Factorio Prototype DocsVersion 2.0.76 Image

EntityPrototype abstract Example code

Abstract base of all entities in the game. Entity is nearly everything that can be on the map (except tiles).

For in game script access to entity, take a look at LuaEntity.

Inherits from Prototype « PrototypeBase
Children

Properties

icons optional :: array[IconData]

This will be used in the electric network statistics, editor building selection, and the bonus gui. [...]

This will be used in the electric network statistics, editor building selection, and the bonus gui. [...]

icon optional :: FileName

Path to the icon file. [...]

Path to the icon file. [...]

icon_size optional :: SpriteSizeType

The size of the square icon, in pixels. [...]

The size of the square icon, in pixels. [...]

collision_box optional :: BoundingBox

Specification of the entity collision boundaries. [...]

Specification of the entity collision boundaries. [...]

collision_mask optional :: CollisionMaskConnector

Defaults to the mask from UtilityConstants::default_collision_masks when indexed by the entity type.

Defaults to the mask from UtilityConstants::default_collision_masks when indexed by the entity type.

map_generator_bounding_box optional :: BoundingBox

Used instead of the collision box during map generation. [...]

Used instead of the collision box during map generation. [...]

selection_box optional :: BoundingBox

Specification of the entity selection area. [...]

Specification of the entity selection area. [...]

drawing_box_vertical_extension optional :: double

Specification of extra vertical space needed to see the whole entity in GUIs. [...]

Specification of extra vertical space needed to see the whole entity in GUIs. [...]

sticker_box optional :: BoundingBox

Used to specify the area where the sticker animation can appear for entities that can have stickers on them.

Used to specify the area where the sticker animation can appear for entities that can have stickers on them.

hit_visualization_box optional :: BoundingBox

Where beams should hit the entity. [...]

Where beams should hit the entity. [...]

trigger_target_mask optional :: TriggerTargetMask
flags optional :: EntityPrototypeFlags
tile_buildability_rules optional :: array[TileBuildabilityRule]
minable optional :: MinableProperties

The item given to the player when they mine the entity and other properties relevant to mining this entity.

The item given to the player when they mine the entity and other properties relevant to mining this entity.

surface_conditionsImage optional :: array[SurfaceCondition]
deconstruction_alternative optional :: EntityID

Used to merge multiple entities into one entry in the deconstruction planner.

Used to merge multiple entities into one entry in the deconstruction planner.

selection_priority optional :: uint8

The entity with the higher number is selectable before the entity with the lower number. [...]

The entity with the higher number is selectable before the entity with the lower number. [...]

build_grid_size optional :: uint8

Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid, like rails). [...]

Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid, like rails). [...]

remove_decoratives optional :: "automatic" or "true" or "false"

Whether this entity should remove decoratives that collide with it when this entity is built. [...]

Whether this entity should remove decoratives that collide with it when this entity is built. [...]

emissions_per_second optional :: dictionary[AirbornePollutantID → double]

Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. [...]

Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. [...]

shooting_cursor_size optional :: double

The cursor size used when shooting at this entity.

The cursor size used when shooting at this entity.

created_smoke optional :: CreateTrivialSmokeEffectItem

The smoke that is shown when the entity is placed.

The smoke that is shown when the entity is placed.

working_sound optional :: WorkingSound

Will also work on entities that don't actually do work.

Will also work on entities that don't actually do work.

created_effect optional :: Trigger

The effect/trigger that happens when the entity is placed.

The effect/trigger that happens when the entity is placed.

build_sound optional :: Sound
mined_sound optional :: Sound
mining_sound optional :: Sound
rotated_sound optional :: Sound
impact_category optional :: string

Name of a ImpactCategory.

Name of a ImpactCategory.

open_sound optional :: Sound
close_sound optional :: Sound
placeable_position_visualization optional :: Sprite
radius_visualisation_specification optional :: RadiusVisualisationSpecification
stateless_visualisation optional :: StatelessVisualisation or array[StatelessVisualisation]
draw_stateless_visualisations_in_ghost optional :: boolean
build_base_evolution_requirement optional :: double
alert_icon_shift optional :: Vector
alert_icon_scale optional :: float
fast_replaceable_group optional :: string

This allows you to replace an entity that's already placed, with a different one in your inventory. [...]

This allows you to replace an entity that's already placed, with a different one in your inventory. [...]

next_upgrade optional :: EntityID

Name of the entity that will be automatically selected as the upgrade of this entity when using the upgrade planner without configuration. [...]

Name of the entity that will be automatically selected as the upgrade of this entity when using the upgrade planner without configuration. [...]

protected_from_tile_building optional :: boolean

When this is true, this entity prototype should be included during tile collision checks with tiles that have TilePrototype::check_collision_with_entities set to true.

When this is true, this entity prototype should be included during tile collision checks with tiles that have TilePrototype::check_collision_with_entities set to true.

heating_energyImage optional :: Energy

This entity can freeze if heating_energy is larger than zero.

This entity can freeze if heating_energy is larger than zero.

allow_copy_paste optional :: boolean
selectable_in_game optional :: boolean
placeable_by optional :: ItemToPlace or array[ItemToPlace]

Item that when placed creates this entity. [...]

Item that when placed creates this entity. [...]

remains_when_mined optional :: EntityID or array[EntityID]

The entity that remains when this one is mined, deconstructed or fast-replaced. [...]

The entity that remains when this one is mined, deconstructed or fast-replaced. [...]

additional_pastable_entities optional :: array[EntityID]

Names of the entity prototypes this entity prototype can be pasted on to in addition to the standard supported types. [...]

Names of the entity prototypes this entity prototype can be pasted on to in addition to the standard supported types. [...]

tile_width optional :: int32

Used to determine how the center of the entity should be positioned when building (unless the off-grid flag is specified). [...]

Used to determine how the center of the entity should be positioned when building (unless the off-grid flag is specified). [...]

tile_height optional :: int32
diagonal_tile_grid_size optional :: TilePosition
autoplace optional :: AutoplaceSpecification

Used to specify the rules for placing this entity during map generation.

Used to specify the rules for placing this entity during map generation.

map_color optional :: Color
friendly_map_color optional :: Color
enemy_map_color optional :: Color
water_reflection optional :: WaterReflectionDefinition

May also be defined inside graphics_set instead of directly in the entity prototype. [...]

May also be defined inside graphics_set instead of directly in the entity prototype. [...]

ambient_sounds_group optional :: EntityID
ambient_sounds optional :: WorldAmbientSoundDefinition or array[WorldAmbientSoundDefinition]
icon_draw_specification optional :: IconDrawSpecification

Used to specify where and how the alt-mode icons should be drawn.

Used to specify where and how the alt-mode icons should be drawn.

icons_positioning optional :: array[IconSequencePositioning]

Inherited from Prototype
factoriopedia_alternative optional :: string

The ID type corresponding to the prototype that inherits from this. [...]

The ID type corresponding to the prototype that inherits from this. [...]

custom_tooltip_fields optional :: array[CustomTooltipField]

Allows to add extra description items to the tooltip and Factoriopedia.

Allows to add extra description items to the tooltip and Factoriopedia.

Inherited from PrototypeBase
type :: string

Specifies the kind of prototype this is. [...]

Specifies the kind of prototype this is. [...]

name :: string

Unique textual identification of the prototype. [...]

Unique textual identification of the prototype. [...]

order[overridden] optional :: Order

Used to order prototypes in inventory, recipes and GUIs. [...]

Used to order prototypes in inventory, recipes and GUIs. [...]

localised_name optional :: LocalisedString

Overwrites the name set in the locale file. [...]

Overwrites the name set in the locale file. [...]

localised_description optional :: LocalisedString

Overwrites the description set in the locale file. [...]

Overwrites the description set in the locale file. [...]

factoriopedia_description optional :: LocalisedString

Provides additional description used in factoriopedia.

Provides additional description used in factoriopedia.

subgroup optional :: ItemSubGroupID

The name of an ItemSubGroup.

The name of an ItemSubGroup.

hidden optional :: boolean
hidden_in_factoriopedia optional :: boolean
parameter optional :: boolean

Whether the prototype is a special type which can be used to parametrize blueprints and doesn't have other function.

Whether the prototype is a special type which can be used to parametrize blueprints and doesn't have other function.

factoriopedia_simulation optional :: SimulationDefinition

The simulation shown when looking at this prototype in the Factoriopedia GUI.

The simulation shown when looking at this prototype in the Factoriopedia GUI.

Properties

icons :: array[IconData] optional Image

This will be used in the electric network statistics, editor building selection, and the bonus gui. Can't be an empty array.

Either this or icon is mandatory for entities that have at least one of these flags active: "placeable-neutral", "placeable-player", "placeable-enemy".

icon :: FileName optional Image

Path to the icon file.

Either this or icons is mandatory for entities that have at least one of these flags active: "placeable-neutral", "placeable-player", "placeable-enemy".

Only loaded if icons is not defined.

Example

icon = "__base__/graphics/icons/wooden-chest.png"

icon_size :: SpriteSizeType optional Image

Default: 64

The size of the square icon, in pixels. E.g. 32 for a 32px by 32px icon. Must be larger than 0.

Only loaded if icons is not defined.

collision_box :: BoundingBox optional Image

Default: Empty = {{0, 0}, {0, 0}}

Specification of the entity collision boundaries. Empty collision box means no collision and is used for smoke, projectiles, particles, explosions etc.

The {0,0} coordinate in the collision box will match the entity position. It should be near the center of the collision box, to keep correct entity drawing order. The bounding box must include the {0,0} coordinate.

Note, that for buildings, it is customary to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc.

Example

collision_box = {{-0.4, -0.4}, {0.4, 0.4}}

collision_mask :: CollisionMaskConnector optional Image

Defaults to the mask from UtilityConstants::default_collision_masks when indexed by the entity type.

map_generator_bounding_box :: BoundingBox optional Image

Default: The value of collision_box.

Used instead of the collision box during map generation. Allows space entities differently during map generation, for example if the box is bigger, the entities will be placed farther apart.

selection_box :: BoundingBox optional Image

Default: Empty = {{0, 0}, {0, 0}}

Specification of the entity selection area. When empty the entity will have no selection area (and thus is not selectable).

The selection box is usually a little bit bigger than the collision box. For tileable entities (like buildings) it should match the tile size of the building.

Example

selection_box = {{-0.5, -0.5}, {0.5, 0.5}}

drawing_box_vertical_extension :: double optional Image

Default: 0.0

Specification of extra vertical space needed to see the whole entity in GUIs. This is used to calculate the correct zoom and positioning in the entity info gui, for example in the entity tooltip.

Example

drawing_box_vertical_extension = 0.5

sticker_box :: BoundingBox optional Image

Default: The value of collision_box.

Used to specify the area where the sticker animation can appear for entities that can have stickers on them.

Example

sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}

hit_visualization_box :: BoundingBox optional Image

Default: Empty = {{0, 0}, {0, 0}}

Where beams should hit the entity. Useful if the bounding box only covers part of the entity (e.g. feet of the character) and beams only hitting there would look weird.

trigger_target_mask :: TriggerTargetMask optional Image

flags :: EntityPrototypeFlags optional Image

tile_buildability_rules :: array[TileBuildabilityRule] optional Image

minable :: MinableProperties optional Image

Default: not minable

The item given to the player when they mine the entity and other properties relevant to mining this entity.

Example

minable = {mining_time = 0.2, result = "boiler"}

surface_conditions :: array[SurfaceCondition] optional ImageImage

deconstruction_alternative :: EntityID optional Image

Used to merge multiple entities into one entry in the deconstruction planner.

selection_priority :: uint8 optional Image

Default: 50

The entity with the higher number is selectable before the entity with the lower number.

The value 0 will be treated the same as nil.

build_grid_size :: uint8 optional Image

Default: 1

Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid, like rails).

Internally forced to be 2 for RailPrototype, RailRemnantsPrototype, TrainStopPrototype, RailSupportPrototype and CargoBayPrototype.

Internally forced to be 256 for SpacePlatformHubPrototype.

remove_decoratives :: "automatic" or "true" or "false" optional Image

Default: "automatic"

Whether this entity should remove decoratives that collide with it when this entity is built. When set to "automatic", if the entity type is considered a building (e.g. an assembling machine or a wall) it will remove decoratives.

emissions_per_second :: dictionary[AirbornePollutantID → double] optional Image

Amount of emissions created (positive number) or cleaned (negative number) every second by the entity. This is passive and currently used just for trees and fires. This is independent of the emissions of energy sources used by machines, which are created actively depending on the power consumption.

shooting_cursor_size :: double optional Image

The cursor size used when shooting at this entity.

created_smoke :: CreateTrivialSmokeEffectItem optional Image

Default: The "smoke-building"-smoke

The smoke that is shown when the entity is placed.

working_sound :: WorkingSound optional Image

Will also work on entities that don't actually do work.

created_effect :: Trigger optional Image

The effect/trigger that happens when the entity is placed.

build_sound :: Sound optional Image

mined_sound :: Sound optional Image

mining_sound :: Sound optional Image

rotated_sound :: Sound optional Image

impact_category :: string optional Image

Default: "default"

Name of a ImpactCategory.

open_sound :: Sound optional Image

close_sound :: Sound optional Image

placeable_position_visualization :: Sprite optional Image

radius_visualisation_specification :: RadiusVisualisationSpecification optional Image

stateless_visualisation :: StatelessVisualisation or array[StatelessVisualisation] optional Image

draw_stateless_visualisations_in_ghost :: boolean optional Image

Default: false

build_base_evolution_requirement :: double optional Image

Default: 0

alert_icon_shift :: Vector optional Image

alert_icon_scale :: float optional Image

fast_replaceable_group :: string optional Image

Default: ""

This allows you to replace an entity that's already placed, with a different one in your inventory. For example, replacing a burner inserter with a fast inserter. The replacement entity can be a different rotation to the replaced entity and you can replace an entity with the same type.

This is simply a string, so any string can be used here. The entity that should be replaced simply has to use the same string here.

Entities with the same fast replaceable group can be configured as upgrades for each other in the upgrade planner. Refer to the upgrade planner prototype's page the full requirements for entities to be shown in the upgrade planner.

next_upgrade :: EntityID optional Image

Name of the entity that will be automatically selected as the upgrade of this entity when using the upgrade planner without configuration.

This entity may not have "not-upgradable" flag set and must be minable. This entity mining result must not contain item product with hidden set to true. Mining results with no item products are allowed. This entity may not be a RollingStockPrototype.

The upgrade target entity needs to have the same bounding box, collision mask, and fast replaceable group as this entity. The upgrade target entity must have least 1 item that builds it that isn't hidden.

Example

next_upgrade = "fast-inserter"

protected_from_tile_building :: boolean optional Image

Default: true

When this is true, this entity prototype should be included during tile collision checks with tiles that have TilePrototype::check_collision_with_entities set to true.

heating_energy :: Energy optional ImageImage

Default: "0W"

This entity can freeze if heating_energy is larger than zero.

allow_copy_paste :: boolean optional Image

Default: true

selectable_in_game :: boolean optional Image

Default: true

placeable_by :: ItemToPlace or array[ItemToPlace] optional Image

Item that when placed creates this entity. Determines which item is picked when "Q" (smart pipette) is used on this entity. Determines which item and item amount is needed in a blueprint of this entity and to revive a ghost of this entity.

The item count specified here can't be larger than the stack size of that item.

Example

placeable_by = {item = "rail", count = 4}

remains_when_mined :: EntityID or array[EntityID] optional Image

The entity that remains when this one is mined, deconstructed or fast-replaced. The entity wont actually be spawned if it would collide with the entity that is in the process of being mined.

additional_pastable_entities :: array[EntityID] optional Image

Names of the entity prototypes this entity prototype can be pasted on to in addition to the standard supported types.

This is used to allow copying between types that aren't compatible on the C++ code side, by allowing mods to receive the on_entity_settings_pasted event for the given entity and do the setting pasting via script.

Example

additional_pastable_entities = {"steel-chest", "iron-chest"}

tile_width :: int32 optional Image

Default: calculated by the collision box width rounded up.

Used to determine how the center of the entity should be positioned when building (unless the off-grid flag is specified).

When the tile width is odd, the center will be in the center of the tile, when it is even, the center is on the tile transition.

tile_height :: int32 optional Image

Default: calculated by the collision box height rounded up.

diagonal_tile_grid_size :: TilePosition optional Image

autoplace :: AutoplaceSpecification optional Image

Default: nil (entity is not autoplacable)

Used to specify the rules for placing this entity during map generation.

map_color :: Color optional Image

friendly_map_color :: Color optional Image

enemy_map_color :: Color optional Image

water_reflection :: WaterReflectionDefinition optional Image

May also be defined inside graphics_set instead of directly in the entity prototype. This is useful for entities that use a graphics_set property to define their graphics, because then all graphics can be defined in one place.

Currently only renders for EntityWithHealthPrototype and CorpsePrototype.

ambient_sounds_group :: EntityID optional Image

ambient_sounds :: WorldAmbientSoundDefinition or array[WorldAmbientSoundDefinition] optional Image

icon_draw_specification :: IconDrawSpecification optional Image

Used to specify where and how the alt-mode icons should be drawn.

Example

icon_draw_specification = {shift = {0, 0.5}, scale = 0.75, scale_for_many = 0.5, render_layer = "entity-info-icon"}

icons_positioning :: array[IconSequencePositioning] optional Image

Example

icons_positioning =
{
  {inventory_index = defines.inventory.lab_modules, shift = {0, 0.9}},
  {inventory_index = defines.inventory.lab_input, shift = {0, 0.0}, max_icons_per_row = 6, separation_multiplier = 0.9}
}

Overridden Properties

order :: Order optional Image

Used to order prototypes in inventory, recipes and GUIs. May not exceed a length of 200 characters.

The order string is taken from the items in placeable_by if they exist, or from an item that has its place_result set to this entity.

Example Image

{
  type = "container",
  name = "wooden-chest",
  icon = "__base__/graphics/icons/wooden-chest.png",
  flags = { "placeable-neutral", "player-creation" },
  minable = { mining_time = 1, result = "wooden-chest" },
  max_health = 100,
  corpse = "small-remnants",
  collision_box = { {-0.35, -0.35}, {0.35, 0.35} },
  fast_replaceable_group = "container",
  selection_box = { {-0.5, -0.5}, {0.5, 0.5} },
  inventory_size = 16,
  open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
  close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
  picture =
  {
    filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
    priority = "extra-high",
    width = 46,
    height = 33,
    shift = {0.25, 0.015625}
  }
}

Image Prototypes

Image Types

Image Defines