Factorio Runtime Docs

Class LuaEquipmentGrid

An equipment grid is for example the inside of a power armor.

Members

take{position?=…, equipment?=…, by_player?=…}  → SimpleItemStack?

Remove an equipment from the grid.

Remove an equipment from the grid.

take_all(by_player?)  → dictionary[string → uint]

Remove all equipment from the grid.

Remove all equipment from the grid.

clear(by_player?)

Clear all equipment from the grid, removing it without actually returning it.

Clear all equipment from the grid, removing it without actually returning it.

put{name=…, position?=…, by_player?=…}  → LuaEquipment?

Insert an equipment into the grid.

Insert an equipment into the grid.

can_move{equipment=…, position=…}  → boolean

Check whether moving an equipment would succeed.

Check whether moving an equipment would succeed.

move{equipment=…, position=…}  → boolean

Move an equipment within this grid.

Move an equipment within this grid.

get(position)  → LuaEquipment?

Find equipment in the Equipment Grid based off a position.

Find equipment in the Equipment Grid based off a position.

get_contents()  → dictionary[string → uint]

Get counts of all equipment in this grid.

Get counts of all equipment in this grid.

find(equipment)  → LuaEquipment?

Find equipment by name.

Find equipment by name.

count(equipment?)  → uint

Get the number of all or some equipment in this grid.

Get the number of all or some equipment in this grid.

help()  → string

All methods and properties that this object supports.

All methods and properties that this object supports.

prototype [R] :: LuaEquipmentGridPrototype
width [R] :: uint

Width of the equipment grid.

Width of the equipment grid.

height [R] :: uint

Height of the equipment grid.

Height of the equipment grid.

equipment [R] :: array[LuaEquipment]

All the equipment in this grid.

All the equipment in this grid.

generator_energy [R] :: double

Total energy per tick generated by the equipment inside this grid.

Total energy per tick generated by the equipment inside this grid.

max_solar_energy [R] :: double

Maximum energy per tick that can be created by any solar panels in the equipment grid.

Maximum energy per tick that can be created by any solar panels in the equipment grid.

available_in_batteries [R] :: double

The total energy stored in all batteries in the equipment grid.

The total energy stored in all batteries in the equipment grid.

battery_capacity [R] :: double

Total energy storage capacity of all batteries in the equipment grid.

Total energy storage capacity of all batteries in the equipment grid.

shield [R] :: float

The amount of shields this equipment grid has.

The amount of shields this equipment grid has.

max_shield [R] :: float

The maximum amount of shields this equipment grid has.

The maximum amount of shields this equipment grid has.

inhibit_movement_bonus [RW] :: boolean

True if this movement bonus equipment is turned off, otherwise false.

True if this movement bonus equipment is turned off, otherwise false.

unique_id [R] :: uint

Unique identifier of this equipment grid.

Unique identifier of this equipment grid.

valid [R] :: boolean

Is this object valid?

Is this object valid?

object_name [R] :: string

The class name of this object.

The class name of this object.

Methods

take{position?=…, equipment?=…, by_player?=…}  → SimpleItemStack?

Remove an equipment from the grid.

Parameters

Table with the following fields:
position :: EquipmentPosition?

Take the equipment that contains this position in the grid.

Take the equipment that contains this position in the grid.

equipment :: LuaEquipment?

Take this exact equipment.

Take this exact equipment.

by_player :: PlayerIdentification?

If provided the action is done 'as' this player and on_player_removed_equipment is triggered.

If provided the action is done 'as' this player and on_player_removed_equipment is triggered.

Return values

→ SimpleItemStack?

The removed equipment, or nil if no equipment was removed.


take_all(by_player?)  → dictionary[string → uint]

Remove all equipment from the grid.

Parameters

by_player :: PlayerIdentification?

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.

Return values

→ dictionary[string → uint]

Count of each removed equipment, indexed by their prototype names.


clear(by_player?)

Clear all equipment from the grid, removing it without actually returning it.

Parameters

by_player :: PlayerIdentification?

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.

If provided, the action is done 'as' this player and on_player_removed_equipment is triggered.


put{name=…, position?=…, by_player?=…}  → LuaEquipment?

Insert an equipment into the grid.

Parameters

Table with the following fields:
name :: string

Equipment prototype name

Equipment prototype name

position :: EquipmentPosition?

Grid position to put the equipment in.

Grid position to put the equipment in.

by_player :: PlayerIdentification?

If provided the action is done 'as' this player and on_player_placed_equipment is triggered.

If provided the action is done 'as' this player and on_player_placed_equipment is triggered.

Return values

→ LuaEquipment?

The newly-added equipment, or nil if the equipment could not be added.


can_move{equipment=…, position=…}  → boolean

Check whether moving an equipment would succeed.

Parameters

Table with the following fields:
equipment :: LuaEquipment

The equipment to move

The equipment to move

position :: EquipmentPosition

Where to put it

Where to put it


move{equipment=…, position=…}  → boolean

Move an equipment within this grid.

Parameters

Table with the following fields:
equipment :: LuaEquipment

The equipment to move

The equipment to move

position :: EquipmentPosition

Where to put it

Where to put it

Return values

→ boolean

true if the equipment was successfully moved.


get(position)  → LuaEquipment?

Find equipment in the Equipment Grid based off a position.

Parameters

position :: EquipmentPosition

The position

The position

Return values

→ LuaEquipment?

The found equipment, or nil if equipment could not be found at the given position.


get_contents()  → dictionary[string → uint]

Get counts of all equipment in this grid.

Return values

→ dictionary[string → uint]

The counts, indexed by equipment names.


find(equipment)  → LuaEquipment?

Find equipment by name.

Parameters

equipment :: string

Prototype name of the equipment to find.

Prototype name of the equipment to find.

Return values

→ LuaEquipment?

The first found equipment, or nil if equipment could not be found.


count(equipment?)  → uint

Get the number of all or some equipment in this grid.

Parameters

equipment :: string?

Prototype name of the equipment to count. If not specified, count all equipment.

Prototype name of the equipment to count. If not specified, count all equipment.


help()  → string

All methods and properties that this object supports.

Attributes

prototype :: LuaEquipmentGridPrototype Read


width :: uint Read

Width of the equipment grid.


height :: uint Read

Height of the equipment grid.


equipment :: array[LuaEquipment] Read

All the equipment in this grid.


generator_energy :: double Read

Total energy per tick generated by the equipment inside this grid.


max_solar_energy :: double Read

Maximum energy per tick that can be created by any solar panels in the equipment grid. Actual generated energy varies depending on the daylight levels.


available_in_batteries :: double Read

The total energy stored in all batteries in the equipment grid.


battery_capacity :: double Read

Total energy storage capacity of all batteries in the equipment grid.


shield :: float Read

The amount of shields this equipment grid has.


max_shield :: float Read

The maximum amount of shields this equipment grid has.


inhibit_movement_bonus :: boolean Read/Write

True if this movement bonus equipment is turned off, otherwise false.


unique_id :: uint Read

Unique identifier of this equipment grid.


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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