Every event contains at least the name
and tick
attributes. Other events may include
some additional attributes, specific to the event.
It is fired once every tick. Since this event is fired every tick, its handler shouldn't include performance heavy code.
Called when the deconstruction of an entity is canceled.
Called when a chunk is generated.
Called when an entity dies.
Called when a new force is created using game.create_force()
Called when LuaGuiElement is clicked.
Called when an entity is marked for deconstruction with the Deconstruction planner or via script.
Called when a player picks up an item.
Called when the player crafts an item (upon inserting into player's inventory, not clicking the button to craft). As of 0.11.0, is called for each item crafted as well as what was clicked ("iron-axe" triggers both "iron-stick" with a count of 2 and "iron-axe" with a count of 1, assuming no "iron-sticks" are in the player's inventory)
Called after the player was created.
Called when the player's driving state has changed, this means a player has either entered or left a vehicle.
Called when the player mines something.
Called when players uses item to build something. Called before on_built_entity.
Called when a research finishes.
Called when a technology research starts.
Called when a resource entity reaches 0 or its minimum yield for infinite resources.
Called when a construction robot builds an entity.
Called when a robot mines an entity.
Called before a robot mines an entity.
Called when the rocket is launched.
Called when the radar finishes scanning a sector.
Called when a train changes state (started to stopped and vice versa)
Called when an entity with a trigger prototype (such as capsules) create an entity AND that
trigger prototype defined trigger_createdentity="true"
.