Types/SimulationDefinition: Difference between revisions

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'''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/types/SimulationDefinition.html https://lua-api.factorio.com/latest/types/SimulationDefinition.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 [https://forums.factorio.com/viewforum.php?f=233 on the forums].
Used by [[Prototype/TipsAndTricksItem]] and by main menu simulations ([[Prototype/UtilityConstants#main_menu_simulations]]).
Used by [[Prototype/TipsAndTricksItem]] and by main menu simulations ([[Prototype/UtilityConstants#main_menu_simulations]]).



Revision as of 17:51, 16 August 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/types/SimulationDefinition.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.


Used by Prototype/TipsAndTricksItem and by main menu simulations (Prototype/UtilityConstants#main_menu_simulations).

Optional properties

save

Type: Types/FileName

The save file that is used for this simulation. If not given and generate_map is true, a map gets generated by the game.

init_file

Type: Types/FileName

This code is run as a (silent) console command inside the simulation when it is first initialized. Since this is run as a console command, the restrictions of console commands apply, e.g. require is not available[1].

init

Type: Types/string

Default: ""

Only loaded if init_file is not present.

This code is run as a (silent) console command inside the simulation when it is first initialized. Since this is run as a console command, the restrictions of console commands apply, e.g. require is not available[2].

update_file

Type: Types/FileName

This code is run as a (silent) console command inside the simulation every time the simulation is updated. Since this is run as a console command, the restrictions of console commands apply, e.g. require is not available[3].

update

Type: Types/string

Default: ""

Only loaded if update_file is not present.

This code is run as a (silent) console command inside the simulation every time the simulation is updated. Since this is run as a console command, the restrictions of console commands apply, e.g. require is not available[4].

init_update_count

Type: Types/uint32

Default: 0

Amount of ticks that this simulation should run for before the simulation is shown to the player. These updates happen after init/init_file has been run and at the highest possible rate (> 60 UPS).

length

Type: Types/uint32

Default: 0

How long this simulation takes. In the main menu simulations, another simulation will start after this simulation ends.

generate_map

Type: Types/bool

Default: false

If save is not given and this is true, a map gets generated by the game for use in the simulation.

checkboard

Type: Types/bool

Default: true

If this is true, the map of the simulation is set to be a lab-tile checkerboard in the area of {{-20, -15},{20, 15}} when the scenario is first initialized (before init/init_file run).

volume_modifier

Type: Types/float

Multiplier for the simulation volume set by the player in the sound settings.

override_volume

Type: Types/bool

If true, overrides the simulation volume set by the player in the sound settings, simply setting the volume modifier to 1.

Addition API

Simulation-only APIs:

game.create_test_player{name=string}
game.activate_rail_planner{position=position,ghost_mode=bool}
game.deactivate_rail_planner()
game.move_cursor{position=position,speed=number}  --[[should be called every tick. Returns true when target is reached]]
game.activate_selection()
game.finish_selection()
game.deactivate_selection()
game.scroll_clipboard_forwards()
game.scroll_clipboard_backwards()
game.camera_player_cursor_position [RW]
game.camera_position [RW]
game.camera_zoom [W]
game.camera_player [W]
game.camera_player_cursor_direction [W]
game.camera_alt_info [W]
game.smart_belt_building [W]

player.drag_start_position [W]
player.raw_build_from_cursor{ghost_mode=bool,created_by_moving=bool,position=position}

surface.create_entities_from_blueprint_string{string=string,position=position,force=force,direction=defines.direction,flip_horizonal=bool,flip_vertical=bool,by_player=player}