

fuel_categories

Type: Types/table of Types/string

Optional. Same as above, only one of them can exist.

Heat energy source

max_temperature

Type: Types/double

Mandatory. max_temperature must be >= default_temperature.

default_temperature

Type: Types/double

Default: 15

Optional.

specific_heat

Type: Types/Energy

Mandatory.

max_transfer

Type: Types/Energy

Mandatory.

min_temperature_gradient

Type: Types/double

Default: 1

Optional.

min_working_temperature

Type: Types/double

Default: 15

Optional. min_working_temperature must be >= default_temperature. min_working_temperature must be <= max_temperature.

connections

Type: Types/table of Types/HeatConnection

Optional. The table may only contain up to 32 connections.

pipe_covers

Type: Types/Sprite4Way

Optional.

Void energy source

Void is free energy, there are no additional entries required.

Fluid energy source

fluid_box

Type: Types/FluidBox

Mandatory. All standard fluid box configurations are acceptable, but the type must be "input" or "input-output" to function correctly. In the default configuration, all fluid that enters the fluid box will be consumed instantly. it is recommended you set scale_fluid_usage, fluid_usage_per_tick or both to prevent this behaviour.

smoke

Type: Types/table of Types/SmokeSource

Optional. Array of 1 or more smoke sources.

light_flicker

Type: Types/LightFlickeringDefinition

Optional.

effectivity

Type: Types/double

Default: 1

Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.

burns_fluid

Type: Types/bool

Default: false

Optional. If set to true, the energy source will calculate power based on the fluid's fuel_value entry, else it will calculate based on fluid temperature, like Prototype/Generator.

scale_fluid_usage

Type: Types/bool

Default: false

Optional. If set to true, the energy source will consume as much fluid as required to produce the desired power, if set to false it will consume as much as it is allowed to, wasting any excess.

fluid_usage_per_tick

Type: Types/double

Default: 0

Optional. The number of fluid units the energy source uses per tick. if used with scale_fluid_usage, this specifies the maximum. If this value is not set, scale_energy_usage = false and a fluid box filter is set, the game will attempt to calculate this value from the fluid box filter's fluid's fuel_value or heat_capacity and the entity's energy_usage. If burns_fluid is false, maximum_temperature will also be used.

maximum_temperature

Type: Types/double

Default: unlimited

If it is specified while scale_fluid_usage = false and fluid_usage_per_tick is not specified, the game will use this value to calculate fluid_usage_per_tick