showcontrollergui :: boolean [RW] | Show the controller GUI elements. |
showminimap :: boolean [RW] | Show the chart in the upper right-hand corner of the screen. |
showresearchinfo :: boolean [RW] | Show research progress and name in the upper right-hand corner of the screen. |
showentityinfo :: boolean [RW] | Show overlay icons on entities. |
showalertgui :: boolean [RW] | Show the flashing alert icons next to the player's toolbar. |
updateentityselection :: boolean [RW] |
When true (the default), mousing over an entity will select it. |
tier_from_start :: double [RW] | |
roughness :: double [RW] | |
elevation :: double [RW] | |
available_water :: double [RW] | |
temperature :: double [RW] |
Positions may be specified either as a dictionary with x
, y
as keys,
or simply as an array with two elements.
{10, 20}
{x = 50, y = 20}
{y = 20, x = 50}
A vector is a two-element array containing the x and y components. Unlike Positions, vectors don't use the
x
, y
keys.
right = {1.0, 0.0}
Two positions, specifying the top-left and bottom-right corner of the box, respectively. Like with Position, the names of the members may be omitted. Members:
{left_top = {-2, -3}, right_bottom = {5, 8}}
{{-2, -3}, {5, 8}}
Red, green, blue and alpha values, all in range [0, 1]. All values here are optional; colour channels default to 0, the alpha channel defaults to 1. Unlike Position, Color does not allow the short-hand notation of passing an array. Members:
red1 = {r = 1, g = 0, b = 0, a = 0.5} -- Half-opacity red
red2 = {r = 1, a = 0.5} -- Same colour as red1
black = {} -- All channels omitted: black
not_a_color = {1, 0, 0, 0.5} -- Actually also black: None of r, g, b have been specified
Parameters that affect the look and control of the game. Updating any of the member attributes here will immediatelly take effect in the game engine.
Show the controller GUI elements. This includes the toolbar, the selected tool slot, the armour slot, and the gun and ammunition slots.
Show the chart in the upper right-hand corner of the screen.
Show research progress and name in the upper right-hand corner of the screen.
Show overlay icons on entities. Also known as "alt-mode".
Show the flashing alert icons next to the player's toolbar.
When true
(the default), mousing over an entity will select it. Otherwise, moving the mouse won't update
entity selection.
Properties of a tile. Updating any of the member attributes here will immediatelly take effect in the game engine.
Various game-related settings. See data/base/prototypes/map-settings.lua
for a description
of all attributes. Updating any of the attributes will immediately take effect in the game engine.
game.map_settings.path_finder.short_cache_size = 15
An ingredient is a table
Table with the following fields:
"item"
or "fluid"
amount_min
,
amount_max
and probability
must all be specified.amount
is specified.amount
is specified.amount
is specified. {{type="item",name="steel-chest",amount=1}}
{{type="fluid", name="heavy-oil", amount=1},
{type="fluid", name="light-oil", amount=4.5},
{type="fluid", name="petroleum-gas", amount=5.5}}
{{type="item",name="custom-item", probability=0.5, amount_min=1, amount_max=5}}
Loot is an array of loot items. Each loot item is a table:
The effect that is applied when a technology is researched. It is a table that contains at least the field
type
. A modifier may also have other fields depending on the type.
"inserter-stack-size-bonus"
, "laboratory-speed"
, "character-logistic-slots"
,
"character-logistic-trash-slots"
, "num-quick-bars"
, "maximum-following-robots-count"
,
"logistic-robot-speed"
, "logistic-robot-storage"
, "ghost-time-to-live"
, "turret-attack"
, "ammo-damage"
,
"give-item"
, "gun-speed"
, "unlock-recipe"
.type
Table with the following fields:
d
is the dimension name; this attribute may occur multiple times, once for each
dimension, every time with a different prefix.d
is the dimension name.d
is the dimension name.d
is the dimension name.
Dictionary of resistances toward each damage type. It is a dictionary indexed by damage type names (see
data/base/prototypes/damage-type.lua
). Each resistance is a table:
It is a string specifying frequency. Possible values are
"none"
"very-low"
"low"
"normal"
"high"
"very-high"
It is a string specifying size. Possible values are
"none"
"very-small"
"small"
"medium"
"big"
"very-big"
A string specifying richness. Possible values are
"very-poor"
"poor"
"regular"
"good"
"very-good"
Table with the following fields:
Table with the following fields:
Table with the following fields:
"<"
, ">"
, "="
. Specifies how the inputs should be
compared. If not specified, defaults to "<"
.first_signal
to. If not specified, first_signal
will be compared to constant
.first_signal
to. Has no effect when second_signal
is set.
When neither second_signal
nor constant
are specified, the effect is as though constant
were specified
with the value 0
.Table with the following fields:
An item stack may be specified either as a string (in which case it represents a stack containing just 1 of the specified item), or as the following table:
1
.1.0
."iron-plate"
{name="iron-plate"}
{name="iron-plate", count=1}
{name="copper-plate", count=47}
Commands can be given to enemies and unit groups. It is a table:
type
defines.distraction.by_enemy
.defines.distraction.by_enemy
.defines.distraction.by_enemy
.defines.distraction.by_enemy
.defines.distraction.by_enemy
.defines.distraction.by_enemy
.false
, they will obey and not build a base in a non-candidate chunk. Defaults to false
.A surface may be specified in one of three ways.
nauvis
has index 1
, the first user-created
surface will have index 2
and so on."nauvis"
.Table with the following fields:
Used for specifying where a GUI arrow should point to. It is a table:
"nowhere"
(will remove the arrow entirely), "goal"
(will point to the current goal), "entity_info"
, "active_window"
,
"entity"
, "position"
, "crafting_queue"
or "item_stack"
(will point to a given item stack in an
inventory). Depending on this value, other fields may have to be specified.type
"entity"
"position"
"crafting_queue"
"item_stack"
"player"
or "target"
.