Factorio API Docs

1.1.61 <>

Class LuaSurface

A "domain" of the world. Surfaces can only be created and deleted through the API. Surfaces are uniquely identified by their name. Every game contains at least the surface "nauvis".

get_pollution(position)
double

Get the pollution for a given position.


can_place_entity{name=…, position=…, direction=…, force=…, build_check_type=…, forced=…, inner_name=…}
boolean

Check for collisions with terrain or other entities.


can_fast_replace{name=…, position=…, direction=…, force=…}
boolean

If there exists an entity at the given location that can be fast-replaced with the given entity parameters.


find_entity(entity, position)
LuaEntity?

Find a specific entity at a specific position.


→ array[LuaEntity]

Find entities in a given area.


find_entities_filtered{area=…, position=…, radius=…, name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, to_be_deconstructed=…, to_be_upgraded=…, limit=…, is_military_target=…, invert=…}
→ array[LuaEntity]

Find all entities of the given type or name in the given area.


find_tiles_filtered{area=…, position=…, radius=…, name=…, force=…, limit=…, has_hidden_tile=…, has_tile_ghost=…, to_be_deconstructed=…, collision_mask=…, invert=…}
→ array[LuaTile]

Find all tiles of the given name in the given area.


count_entities_filtered{area=…, position=…, radius=…, name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, to_be_deconstructed=…, to_be_upgraded=…, limit=…, is_military_target=…, invert=…}
uint

Count entities of given type or name in a given area.


count_tiles_filtered{area=…, position=…, radius=…, name=…, force=…, limit=…, has_hidden_tile=…, has_tile_ghost=…, to_be_deconstructed=…, collision_mask=…, invert=…}
uint

Count tiles of a given name in a given area.


find_non_colliding_position(name, center, radius, precision, force_to_tile_center)

Find a non-colliding position within a given radius.


find_non_colliding_position_in_box(name, search_space, precision, force_to_tile_center)

Find a non-colliding position within a given rectangle.


spill_item_stack(position, items, enable_looted, force, allow_belts)
→ array[LuaEntity]

Spill items on the ground centered at a given location.


find_enemy_units(center, radius, force)
→ array[LuaEntity]

Find enemy units (entities with type "unit") of a given force within an area.


find_units{area=…, force=…, condition=…}
→ array[LuaEntity]

Find units (entities with type "unit") of a given force and force condition within a given area.


find_nearest_enemy{position=…, max_distance=…, force=…}
LuaEntity?

Find the enemy military target (military entity) closest to the given position.


find_nearest_enemy_entity_with_owner{position=…, max_distance=…, force=…}
LuaEntity

Find the enemy entity-with-owner closest to the given position.


set_multi_command{command=…, unit_count=…, force=…, unit_search_distance=…}
uint

Give a command to multiple units.


create_entity{name=…, position=…, direction=…, force=…, target=…, source=…, fast_replace=…, player=…, spill=…, raise_built=…, create_build_effect_smoke=…, spawn_decorations=…, move_stuck_players=…, item=…}
LuaEntity?

Create an entity on this surface.


create_trivial_smoke{name=…, position=…}

create_particle{name=…, position=…, movement=…, height=…, vertical_speed=…, frame_speed=…}

Creates a particle at the given location


create_unit_group{position=…, force=…}

Create a new unit group at a given position.


build_enemy_base(position, unit_count, force)

Send a group to build a new base.


get_tile(x, y)
LuaTile

Get the tile at a given position.


set_tiles(tiles, correct_tiles, remove_colliding_entities, remove_colliding_decoratives, raise_event)

Set tiles at specified locations.


pollute(source, amount)

Spawn pollution at the given position.


Get an iterator going over every chunk on this surface.


is_chunk_generated(position)
boolean

Is a given chunk generated?


request_to_generate_chunks(position, radius)

Request that the game's map generator generate chunks at the given position for the given radius on this surface.


Blocks and generates all chunks that have been requested using all available threads.


set_chunk_generated_status(position, status)

Set generated status of a chunk.


Find the logistic network that covers a given position.


→ array[LuaLogisticNetwork]

Finds all of the logistics networks whose construction area intersects with the given position.


deconstruct_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Place a deconstruction request.


cancel_deconstruct_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Cancel a deconstruction order.


upgrade_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Place an upgrade request.


cancel_upgrade_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Cancel a upgrade order.


get_hidden_tile(position)
string?

The hidden tile name.


set_hidden_tile(position, tile)

Set the hidden tile for the specified position.


get_connected_tiles(position, tiles)
→ array[TilePosition]

Gets all tiles of the given types that are connected horizontally or vertically to the given tile position including the given tile position.


delete_chunk(position)

regenerate_entity(entities, chunks)

Regenerate autoplacement of some entities on this surface.


regenerate_decorative(decoratives, chunks)

Regenerate autoplacement of some decoratives on this surface.


print(message, color)

Print text to the chat console of all players on this surface.


destroy_decoratives{area=…, position=…, name=…, collision_mask=…, from_layer=…, to_layer=…, exclude_soft=…, limit=…, invert=…}

Removes all decoratives from the given area.


create_decoratives{check_collision=…, decoratives=…}

Adds the given decoratives to the surface.


find_decoratives_filtered{area=…, position=…, name=…, collision_mask=…, from_layer=…, to_layer=…, exclude_soft=…, limit=…, invert=…}
→ array[DecorativeResult]

Find decoratives of a given name in a given area.


get_trains(force)
→ array[LuaTrain]

Clears all pollution on this surface.


play_sound{path=…, position=…, volume_modifier=…, override_sound_type=…}

Play a sound for every player on this surface.


→ dictionary[stringuint]

Gets the resource amount of all resources on this surface


Gets a random generated chunk position or 0,0 if no chunks have been generated on this surface.


clone_area{source_area=…, destination_area=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…, create_build_effect_smoke=…}

Clones the given area.


clone_brush{source_offset=…, destination_offset=…, source_positions=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…, manual_collision_mode=…, create_build_effect_smoke=…}

Clones the given area.


clone_entities{entities=…, destination_offset=…, destination_surface=…, destination_force=…, snap_to_grid=…, create_build_effect_smoke=…}

Clones the given entities.


clear(ignore_characters)

Clears this surface deleting all entities and chunks on it.


request_path{bounding_box=…, collision_mask=…, start=…, goal=…, force=…, radius=…, pathfind_flags=…, can_open_gates=…, path_resolution_modifier=…, entity_to_ignore=…}
uint

Generates a path with the specified constraints (as an array of PathfinderWaypoints) using the unit pathfinding algorithm.


→ array[ScriptArea]

Gets the script areas that match the given name or if no name is given all areas are returned.


ScriptArea?

Gets the first script area by name or id.


edit_script_area(id, area)

Sets the given script area to the new values.


uint

Adds the given script area.


boolean

Removes the given script area.


→ array[ScriptPosition]

Gets the script positions that match the given name or if no name is given all positions are returned.


Gets the first script position by name or id.


Sets the given script position to the new values.


uint

Adds the given script position.


boolean

Removes the given script position.


string

Gets the map exchange string for the current map generation settings of this surface.


double

Gets the starting area radius of this surface.


get_closest(position, entities)
LuaEntity?

Gets the closest entity in the list to this position.


get_train_stops{name=…, force=…}
→ array[LuaEntity]

Gets train stops matching the given filters.


double

Gets the total amount of pollution on the surface by iterating over all of the chunks containing pollution.


entity_prototype_collides(prototype, position, use_map_generation_bounding_box, direction)

decorative_prototype_collides(prototype, position)

calculate_tile_properties(property_names, positions)
→ dictionary[string → array[double]]

get_entities_with_force(position, force)
→ array[LuaEntity]

Returns all the military targets (entities with force) on this chunk for the given force.


Sets the given area to the checkerboard lab tiles.


help()
string

All methods and properties that this object supports.


:: string
[RW]

The name of this surface.


:: uint
[R]

Unique ID associated with this surface.


[RW]

The generation settings for this surface.


:: boolean
[RW]

When set to true, new chunks will be generated with lab tiles, instead of using the surface's map generation settings.


:: boolean
[RW]

When set to true, the sun will always shine.


:: double
[RW]

Current time of day, as a number in range [0, 1).


:: float
[R]

Amount of darkness at the current time, as a number in range [0, 1].


:: double
[RW]

Current wind speed.


[RW]

Current wind direction.


:: double
[RW]

Change in wind orientation per tick.


:: boolean
[RW]

Is peaceful mode enabled on this surface?


:: boolean
[RW]

True if daytime is currently frozen.


:: uint
[RW]

The number of ticks per day for this surface.


:: double
[RW]

The daytime when dusk starts.


:: double
[RW]

The daytime when dawn starts.


:: double
[RW]

The daytime when evening starts.


:: double
[RW]

The daytime when morning starts.


:: double
[RW]

The multiplier of solar power on this surface.


:: double
[RW]

The minimal brightness during the night.


[RW]

Defines how surface daytime brightness influences each color channel of the current color lookup table (LUT).


:: boolean
[RW]

If clouds are shown on this surface.


:: boolean
[R]

Is this object valid?


:: string
[R]

The class name of this object.

Methods

get_pollution(position) → double

Get the pollution for a given position.

Parameters

position

Example

game.surfaces[1].get_pollution({1,2})

Note

Pollution is stored per chunk, so this will return the same value for all positions in one chunk.


can_place_entity{name=…, position=…, direction=…, force=…, build_check_type=…, forced=…, inner_name=…} → boolean

Check for collisions with terrain or other entities.

Parameters

Table with the following fields:
name
:: string

Name of the entity prototype to check.


position

Where the entity would be placed.


direction

Direction of the placed entity.


force

The force that would place the entity. If not specified, the enemy force is assumed.


build_check_type

Which type of check should be carried out.


forced
:: boolean?

If true, entities that can be marked for deconstruction are ignored. Only used if build_check_type is either manual_ghost, script_ghost or blueprint_ghost.


inner_name
:: string?

The prototype name of the entity contained in the ghost. Only used if name is entity-ghost.


can_fast_replace{name=…, position=…, direction=…, force=…} → boolean

If there exists an entity at the given location that can be fast-replaced with the given entity parameters.

Parameters

Table with the following fields:
name
:: string

Name of the entity to check


position

Where the entity would be placed


direction

Direction the entity would be placed


force

The force that would place the entity. If not specified, the enemy force is assumed.


find_entity(entity, position) → LuaEntity?

Find a specific entity at a specific position.

Parameters

entity
:: string

Entity to look for.


position

Coordinates to look at.

Return values

:: LuaEntity?

nil if no such entity is found.

Example

game.player.selected.surface.find_entity('filter-inserter', {0,0})

find_entities(area) → array[LuaEntity]

Find entities in a given area.

If no area is given all entities on the surface are returned.

Parameters

area

Example

Will evaluate to a list of all entities within given area.

game.surfaces["nauvis"].find_entities({{-10, -10}, {10, 10}})

find_entities_filtered{area=…, position=…, radius=…, name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, to_be_deconstructed=…, to_be_upgraded=…, limit=…, is_military_target=…, invert=…} → array[LuaEntity]

Find all entities of the given type or name in the given area.

If no filters (name, type, force, etc.) are given, this returns all entities in the search area. If multiple filters are specified, only entities matching all given filters are returned.

  • If no area or position are given, the entire surface is searched.
  • If position is given, this returns the entities colliding with that position (i.e the given position is within the entity's collision box).
  • If position and radius are given, this returns the entities within the radius of the position. Looks for the center of entities.
  • If area is specified, this returns the entities colliding with that area.

Parameters

Table with the following fields:
area

position

Has precedence over area field.


radius
:: double?

name
:: string or array[string]?

type
:: string or array[string]?

ghost_name
:: string or array[string]?

ghost_type
:: string or array[string]?

direction

collision_mask


to_be_deconstructed
:: boolean?

to_be_upgraded
:: boolean?

limit
:: uint?

is_military_target
:: boolean?

invert
:: boolean?

Whether the filters should be inverted.

Example

game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, type = "resource"} -- gets all resources in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, name = "iron-ore"} -- gets all iron ores in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, name = {"iron-ore", "copper-ore"}} -- gets all iron ore and copper ore in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, force = "player"}  -- gets player owned entities in the rectangle
game.surfaces[1].find_entities_filtered{area = {{-10, -10}, {10, 10}}, limit = 5}  -- gets the first 5 entities in the rectangle
game.surfaces[1].find_entities_filtered{position = {0, 0}, radius = 10}  -- gets all entities within 10 tiles of the position [0,0].

find_tiles_filtered{area=…, position=…, radius=…, name=…, force=…, limit=…, has_hidden_tile=…, has_tile_ghost=…, to_be_deconstructed=…, collision_mask=…, invert=…} → array[LuaTile]

Find all tiles of the given name in the given area.

If no filters are given, this returns all tiles in the search area.

If no area or position and radius is given, the entire surface is searched. If position and radius are given, only tiles within the radius of the position are included.

Parameters

Table with the following fields:
area

position

Ignored if not given with radius.


radius
:: double?

If given with position, will return all entities within the radius of the position.


name
:: string or array[string]?


limit
:: uint?

has_hidden_tile
:: boolean?

has_tile_ghost
:: boolean?

Can be further filtered by supplying a force filter.


to_be_deconstructed
:: boolean?

Can be further filtered by supplying a force filter.


collision_mask

invert
:: boolean?

Whether the filters should be inverted.


count_entities_filtered{area=…, position=…, radius=…, name=…, type=…, ghost_name=…, ghost_type=…, direction=…, collision_mask=…, force=…, to_be_deconstructed=…, to_be_upgraded=…, limit=…, is_military_target=…, invert=…} → uint

Count entities of given type or name in a given area. Works just like LuaSurface::find_entities_filtered, except this only returns the count. As it doesn't construct all the wrapper objects, this is more efficient if one is only interested in the number of entities.

If no area or position are given, the entire surface is searched. If position is given, this returns the entities colliding with that position (i.e the given position is within the entity's collision box). If position and radius are given, this returns entities in the radius of the position. If area is specified, this returns entities colliding with that area.

Parameters

Table with the following fields:
area

position

radius
:: double?

If given with position, will count all entities within the radius of the position.


name
:: string or array[string]?

type
:: string or array[string]?

ghost_name
:: string or array[string]?

ghost_type
:: string or array[string]?

direction

collision_mask


to_be_deconstructed
:: boolean?

to_be_upgraded
:: boolean?

limit
:: uint?

is_military_target
:: boolean?

invert
:: boolean?

Whether the filters should be inverted.


count_tiles_filtered{area=…, position=…, radius=…, name=…, force=…, limit=…, has_hidden_tile=…, has_tile_ghost=…, to_be_deconstructed=…, collision_mask=…, invert=…} → uint

Count tiles of a given name in a given area. Works just like LuaSurface::find_tiles_filtered, except this only returns the count. As it doesn't construct all the wrapper objects, this is more efficient if one is only interested in the number of tiles.

If no area or position and radius is given, the entire surface is searched. If position and radius are given, only tiles within the radius of the position are included.

Parameters

Table with the following fields:
area

position

Ignored if not given with radius.


radius
:: double?

If given with position, will return all entities within the radius of the position.


name
:: string or array[string]?


limit
:: uint?

has_hidden_tile
:: boolean?

has_tile_ghost
:: boolean?

Can be further filtered by supplying a force filter.


to_be_deconstructed
:: boolean?

Can be further filtered by supplying a force filter.


collision_mask

invert
:: boolean?

If the filters should be inverted.


find_non_colliding_position(name, center, radius, precision, force_to_tile_center) → MapPosition?

Find a non-colliding position within a given radius.

Parameters

name
:: string

Prototype name of the entity to find a position for. (The bounding box for the collision checking is taken from this prototype.)


center

Center of the search area.


radius
:: double

Max distance from center to search in. A radius of 0 means an infinitely-large search area.


precision
:: double

The step length from the given position as it searches, in tiles. Minimum value is 0.01.


force_to_tile_center
:: boolean?

Will only check tile centers. This can be useful when your intent is to place a building at the resulting position, as they must generally be placed at tile centers. Default false.

Return values

The non-colliding position. May be nil if no suitable position was found.

Note

Special care needs to be taken when using a radius of 0. The game will not stop searching until it finds a suitable position, so it is important to make sure such a position exists. One particular case where it would not be able to find a solution is running it before any chunks have been generated.


find_non_colliding_position_in_box(name, search_space, precision, force_to_tile_center) → MapPosition?

Find a non-colliding position within a given rectangle.

Parameters

name
:: string

Prototype name of the entity to find a position for. (The bounding box for the collision checking is taken from this prototype.)


search_space

The rectangle to search inside.


precision
:: double

The step length from the given position as it searches, in tiles. Minimum value is 0.01.


force_to_tile_center
:: boolean?

Will only check tile centers. This can be useful when your intent is to place a building at the resulting position, as they must generally be placed at tile centers. Default false.

Return values

The non-colliding position. May be nil if no suitable position was found.


spill_item_stack(position, items, enable_looted, force, allow_belts) → array[LuaEntity]

Spill items on the ground centered at a given location.

Parameters

position

Center of the spillage


items

Items to spill


enable_looted
:: boolean?

When true, each created item will be flagged with the LuaEntity::to_be_looted flag.


force
:: LuaForce or string?

When provided (and not nil) the items will be marked for deconstruction by this force.


allow_belts
:: boolean?

Whether items can be spilled onto belts. Defaults to true.

Return values

:: array[LuaEntity]

The created item-on-ground entities.


find_enemy_units(center, radius, force) → array[LuaEntity]

Find enemy units (entities with type "unit") of a given force within an area.

Parameters

center

Center of the search area


radius
:: double

Radius of the circular search area


force
:: LuaForce or string?

Force to find enemies of. If not given, uses the player force.

Example

Find all units who would be interested to attack the player, within 100-tile area.

local enemies = game.player.surface.find_enemy_units(game.player.position, 100)

Note

This is more efficient than LuaSurface::find_entities.


find_units{area=…, force=…, condition=…} → array[LuaEntity]

Find units (entities with type "unit") of a given force and force condition within a given area.

Parameters

Table with the following fields:
area

Box to find units within.


force

Force performing the search.


condition

Only forces which meet the condition will be included in the search.

Examples

Find friendly units to "player" force

local friendly_units = game.player.surface.find_units({area = {{-10, -10},{10, 10}}, force = "player", condition = "friend")

Find units of "player" force

local units = game.player.surface.find_units({area = {{-10, -10},{10, 10}}, force = "player", condition = "same"})

Note

This is more efficient than LuaSurface::find_entities.


find_nearest_enemy{position=…, max_distance=…, force=…} → LuaEntity?

Find the enemy military target (military entity) closest to the given position.

Parameters

Table with the following fields:
position

Center of the search area.


max_distance
:: double

Radius of the circular search area.


force

The force the result will be an enemy of. Uses the player force if not specified.

Return values

:: LuaEntity?

The nearest enemy military target or nil if no enemy could be found within the given area.


find_nearest_enemy_entity_with_owner{position=…, max_distance=…, force=…} → LuaEntity

Find the enemy entity-with-owner closest to the given position.

Parameters

Table with the following fields:
position

Center of the search area.


max_distance
:: double

Radius of the circular search area.


force

The force the result will be an enemy of. Uses the player force if not specified.

Return values

The nearest enemy entity-with-owner or nil if no enemy could be found within the given area.


set_multi_command{command=…, unit_count=…, force=…, unit_search_distance=…} → uint

Give a command to multiple units. This will automatically select suitable units for the task.

Parameters

Table with the following fields:
command
:: Command

unit_count
:: uint

Number of units to give the command to.


force

Force of the units this command is to be given to. If not specified, uses the enemy force.


unit_search_distance
:: uint?

Radius to search for units. The search area is centered on the destination of the command.

Return values

:: uint

Number of units actually sent. May be less than count if not enough units were available.


create_entity{name=…, position=…, direction=…, force=…, target=…, source=…, fast_replace=…, player=…, spill=…, raise_built=…, create_build_effect_smoke=…, spawn_decorations=…, move_stuck_players=…, item=…} → LuaEntity?

Create an entity on this surface.

Parameters

Table with the following fields:
name
:: string

The entity prototype name to create.


position

Where to create the entity.


direction

Desired orientation of the entity after creation.


force

Force of the entity, default is enemy.


target

Entity with health for the new entity to target.


source

Source entity. Used for beams and highlight-boxes.


fast_replace
:: boolean?

If true, building will attempt to simulate fast-replace building.


player

If given set the last_user to this player. If fast_replace is true simulate fast replace using this player.


spill
:: boolean?

If false while fast_replace is true and player is nil any items from fast-replacing will be deleted instead of dropped on the ground.


raise_built
:: boolean?

If true; defines.events.script_raised_built will be fired on successful entity creation.


create_build_effect_smoke
:: boolean?

If false, the building effect smoke will not be shown around the new entity.


spawn_decorations
:: boolean?

If true, entity types that have spawn_decorations property will apply triggers defined in the property.


move_stuck_players
:: boolean?

If true, any characters that are in the way of the entity are teleported out of the way.


item

If provided, the entity will attempt to pull stored values from this item (for example; creating a spidertron from a previously named and mined spidertron)

Other attributes may be specified depending on the type of entity:

assembling-machine

recipe
:: string?

beam

target_position

Absolute target position that can be used instead of target entity (entity has precedence if both entity and position are defined).


source_position

Absolute source position that can be used instead of source entity (entity has precedence if both entity and position are defined).


max_length
:: uint?

If set, beam will be destroyed when distance between source and target is greater than this value.


duration
:: uint?

If set, beam will be destroyed after this value of ticks.


source_offset
:: Vector?

Source position will be offset by this value when rendering the beam.

container

bar
:: uint?

Inventory index where the red limiting bar should be set.

cliff

cliff_orientation

If not specified, direction will be used instead.

flying-text

text

The string to show.


color
:: Color?

Color of the displayed text.


render_player_index
:: uint?

entity-ghost

inner_name
:: string

The prototype name of the entity contained in the ghost.


expires
:: boolean?

If false the ghost entity will not expire. Default is false.

fire

initial_ground_flame_count
:: uint8?

With how many small flames should the fire on ground be created. Defaults to the initial flame count of the prototype.

inserter


filters
:: array[InventoryFilter]

item-entity

stack

The stack of items to create.

item-request-proxy

target

The target items are to be delivered to.


modules
:: dictionary[stringuint]

The stacks of items to be delivered to target entity from logistic network.

rolling-stock

orientation

The orientation of this rolling stock.


color
:: Color?

The color of this rolling stock, if it supports colors.

locomotive

snap_to_train_stop
:: boolean?

Whether the locomotive should snap to an adjacent train stop. Defaults to true.

logistic-container

request_filters
:: array[InventoryFilter]?

particle

movement
:: Vector

height
:: float

vertical_speed
:: float

frame_speed
:: float

artillery-flare

movement
:: Vector

height
:: float

vertical_speed
:: float

frame_speed
:: float

projectile

speed
:: double

max_range
:: double

resource

amount
:: uint

enable_tree_removal
:: boolean?

If colliding trees are removed normally for this resource entity based off the prototype tree removal values. Default is true.


enable_cliff_removal
:: boolean?

If colliding cliffs are removed. Default is true.


snap_to_tile_center
:: boolean?

If true, the resource entity will be placed to center of a tile as map generator would place it, otherwise standard non-resource grid alignment rules will apply. Default is true.

underground-belt

type
:: string?

"output" or "input"; default is "input".

programmable-speaker


alert_parameters

character-corpse

inventory_size
:: uint?

player_index
:: uint?

highlight-box

bounding_box

The bounding box defining the highlight box using absolute map coordinates. If specified, the general position parameter still needs to be present, but will be ignored. If not specified, the game falls back to the source parameter first, then the target parameter second. One of these three parameters need to be specified.


box_type

Specifies the graphical appearance (color) of the highlight box. Defaults to "electricity".


render_player_index
:: uint?

The player to render the highlight box for. If not provided, it will be rendered for all players.


blink_interval
:: uint?

The blink interval for this highlight box. Makes it be shown every blink_interval ticks. Defaults to 0 (constantly shown).


time_to_live
:: uint?

The amount of time in ticks that the highlight box will exist for. Defaults to existing forever.

speech-bubble

text

lifetime
:: uint?

simple-entity-with-owner

render_player_index
:: uint?

simple-entity-with-force

render_player_index
:: uint?

Return values

:: LuaEntity?

The created entity or nil if the creation failed.

Raised events

instantly

Raised if the raise_built flag was set and the entity was successfully created.

Examples

asm = game.surfaces[1].create_entity{name = "assembling-machine-1", position = {15, 3}, force = game.forces.player, recipe = "iron-stick"}

Creates a filter inserter with circuit conditions and a filter

game.surfaces[1].create_entity{
  name = "filter-inserter", position = {20, 15}, force = game.player.force,
  conditions = {red = {name = "wood", count = 3, operator = ">"},
              green = {name = "iron-ore", count = 1, operator = "<"},
  logistics = {name = "wood", count = 3, operator = "="}},
  filters = {{index = 1, name = "iron-ore"}}
}

Creates a requester chest already set to request 128 iron plates.

game.surfaces[1].create_entity{
  name = "logistic-chest-requester", position = {game.player.position.x+3, game.player.position.y},
  force = game.player.force, request_filters = {{index = 1, name = "iron-plate", count = 128}}
}
game.surfaces[1].create_entity{name = "big-biter", position = {15, 3}, force = game.forces.player} -- Friendly biter
game.surfaces[1].create_entity{name = "medium-biter", position = {15, 3}, force = game.forces.enemy} -- Enemy biter

Creates a basic inserter at the player's location facing north

game.surfaces[1].create_entity{name = "inserter", position = game.player.position, direction = defines.direction.north}

create_trivial_smoke{name=…, position=…}

Parameters

Table with the following fields:
name
:: string

The smoke prototype name to create.


position

Where to create the smoke.


create_particle{name=…, position=…, movement=…, height=…, vertical_speed=…, frame_speed=…}

Creates a particle at the given location

Parameters

Table with the following fields:
name
:: string

The particle name.


position

Where to create the particle.


movement
:: Vector

height
:: float

vertical_speed
:: float

frame_speed
:: float

create_unit_group{position=…, force=…} → LuaUnitGroup

Create a new unit group at a given position.

Parameters

Table with the following fields:
position

Initial position of the new unit group.


force

Force of the new unit group. Defaults to "enemy".

Raised events


build_enemy_base(position, unit_count, force)

Send a group to build a new base.

Parameters

position

Location of the new base.


unit_count
:: uint

Number of biters to send for the base-building task.


force

Force the new base will belong to. Defaults to enemy.

Note

The specified force must be AI-controlled; i.e. force.ai_controllable must be true.


get_tile(x, y) → LuaTile

Get the tile at a given position.

Parameters

x
:: int

y
:: int

Note

The input position params can also be a single tile position.


set_tiles(tiles, correct_tiles, remove_colliding_entities, remove_colliding_decoratives, raise_event)

Set tiles at specified locations. Can automatically correct the edges around modified tiles.

Placing a mineable tile on top of a non-mineable one will turn the latter into the LuaTile::hidden_tile for that tile. Placing a mineable tile on a mineable one or a non-mineable tile on a non-mineable one will not modify the hidden tile. This restriction can however be circumvented by using LuaSurface::set_hidden_tile.

Parameters

tiles
:: array[Tile]

correct_tiles
:: boolean?

If false, the correction logic is not applied to the changed tiles. Defaults to true.


remove_colliding_entities
:: boolean or string?

true, false, or abort_on_collision. Defaults to true.


remove_colliding_decoratives
:: boolean?

true or false. Defaults to true.


raise_event
:: boolean?

true or false. Defaults to false.

Raised events

instantly

Raised if the raise_event flag was set.

Note

It is recommended to call this method once for all the tiles you want to change rather than calling it individually for every tile. As the tile correction is used after every step, calling it one by one could cause the tile correction logic to redo some of the changes. Also, many small API calls are generally more performance intensive than one big one.


pollute(source, amount)

Spawn pollution at the given position.

Parameters

source

Where to spawn the pollution.


amount
:: double

How much pollution to add.


get_chunks() → LuaChunkIterator

Get an iterator going over every chunk on this surface.


is_chunk_generated(position) → boolean

Is a given chunk generated?

Parameters

position

The chunk's position.


request_to_generate_chunks(position, radius)

Request that the game's map generator generate chunks at the given position for the given radius on this surface.

Parameters

position

Where to generate the new chunks.


radius
:: uint

The chunk radius from position to generate new chunks in.


force_generate_chunk_requests()

Blocks and generates all chunks that have been requested using all available threads.


set_chunk_generated_status(position, status)

Set generated status of a chunk. Useful when copying chunks.

Parameters

position

The chunk's position.


status

The chunk's new status.


find_logistic_network_by_position(position, force) → LuaLogisticNetwork?

Find the logistic network that covers a given position.

Parameters

position

force

Force the logistic network should belong to.

Return values

The found network or nil if no such network was found.


find_logistic_networks_by_construction_area(position, force) → array[LuaLogisticNetwork]

Finds all of the logistics networks whose construction area intersects with the given position.

Parameters

position

force

Force the logistic networks should belong to.


deconstruct_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Place a deconstruction request.

Parameters

Table with the following fields:
area

The area to mark for deconstruction.


force

The force whose bots should perform the deconstruction.


player

The player to set the last_user to if any.


skip_fog_of_war
:: boolean?

If chunks covered by fog-of-war are skipped.


item

The deconstruction item to use if any.

Raised events

instantly

Raised for every entity that has been successfully marked for deconstruction.


cancel_deconstruct_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Cancel a deconstruction order.

Parameters

Table with the following fields:
area

The area to cancel deconstruction orders in.


force

The force whose deconstruction orders to cancel.


player

The player to set the last_user to if any.


skip_fog_of_war
:: boolean?

If chunks covered by fog-of-war are skipped.


item

The deconstruction item to use if any.

Raised events

instantly

Raised for every entity whose deconstruction has been successfully cancelled.


upgrade_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Place an upgrade request.

Parameters

Table with the following fields:
area

The area to mark for upgrade.


force

The force whose bots should perform the upgrade.


player

The player to set the last_user to if any.


skip_fog_of_war
:: boolean?

If chunks covered by fog-of-war are skipped.


item

The upgrade item to use.

Raised events

instantly

Raised for every entity that has been successfully marked for upgrade.


cancel_upgrade_area{area=…, force=…, player=…, skip_fog_of_war=…, item=…}

Cancel a upgrade order.

Parameters

Table with the following fields:
area

The area to cancel upgrade orders in.


force

The force whose upgrade orders to cancel.


player

The player to set the last_user to if any.


skip_fog_of_war
:: boolean?

If chunks covered by fog-of-war are skipped.


item

The upgrade item to use if any.

Raised events

instantly

Raised for every entity whose upgrade has been successfully cancelled.


get_hidden_tile(position) → string?

The hidden tile name.

Parameters

position

The tile position.

Return values

:: string?

nil if there isn't one for the given position.


set_hidden_tile(position, tile)

Set the hidden tile for the specified position. While during normal gameplay only non-mineable tiles can become hidden, this method allows any kind of tile to be set as the hidden one.

Parameters

position

The tile position.


tile

The new hidden tile or nil to clear the hidden tile.


get_connected_tiles(position, tiles) → array[TilePosition]

Gets all tiles of the given types that are connected horizontally or vertically to the given tile position including the given tile position.

Parameters

position

The tile position to start at.


tiles
:: array[string]

The tiles to search for.

Return values

:: array[TilePosition]

The resulting set of tiles.

Note

This won't find tiles in non-generated chunks.


delete_chunk(position)

Parameters

position

The chunk position to delete

Raised events


future_tick

regenerate_entity(entities, chunks)

Regenerate autoplacement of some entities on this surface. This can be used to autoplace newly-added entities.

Parameters

entities
:: string or array[string]?

Prototype names of entity or entities to autoplace. When nil all entities with an autoplace are used.


chunks
:: array[ChunkPosition]?

The chunk positions to regenerate the entities on. If not given all chunks are regenerated. Note chunks with status < entities are ignored.

Note

All specified entity prototypes must be autoplacable. If nothing is given all entities are generated on all chunks.


regenerate_decorative(decoratives, chunks)

Regenerate autoplacement of some decoratives on this surface. This can be used to autoplace newly-added decoratives.

Parameters

decoratives
:: string or array[string]?

Prototype names of decorative or decoratives to autoplace. When nil all decoratives with an autoplace are used.


chunks
:: array[ChunkPosition]?

The chunk positions to regenerate the entities on. If not given all chunks are regenerated. Note chunks with status < entities are ignored.

Note

All specified decorative prototypes must be autoplacable. If nothing is given all decoratives are generated on all chunks.


print(message, color)

Print text to the chat console of all players on this surface.

Parameters

message

color
:: Color?

Note

Messages that are identical to a message sent in the last 60 ticks are not printed again.


destroy_decoratives{area=…, position=…, name=…, collision_mask=…, from_layer=…, to_layer=…, exclude_soft=…, limit=…, invert=…}

Removes all decoratives from the given area. If no area and no position are given, then the entire surface is searched.

Parameters

Table with the following fields:
area

position


collision_mask

from_layer
:: string?

to_layer
:: string?

exclude_soft
:: boolean?

Soft decoratives can be drawn over rails.


limit
:: uint?

invert
:: boolean?

If the filters should be inverted.


create_decoratives{check_collision=…, decoratives=…}

Adds the given decoratives to the surface.

Parameters

Table with the following fields:
check_collision
:: boolean?

If collision should be checked against entities/tiles.


decoratives
:: array[Decorative]

Note

This will merge decoratives of the same type that already exist effectively increasing the "amount" field.


find_decoratives_filtered{area=…, position=…, name=…, collision_mask=…, from_layer=…, to_layer=…, exclude_soft=…, limit=…, invert=…} → array[DecorativeResult]

Find decoratives of a given name in a given area.

If no filters are given, returns all decoratives in the search area. If multiple filters are specified, returns only decoratives matching every given filter. If no area and no position are given, the entire surface is searched.

Parameters

Table with the following fields:
area

position


collision_mask

from_layer
:: string?

to_layer
:: string?

exclude_soft
:: boolean?

Soft decoratives can be drawn over rails.


limit
:: uint?

invert
:: boolean?

If the filters should be inverted.

Example

game.surfaces[1].find_decoratives_filtered{area = {{-10, -10}, {10, 10}}, name = "sand-decal"} -- gets all sand-decals in the rectangle
game.surfaces[1].find_decoratives_filtered{area = {{-10, -10}, {10, 10}}, limit = 5}  -- gets the first 5 decoratives in the rectangle

get_trains(force) → array[LuaTrain]

Parameters

force

If given only trains matching this force are returned.


clear_pollution()

Clears all pollution on this surface.


play_sound{path=…, position=…, volume_modifier=…, override_sound_type=…}

Play a sound for every player on this surface.

Parameters

Table with the following fields:
path

The sound to play.


position

Where the sound should be played. If not given, it's played at the current position of each player.


volume_modifier
:: double?

The volume of the sound to play. Must be between 0 and 1 inclusive.


override_sound_type
:: SoundType?

The volume mixer to play the sound through. Defaults to the default mixer for the given sound type.


get_resource_counts() → dictionary[stringuint]

Gets the resource amount of all resources on this surface


get_random_chunk() → ChunkPosition

Gets a random generated chunk position or 0,0 if no chunks have been generated on this surface.


clone_area{source_area=…, destination_area=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…, create_build_effect_smoke=…}

Clones the given area.

Parameters

Table with the following fields:
source_area

destination_area

destination_surface

destination_force
:: LuaForce or string?

clone_tiles
:: boolean?

If tiles should be cloned


clone_entities
:: boolean?

If entities should be cloned


clone_decoratives
:: boolean?

If decoratives should be cloned


clear_destination_entities
:: boolean?

If the destination entities should be cleared


clear_destination_decoratives
:: boolean?

If the destination decoratives should be cleared


expand_map
:: boolean?

If the destination surface should be expanded when destination_area is outside current bounds. Default false.


create_build_effect_smoke
:: boolean?

If true, the building effect smoke will be shown around the new entities.

Raised events

instantly

Raised for every entity that was cloned.


instantly

Raised after the individual on_entity_cloned events.

Note

Entities are cloned in an order such that they can always be created, eg rails before trains.


clone_brush{source_offset=…, destination_offset=…, source_positions=…, destination_surface=…, destination_force=…, clone_tiles=…, clone_entities=…, clone_decoratives=…, clear_destination_entities=…, clear_destination_decoratives=…, expand_map=…, manual_collision_mode=…, create_build_effect_smoke=…}

Clones the given area.

Parameters

Table with the following fields:
source_offset

destination_offset

source_positions
:: array[TilePosition]

destination_surface

destination_force
:: LuaForce or string?

clone_tiles
:: boolean?

If tiles should be cloned


clone_entities
:: boolean?

If entities should be cloned


clone_decoratives
:: boolean?

If decoratives should be cloned


clear_destination_entities
:: boolean?

If the destination entities should be cleared


clear_destination_decoratives
:: boolean?

If the destination decoratives should be cleared


expand_map
:: boolean?

If the destination surface should be expanded when destination_area is outside current bounds. Default false.


manual_collision_mode
:: boolean?

If manual-style collision checks should be done.


create_build_effect_smoke
:: boolean?

If true, the building effect smoke will be shown around the new entities.

Notes

defines.events.on_entity_cloned is raised for each entity, and then defines.events.on_area_cloned is raised.

Entities are cloned in an order such that they can always be created, eg rails before trains.


clone_entities{entities=…, destination_offset=…, destination_surface=…, destination_force=…, snap_to_grid=…, create_build_effect_smoke=…}

Clones the given entities.

Parameters

Table with the following fields:
entities
:: array[LuaEntity]

destination_offset
:: Vector

destination_surface

destination_force

snap_to_grid
:: boolean?

create_build_effect_smoke
:: boolean?

If true, the building effect smoke will be shown around the new entities.

Raised events

instantly

Raised for every entity that was cloned.

Note

Entities are cloned in an order such that they can always be created, eg rails before trains.


clear(ignore_characters)

Clears this surface deleting all entities and chunks on it.

Parameters

ignore_characters
:: boolean?

Whether characters on this surface that are connected to or associated with players should be ignored (not destroyed).

Raised events


future_tick

request_path{bounding_box=…, collision_mask=…, start=…, goal=…, force=…, radius=…, pathfind_flags=…, can_open_gates=…, path_resolution_modifier=…, entity_to_ignore=…} → uint

Generates a path with the specified constraints (as an array of PathfinderWaypoints) using the unit pathfinding algorithm. This path can be used to emulate pathing behavior by script for non-unit entities, such as vehicles. If you want to command actual units (such as biters or spitters) to move, use LuaEntity::set_command instead.

The resulting path is ultimately returned asynchronously via on_script_path_request_finished.

Parameters

Table with the following fields:
bounding_box

The dimensions of the object that's supposed to travel the path.


collision_mask

The list of masks the bounding_box collides with.


start

The position from which to start pathfinding.


goal

The position to find a path to.


force

The force for which to generate the path, determining which gates can be opened for example.


radius
:: double?

How close the pathfinder needs to get to its goal (in tiles). Defaults to 1.


pathfind_flags

Flags that affect pathfinder behavior.


can_open_gates
:: boolean?

Whether the path request can open gates. Defaults to false.


path_resolution_modifier
:: int?

Defines how coarse the pathfinder's grid is. Smaller values mean a coarser grid (negative numbers allowed). Defaults to 0.


entity_to_ignore
:: LuaEntity?

Makes the pathfinder ignore collisions with this entity if it is given.

Return values

:: uint

A unique handle to identify this call when on_script_path_request_finished fires.

Raised events


get_script_areas(name) → array[ScriptArea]

Gets the script areas that match the given name or if no name is given all areas are returned.

Parameters

name
:: string?

get_script_area(key) → ScriptArea?

Gets the first script area by name or id.

Parameters

key
:: string or uint?

The name or id of the area to get.


edit_script_area(id, area)

Sets the given script area to the new values.

Parameters

id
:: uint

The area to edit.


area

add_script_area(area) → uint

Adds the given script area.

Parameters

area

Return values

:: uint

The id of the created area.


remove_script_area(id) → boolean

Removes the given script area.

Parameters

id
:: uint

Return values

:: boolean

If the area was actually removed. False when it didn't exist.


get_script_positions(name) → array[ScriptPosition]

Gets the script positions that match the given name or if no name is given all positions are returned.

Parameters

name
:: string?

get_script_position(key) → ScriptPosition?

Gets the first script position by name or id.

Parameters

key
:: string or uint?

The name or id of the position to get.


edit_script_position(id, area)

Sets the given script position to the new values.

Parameters

id
:: uint

The position to edit.


area

add_script_position(area) → uint

Adds the given script position.

Parameters

area

Return values

:: uint

The id of the created position.


remove_script_position(id) → boolean

Removes the given script position.

Parameters

id
:: uint

Return values

:: boolean

If the position was actually removed. False when it didn't exist.


get_map_exchange_string() → string

Gets the map exchange string for the current map generation settings of this surface.


get_starting_area_radius() → double

Gets the starting area radius of this surface.


get_closest(position, entities) → LuaEntity?

Gets the closest entity in the list to this position.

Parameters

position

entities
:: array[LuaEntity]

The Entities to check


get_train_stops{name=…, force=…} → array[LuaEntity]

Gets train stops matching the given filters.

Parameters

Table (optional) with the following fields:
name
:: string or array[string]?


get_total_pollution() → double

Gets the total amount of pollution on the surface by iterating over all of the chunks containing pollution.


entity_prototype_collides(prototype, position, use_map_generation_bounding_box, direction)

Parameters

prototype

The entity prototype to check


position

The position to check


use_map_generation_bounding_box
:: boolean

If the map generation bounding box should be used instead of the collision bounding box


direction

decorative_prototype_collides(prototype, position)

Parameters

prototype
:: string

The decorative prototype to check


position

The position to check


calculate_tile_properties(property_names, positions) → dictionary[string → array[double]]

Parameters

property_names
:: array[string]

Names of properties (e.g. "elevation") to calculate


positions
:: array[MapPosition]

Positions for which to calculate property values

Return values

:: dictionary[string → array[double]]

Table of property value lists, keyed by property name


get_entities_with_force(position, force) → array[LuaEntity]

Returns all the military targets (entities with force) on this chunk for the given force.

Parameters

position

The chunk's position.


force

Entities of this force will be returned.


build_checkerboard(area)

Sets the given area to the checkerboard lab tiles.

Parameters

area

The tile area.


help() → string

All methods and properties that this object supports.

Attributes

name :: string [Read/Write]

The name of this surface. Names are unique among surfaces.

Note

the default surface can't be renamed.


index :: uint [Read]

Unique ID associated with this surface.


map_gen_settings :: MapGenSettings [Read/Write]

The generation settings for this surface. These can be modified to after surface generation, but note that this will not retroactively update the surface. To manually adjust it, LuaSurface::regenerate_entity, LuaSurface::regenerate_decorative and LuaSurface::delete_chunk can be used.


generate_with_lab_tiles :: boolean [Read/Write]

When set to true, new chunks will be generated with lab tiles, instead of using the surface's map generation settings.


always_day :: boolean [Read/Write]

When set to true, the sun will always shine.


daytime :: double [Read/Write]

Current time of day, as a number in range [0, 1).


darkness :: float [Read]

Amount of darkness at the current time, as a number in range [0, 1].


wind_speed :: double [Read/Write]

Current wind speed.


wind_orientation :: RealOrientation [Read/Write]

Current wind direction.


wind_orientation_change :: double [Read/Write]

Change in wind orientation per tick.


peaceful_mode :: boolean [Read/Write]

Is peaceful mode enabled on this surface?


freeze_daytime :: boolean [Read/Write]

True if daytime is currently frozen.


ticks_per_day :: uint [Read/Write]

The number of ticks per day for this surface.


dusk :: double [Read/Write]

The daytime when dusk starts.


dawn :: double [Read/Write]

The daytime when dawn starts.


evening :: double [Read/Write]

The daytime when evening starts.


morning :: double [Read/Write]

The daytime when morning starts.


solar_power_multiplier :: double [Read/Write]

The multiplier of solar power on this surface. Cannot be less than 0.

Note

Solar equipment is still limited to its maximum power output.


min_brightness :: double [Read/Write]

The minimal brightness during the night. Default is 0.15. The value has an effect on the game simalution only, it doesn't have any effect on rendering.


brightness_visual_weights :: ColorModifier [Read/Write]

Defines how surface daytime brightness influences each color channel of the current color lookup table (LUT).

The LUT is multiplied by ((1 - weight) + brightness * weight) and result is clamped to range [0, 1].

Default is {0, 0, 0}, which means no influence.

Example

Makes night on the surface pitch black, assuming LuaSurface::min_brightness being set to default value 0.15.

game.surfaces[1].brightness_visual_weights = { 1 / 0.85, 1 / 0.85, 1 / 0.85 }

show_clouds :: boolean [Read/Write]

If clouds are shown on this surface.

Note

If false, clouds are never shown. If true the player must also have clouds enabled in graphics settings for them to be shown.


valid :: boolean [Read]

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.


object_name :: string [Read]

The class name of this object. Available even when valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

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