Prototype/Technology
Prototype definitions » PrototypeBase » Prototype/Technology
A technology.
Prototype/Technology — technology | ||
icons, icon, icon_size (IconSpecification) | :: | IconSpecification |
unit | :: | table |
effects | :: | table of Types/ModifierPrototype (optional) |
enabled | :: | bool (optional) |
expensive | :: | Technology data or bool (optional) |
hidden | :: | bool (optional) |
ignore_tech_cost_multiplier | :: | bool (optional) |
max_level | :: | uint32 or string (optional) |
normal | :: | Technology data or bool (optional) |
prerequisites | :: | table of string (optional) |
upgrade | :: | bool (optional) |
visible_when_disabled | :: | bool (optional) |
Inherited from PrototypeBase | ||
name | :: | string |
type | :: | string |
localised_description | :: | LocalisedString (optional) |
localised_name | :: | LocalisedString (optional) |
order | :: | Order (optional) |
General properties
Inherits all properties from PrototypeBase.
icons, icon, icon_size (IconSpecification)
Type: IconSpecification
name
Inherited from PrototypeBase. If the name ends with -number
, the number is ignored for localization purposes. E. g. if the name is whatever-name-3
, the game looks for the technology-name.whatever-name
localization. The technology tree will also show the number on the technology icon.
Technology data
If the technology does not have a difficulty, this is located directly in the prototype. Otherwise, if the "normal" or "expensive" property exists, the technology has difficulty. Then, the technology data has to be specified for each difficulty instead of directly in the prototype. If at least one difficulty has technology data defined, the other difficulty can be set to false
. This will disable the technology for the difficulty, same as setting it enabled = false
. If it is enabled (by script etc), it will use the data from the other difficulty. Not setting a difficulty, e.g. normal = nil
, is possible and gives that difficulty the exact same properties as the difficulty that is defined.
upgrade
Type: bool
Default: false
When set to true, and the technology contains several levels, only the relevant one is displayed in the technology screen.
{
type = "technology",
name = "physical-projectile-damage-2",
...
upgrade = "true"
}
enabled
Type: bool
Default: true
Type: bool
Default: false
Hides the technology from the tech screen.
visible_when_disabled
Type: bool
Default: false
Controls whether the technology is shown in the tech GUI when it is disabled (enabled = false).
unit
Type: table
table with the following key/value pairs:
- count — double — How many units are needed. Must be positive. May not be specified if count_formula is specified.
- count_formula — string — Formula that specifies how many units are needed per level of the infinite technology. May not be specified if count is specified. The formula is executed following the BODMAS order.
- Supported operators & characters:
Operator meaning + Addition - Subtraction * Multiplication ^ Power, raise the preceding base number by the following exponent number () Brackets for order, supported nested brackets l or L The current level of the technology Digits Are treated as numbers . Decimal point in number SPACE Space characters are ignored
- time — double — How much time is needed per one unit, in lab with crafting speed 1 it is the number of seconds.
- ingredients — table of IngredientPrototype — list of ingredients needed for one units
unit = { count_formula = "2^(L-6)*1000", ingredients = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, {"chemical-science-pack", 1}, {"production-science-pack", 1}, {"utility-science-pack", 1}, {"space-science-pack", 1} }, time = 60 }
max_level
Type: uint32 or string
Default: Same as the level of the technology, which is 0 for non-upgrades, and the level of the upgrade for upgrades.
"infinite" for infinite technologies, otherwise uint.
prerequisites
Type: table of string
List of technologies needed to be researched before this one can be researched.
prerequisites = {"explosives", "military-2"}
effects
Type: table of Modifier
List of effects of the technology (applied when the technology is researched).
{
{
type = "unlock-recipe",
recipe = "land-mine"
}
}