Types/EnergySource: Difference between revisions
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'''Type''': [[Types/Energy]] | '''Type''': [[Types/Energy]] | ||
Optional. How much | Optional. How much energy the entity holds. | ||
=== usage_priority === | === usage_priority === | ||
'''Type''': [[Types/ElectricUsagePriority]] | '''Type''': [[Types/ElectricUsagePriority]] | ||
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'''Default''': max double | '''Default''': max double | ||
Optional. | Optional. The rate at which energy can be taken, from the network, to refill the energy buffer. 0 means no transfer. | ||
=== output_flow_limit === | === output_flow_limit === | ||
'''Type''': [[Types/Energy]] | '''Type''': [[Types/Energy]] | ||
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'''Default''': max double | '''Default''': max double | ||
Optional. | Optional. The rate at which energy can be provided, to the network, from the energy buffer. 0 means no transfer. | ||
=== drain === | === drain === | ||
'''Type''': [[Types/Energy]] | '''Type''': [[Types/Energy]] | ||
Optional. How much energy the | Optional. How much energy (per second) will be continuously removed from the energy buffer. In game, this is shown in the tooltip as "Min. ''[Minimum]'' Consumption". Applied as a constant consumption-per-tick, even when the entity has the property <code>active</code> false. | ||
== Burner == | == Burner == | ||
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'''Type''': [[Types/double]] | '''Type''': [[Types/double]] | ||
'''Default''': unlimited | '''Default''': 0, meaning unlimited | ||
If it is specified while scale_fluid_usage = false and fluid_usage_per_tick is not specified, the game will use this value to calculate fluid_usage_per_tick. | If it is specified while scale_fluid_usage = false and fluid_usage_per_tick is not specified, the game will use this value to calculate fluid_usage_per_tick. | ||
{{Prototype property type usage|{{FULLPAGENAME}}}} | {{Prototype property type usage|{{FULLPAGENAME}}}} |
Latest revision as of 17:53, 8 December 2022
Basics
Specifies the way the entity gets its energy.
type
Type: Types/string
Mandatory. Only valid values are "electric", "burner", "heat", "fluid" or "void", it specifies the type of the energy source to be used.
emissions_per_minute
Type: Types/double
Default: 0
Optional. The pollution an entity emits per minute at full energy consumption. emissions_per_minute
is exactly the value that is shown in the entity tooltip.
render_no_power_icon
Type: Types/bool
Default: true
Optional. Whether to render the icon on the entity if it is low on power. Also applies to when using a burner energy source.
render_no_network_icon
Type: Types/bool
Default: true
Optional. Whether to render the icon on the entity if it is not connected to a electric network.
Electric energy source
buffer_capacity
Type: Types/Energy
Optional. How much energy the entity holds.
usage_priority
Type: Types/ElectricUsagePriority
Mandatory.
input_flow_limit
Type: Types/Energy
Default: max double
Optional. The rate at which energy can be taken, from the network, to refill the energy buffer. 0 means no transfer.
output_flow_limit
Type: Types/Energy
Default: max double
Optional. The rate at which energy can be provided, to the network, from the energy buffer. 0 means no transfer.
drain
Type: Types/Energy
Optional. How much energy (per second) will be continuously removed from the energy buffer. In game, this is shown in the tooltip as "Min. [Minimum] Consumption". Applied as a constant consumption-per-tick, even when the entity has the property active
false.
Burner
fuel_inventory_size
Type: Types/ItemStackIndex
Mandatory.
burnt_inventory_size
Type: Types/ItemStackIndex
Default: 0
Optional.
smoke
Type: Types/table of Types/SmokeSource
Optional. Array of 1 or more smoke sources.
light_flicker
Type: Types/LightFlickeringDefinition
Optional.
effectivity
Type: Types/double
Default: 1
Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.
fuel_category
Type: Types/string
Default: "chemical"
Optional. The energy source can be used with fuel from this fuel category. For a list on built-in categories, see Data.raw#fuel-category.
If fuel_categories
is defined, fuel_category is ignored.
fuel_categories
Type: Types/table of Types/string
Optional. Same as above, only one of them can exist. For a list on built-in categories, see Data.raw#fuel-category.
Takes precedence over fuel_category
.
Heat energy source
max_temperature
Type: Types/double
Mandatory. max_temperature must be >= default_temperature.
default_temperature
Type: Types/double
Default: 15
Optional.
specific_heat
Type: Types/Energy
Mandatory.
max_transfer
Type: Types/Energy
Mandatory.
min_temperature_gradient
Type: Types/double
Default: 1
Optional.
min_working_temperature
Type: Types/double
Default: 15
Optional. min_working_temperature must be >= default_temperature. min_working_temperature must be <= max_temperature.
minimum_glow_temperature
Type: Types/float
Default: 1
pipe_covers
Type: Types/Sprite4Way
Optional.
heat_pipe_covers
Type: Types/Sprite4Way
Optional.
heat_picture
Type: Types/Sprite4Way
Optional.
heat_glow
Type: Types/Sprite4Way
Optional.
connections
Type: Types/table of Types/HeatConnection
Optional. The table may only contain up to 32 connections.
Void energy source
Void is free energy, there are no additional entries required.
energy_source = {type = "void"}
Fluid energy source
fluid_box
Type: Types/FluidBox
Mandatory. All standard fluid box configurations are acceptable, but the type must be "input" or "input-output" to function correctly. Scale_fluid_usage, fluid_usage_per_tick or a filter on the fluidbox must be set to be able to calculate the fluid usage of the energy source.
smoke
Type: Types/table of Types/SmokeSource
Optional. Array of 1 or more smoke sources.
light_flicker
Type: Types/LightFlickeringDefinition
Optional.
effectivity
Type: Types/double
Default: 1
Optional. 1 means 100% effectivity. Must be greater than 0. Multiplier of the energy output.
burns_fluid
Type: Types/bool
Default: false
Optional. If set to true, the energy source will calculate power based on the fluid's fuel_value entry, else it will calculate based on fluid temperature.
scale_fluid_usage
Type: Types/bool
Default: false
Optional. If set to true, the energy source will consume as much fluid as required to produce the desired power, if set to false it will consume as much as it is allowed to, wasting any excess.
destroy_non_fuel_fluid
Type: Types/bool
Default: true
Optional. This property is used when:
burns_fluid
is true and the fluid has a fuel_value of 0- or
burns_fluid
is false and the fluid is at default temperature
In these cases, this property determines whether the fluid should be destroyed, meaning that the fluid is consumed at the rate of fluid_usage_per_tick
, without producing any power.
fluid_usage_per_tick
Type: Types/double
Default: 0
Optional. The number of fluid units the energy source uses per tick. If used with scale_fluid_usage, this specifies the maximum. If this value is not set, scale_energy_usage = false and a fluid box filter is set, the game will attempt to calculate this value from the fluid box filter's fluid's fuel_value or heat_capacity and the entity's energy_usage. If burns_fluid is false, maximum_temperature will also be used. If the attempt of the game to calculate this value fails ( scale_energy_usage = false and a fluid box filter is set), then scale_energy_usage will be forced to true, to prevent the energy source from being an infinite fluid sink.[1]
maximum_temperature
Type: Types/double
Default: 0, meaning unlimited
If it is specified while scale_fluid_usage = false and fluid_usage_per_tick is not specified, the game will use this value to calculate fluid_usage_per_tick.
Prototype properties that use this type
- Prototype/Accumulator : energy_source
- Prototype/Beacon : energy_source
- Prototype/Boiler : energy_source
- Prototype/BurnerGenerator : burner
- Prototype/BurnerGenerator : energy_source
- Prototype/Car : burner or energy_source
- Prototype/Combinator : energy_source
- Prototype/CraftingMachine : energy_source
- Prototype/ElectricEnergyInterface : energy_source
- Prototype/ElectricTurret : energy_source
- Prototype/Equipment : energy_source
- Prototype/Generator : energy_source
- Prototype/GeneratorEquipment : burner
- Prototype/Inserter : energy_source
- Prototype/Lab : energy_source
- Prototype/Lamp : energy_source
- Prototype/Locomotive : burner or energy_source
- Prototype/MiningDrill : energy_source
- Prototype/ProgrammableSpeaker : energy_source
- Prototype/Pump : energy_source
- Prototype/Radar : energy_source
- Prototype/Reactor : energy_source
- Prototype/Roboport : energy_source
- Prototype/RoboportEquipment : burner
- Prototype/SolarPanel : energy_source
- Prototype/SpiderVehicle : burner or energy_source