Factorio API Docs

1.1.62 <>

Class LuaEquipmentPrototype

Prototype of a modular equipment.

help()
string

All methods and properties that this object supports.


:: string
[R]

Name of this prototype.


:: string
[R]

Type of this equipment prototype.


:: string
[R]

The string used to alphabetically sort these prototypes.




:: table
[R]

Shape of this equipment prototype.


[R]

The result item when taking this equipment out of an equipment grid, if any.


:: double
[R]

The max power generated by this equipment.


:: float
[R]

The shield value of this equipment.


:: double
[R]

The energy per shield point restored.


:: table
[R]

The logistic parameters for this roboport equipment.




[R]

The energy source prototype for the equipment.


:: array[string]
[R]

Category names for this equipment.


[R]

The burner energy source prototype this equipment uses, if any.


[R]

The electric energy source prototype this equipment uses, if any.


:: Color
[R]

The background color of this equipment prototype.


[R]

The equipment attack parameters.


:: boolean
[R]

Whether this active defense equipment is automatic.


:: boolean
[R]

Is this object valid?


:: string
[R]

The class name of this object.

Methods

help() → string

All methods and properties that this object supports.

Attributes

name :: string [Read]

Name of this prototype.


type :: string [Read]

Type of this equipment prototype.


order :: string [Read]

The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.


localised_name :: LocalisedString [Read]


localised_description :: LocalisedString [Read]


shape :: table [Read]

Shape of this equipment prototype.

Table fields

width
:: uint

height
:: uint

points
:: array[EquipmentPoint]?

Only set when the shape is "manual"


take_result :: LuaItemPrototype? [Read]

The result item when taking this equipment out of an equipment grid, if any.


energy_production :: double [Read]

The max power generated by this equipment.


shield :: float [Read]

The shield value of this equipment. 0 for non-shield equipment.


energy_per_shield :: double [Read]

The energy per shield point restored. 0 for non-shield equipment.


logistic_parameters :: table [Read]

The logistic parameters for this roboport equipment.

Table fields

spawn_and_station_height
:: float

spawn_and_station_shadow_height_offset
:: float

charge_approach_distance
:: float

logistic_radius
:: float

construction_radius
:: float

charging_station_count
:: uint

charging_distance
:: float

charging_station_shift
:: Vector

charging_energy
:: double

charging_threshold_distance
:: float

robot_vertical_acceleration
:: float

stationing_offset
:: Vector

robot_limit
:: uint

logistics_connection_distance
:: float

robots_shrink_when_entering_and_exiting
:: boolean

Note

Both the charging_station_shift and stationing_offset vectors are tables with x and y keys instead of an array.


energy_consumption :: double [Read]


movement_bonus :: float [Read]

Can only be used if this is MovementBonusEquipmentPrototype

energy_source :: LuaElectricEnergySourcePrototype [Read]

The energy source prototype for the equipment.


equipment_categories :: array[string] [Read]

Category names for this equipment. These categories will be used to determine whether this equipment is allowed in a particular equipment grid.


burner_prototype :: LuaBurnerPrototype? [Read]

The burner energy source prototype this equipment uses, if any.


electric_energy_source_prototype :: LuaElectricEnergySourcePrototype? [Read]

The electric energy source prototype this equipment uses, if any.


background_color :: Color [Read]

The background color of this equipment prototype.


attack_parameters :: AttackParameters? [Read]

The equipment attack parameters.

Can only be used if this is ActiveDefenseEquipment

automatic :: boolean [Read]

Whether this active defense equipment is automatic. Returns false if not active defense equipment.


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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