Prototype/Entity
Prototype definitions » PrototypeBase » Prototype/Entity
Abstract base of all entities in the game. Entity is basically everything that can be on the map (except tiles). For in game script access to entity, take a look at LuaEntity
Extensions
- Prototype/Arrow arrow
- Prototype/ArtilleryFlare artillery-flare
- Prototype/ArtilleryProjectile artillery-projectile
- Prototype/Beam beam
- Prototype/CharacterCorpse character-corpse
- Prototype/Cliff cliff
- Prototype/Corpse corpse
- Prototype/RailRemnants rail-remnants
- Prototype/DeconstructibleTileProxy deconstructible-tile-proxy
- Prototype/EntityGhost entity-ghost
- Prototype/EntityParticle particle (for migration, cannot be used)
- Prototype/LeafParticle leaf-particle (for migration, cannot be used)
- Prototype/EntityWithHealth <abstract>
- Prototype/Accumulator accumulator
- Prototype/ArtilleryTurret artillery-turret
- Prototype/Beacon beacon
- Prototype/Boiler boiler
- Prototype/BurnerGenerator burner-generator
- Prototype/Character character
- Prototype/Combinator <abstract>
- Prototype/ArithmeticCombinator arithmetic-combinator
- Prototype/DeciderCombinator decider-combinator
- Prototype/ConstantCombinator constant-combinator
- Prototype/Container container
- Prototype/LogisticContainer logistic-container
- Prototype/InfinityContainer infinity-container
- Prototype/LogisticContainer logistic-container
- Prototype/CraftingMachine <abstract>
- Prototype/AssemblingMachine assembling-machine
- Prototype/RocketSilo rocket-silo
- Prototype/Furnace furnace
- Prototype/AssemblingMachine assembling-machine
- Prototype/ElectricEnergyInterface electric-energy-interface
- Prototype/ElectricPole electric-pole
- Prototype/EnemySpawner unit-spawner
- Prototype/Fish fish
- Prototype/FlyingRobot <abstract>
- Prototype/CombatRobot combat-robot
- Prototype/RobotWithLogisticInterface <abstract>
- Prototype/ConstructionRobot construction-robot
- Prototype/LogisticRobot logistic-robot
- Prototype/Gate gate
- Prototype/Generator generator
- Prototype/HeatInterface heat-interface
- Prototype/HeatPipe heat-pipe
- Prototype/Inserter inserter
- Prototype/Lab lab
- Prototype/Lamp lamp
- Prototype/LandMine land-mine
- Prototype/LinkedContainer linked-container
- Prototype/Market market
- Prototype/MiningDrill mining-drill
- Prototype/OffshorePump offshore-pump
- Prototype/Pipe pipe
- Prototype/InfinityPipe infinity-pipe
- Prototype/PipeToGround pipe-to-ground
- Prototype/PlayerPort player-port
- Prototype/PowerSwitch power-switch
- Prototype/ProgrammableSpeaker programmable-speaker
- Prototype/Pump pump
- Prototype/Radar radar
- Prototype/Rail <abstract>
- Prototype/CurvedRail curved-rail
- Prototype/StraightRail straight-rail
- Prototype/RailSignalBase <abstract>
- Prototype/RailChainSignal rail-chain-signal
- Prototype/RailSignal rail-signal
- Prototype/Reactor reactor
- Prototype/Roboport roboport
- Prototype/SimpleEntity simple-entity
- Prototype/SimpleEntityWithOwner simple-entity-with-owner
- Prototype/SimpleEntityWithForce simple-entity-with-force
- Prototype/SolarPanel solar-panel
- Prototype/SpiderLeg spider-leg
- Prototype/StorageTank storage-tank
- Prototype/TrainStop train-stop
- Prototype/TransportBeltConnectable <abstract>
- Prototype/LinkedBelt linked-belt
- Prototype/Loader1x1 loader-1x1
- Prototype/Loader1x2 loader
- Prototype/Splitter splitter
- Prototype/TransportBelt transport-belt
- Prototype/UndergroundBelt underground-belt
- Prototype/Tree tree
- Prototype/Turret turret
- Prototype/AmmoTurret ammo-turret
- Prototype/ElectricTurret electric-turret
- Prototype/FluidTurret fluid-turret
- Prototype/Unit unit
- Prototype/Vehicle <abstract>
- Prototype/Car car
- Prototype/RollingStock <abstract>
- Prototype/ArtilleryWagon artillery-wagon
- Prototype/CargoWagon cargo-wagon
- Prototype/FluidWagon fluid-wagon
- Prototype/Locomotive locomotive
- Prototype/SpiderVehicle spider-vehicle
- Prototype/Wall wall
- Prototype/Explosion explosion
- Prototype/FlameThrowerExplosion flame-thrower-explosion
- Prototype/FireFlame fire
- Prototype/FluidStream stream
- Prototype/FlyingText flying-text
- Prototype/HighlightBoxEntity highlight-box
- Prototype/ItemEntity item-entity
- Prototype/ItemRequestProxy item-request-proxy
- Prototype/ParticleSource particle-source
- Prototype/Projectile projectile
- Prototype/ResourceEntity resource
- Prototype/RocketSiloRocket rocket-silo-rocket
- Prototype/RocketSiloRocketShadow rocket-silo-rocket-shadow
- Prototype/Smoke <abstract>
- Prototype/SimpleSmoke smoke (for migration, cannot be used)
- Prototype/SmokeWithTrigger smoke-with-trigger
- Prototype/SpeechBubble speech-bubble
- Prototype/Sticker sticker
- Prototype/TileGhost tile-ghost
Mandatory properties
Inherits all properties from PrototypeBase.
icons, icon, icon_size (IconSpecification)
Type: IconSpecification
An icon is mandatory for entities that have at least one of these flags active: placeable-neutral, placeable-player, placeable-enemy.
The icon will be used in the editor building selection and the bonus gui.
icon = "__base__/graphics/icons/wooden-chest.png"
Optional properties
order
Inherited from PrototypeBase.
The order string is taken from the items in placeable_by
if they exist, or from an item that has its place_result set to this entity if it exists.
collision_box
Type: BoundingBox
Specification of the entity collision boundaries.
Empty collision box is used for smoke, projectiles, particles, explosions etc.
collision_box = {{-0.4, -0.4}, {0.4, 0.4}}
The {0,0} coordinate in the collision box will match the entity position.
It should be near the center of the collision box, to keep correct entity drawing order. It must include the {0,0} coordinate.
Note, that for buildings, it is customary to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc.
collision_mask
Type: CollisionMask
Default: {"item-layer", "object-layer", "player-layer", "water-tile"}
Two entities can collide only if they share a layer from the collision mask.
NOTE: Some entity types have their own default that differs from the above default. They are listed here:
- Prototype/Arrow - no masks
- Prototype/ArtilleryFlare - no masks
- Prototype/ArtilleryProjectile - no masks
- Prototype/Beam - no masks
- Prototype/Car -
{"player-layer", "train-layer", "consider-tile-transitions"}
- Prototype/Character -
{"player-layer", "train-layer", "consider-tile-transitions"}
- Prototype/CharacterCorpse - no masks
- Prototype/Cliff -
{ "item-layer", "object-layer", "player-layer", "water-tile", "not-colliding-with-itself"}
- Prototype/Corpse - no masks
- Prototype/DeconstructibleTileProxy -
{"ground-tile"}
- Prototype/EntityGhost -
{"ghost-layer"}
- Prototype/EntityParticle - no masks
- Prototype/Explosion - no masks
- Prototype/FireFlame - no masks
- Prototype/Fish -
{"ground-tile", "colliding-with-tiles-only"}
- Prototype/FluidStream - no masks
- Prototype/FlyingRobot - no masks
- Prototype/FlyingText - no masks
- Prototype/Gate -
{"item-layer", "object-layer", "player-layer", "water-tile", "train-layer"}
- Prototype/HeatPipe -
{"object-layer", "floor-layer", "water-tile"}
- Prototype/HighlightBoxEntity - no masks
- Prototype/ItemEntity -
{"item-layer"}
- Prototype/ItemRequestProxy - no masks
- Prototype/LandMine -
{"object-layer", "water-tile"}
- Prototype/LinkedBelt -
{"object-layer", "item-layer", "transport-belt-layer", "water-tile"}
- Prototype/Loader1x1 -
{"object-layer", "item-layer", "transport-belt-layer", "water-tile"}
- Prototype/Loader1x2 -
{"object-layer", "item-layer", "transport-belt-layer", "water-tile"}
- Prototype/ParticleSource - no masks
- Prototype/PlayerPort -
{"object-layer", "floor-layer", "water-tile"}
- Prototype/Projectile - no masks
- Prototype/Rail -
{"item-layer", "object-layer", "rail-layer", "floor-layer", "water-tile"}
- Prototype/RailSignalBase -
{"floor-layer", "rail-layer", "item-layer"}
- Prototype/ResourceEntity -
{"resource-layer"}
- Prototype/RollingStock -
{"train-layer"}
- Prototype/Smoke - no masks
- Prototype/SpeechBubble - no masks
- Prototype/SpiderLeg -
{"player-layer", "rail-layer"}
- Prototype/Splitter -
{"object-layer", "item-layer", "transport-belt-layer", "water-tile"}
- Prototype/Sticker - no masks
- Prototype/TileGhost -
{"ghost-layer"}
- Prototype/TransportBelt -
{"object-layer", "floor-layer", "transport-belt-layer", "water-tile"}
- Prototype/UndergroundBelt -
{"object-layer", "item-layer", "transport-belt-layer", "water-tile"}
- Prototype/Unit -
{"player-layer", "train-layer", "not-colliding-with-itself"}
- Prototype/Vehicle -
{"player-layer", "train-layer"}
map_generator_bounding_box
Type: BoundingBox
Default: The value of collision box.
Used instead of the collision box during map generation. Allows space entities differently during map generation, for example if the box is bigger, the entities will be placed farther apart.
selection_box
Type: BoundingBox
Default: Empty = {{0, 0}, {0, 0}}
Specification of the entity selection area.
When empty the entity will have no selection area (and thus is not selectable).
selection_box = {{-0.5, -0.5}, {0.5, 0.5}}
The selection box is usually a little bit bigger than the collision box, for tilable entities (like buildings) it should match the tile size of the building.
drawing_box
Type: BoundingBox
Default: Empty = {{0, 0}, {0, 0}} (selection_box is used instead)
Specification of space needed to see the whole entity.
This is used to calculate the correct zoom and positioning in the entity info gui.
drawing_box = {{-0.5, -0.5}, {0.5, 0.5}}
sticker_box
Type: BoundingBox
Default: The value of collision box.
Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear.
It is optional and the collision box is used when not specified.
sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}
hit_visualization_box
Type: BoundingBox
Default: Empty = {{0, 0}, {0, 0}}
Where beams should hit the entity. Useful if the bounding box only covers part of the entity (e.g. feet of the character) and beams only hitting there would look weird.
trigger_target_mask
Type: TriggerTargetMask
flags
Type: EntityPrototypeFlags
minable
Type: MinableProperties
Default: not minable
subgroup
Type: string
The name of the subgroup this entity should be sorted into in the map editor building selection.
allow_copy_paste
Type: bool
Default: true
selectable_in_game
Type: bool
Default: true
selection_priority
Type: uint8
Default: 50
The entity with the higher number is selectable before the entity with the lower number.
remove_decoratives
Type: string
Default: "automatic"
Either "automatic", "true" or "false". Whether this entity should remove decoratives that collide with it when this entity is built. When set to "automatic", if the entity type is considered a building (e.g. an assembling machine or a wall) it will remove decoratives.
emissions_per_second
Type: double
Default: 0
Amount of emissions created (positive number) or cleaned (negative number) every second by the entity.
This is passive, and it is independent concept of the emissions of machines, these are created actively depending on the power consumption.
Currently used just for trees.
emissions_per_second = -0.001 -- cleaning effect of big tree
shooting_cursor_size
Type: double
The cursor size used when shooting at this entity.
created_smoke
Type: CreateTrivialSmokeEffectItem
Default: The "smoke-building"-smoke
The smoke that is shown when the entity is placed.
working_sound
Type: WorkingSound
Will also work on entities that don't actually do work.
created_effect
Type: Trigger
The effect/trigger that happens when the entity is placed.
build_sound
Type: Sound
mined_sound
Type: Sound
mining_sound
Type: Sound
rotated_sound
Type: Sound
vehicle_impact_sound
Type: Sound
When playing this sound, the volume is scaled by the speed of the vehicle when colliding with this entity.
open_sound
Type: Sound
close_sound
Type: Sound
radius_visualisation_specification
Type: RadiusVisualisationSpecification
build_base_evolution_requirement
Type: double
Default: 0
alert_icon_shift
Type: vector
alert_icon_scale
Type: float
fast_replaceable_group
Type: string
Default: ""
This allows you to replace an entity that's already placed, with a different one in your inventory. For example, replacing a burner inserter with a fast inserter.
This is simply a string, so any string can be used here. The entity that should be replaced simply has to use the same string here.
The ones the game uses are:
"container" "furnace" "transport-belt" "electric-pole" "steam-engine" "inserter" "long-handed-inserter" "pipe" "assembling-machine" "wall" "loader" "rail-signal" "mining-drill" "pumpjack"
next_upgrade
Type: string
Name of the entity that will be automatically selected as the upgrade of this entity when using the upgrade planner without configuration.
This entity may not have 'not-upgradable' flag set and must be minable. This entity mining result must not contain item product with "hidden" flag set. Mining results with no item products are allowed. The entity may not be a Prototype/RollingStock.
The upgrade target entity needs to have the same bounding box, collision mask, and fast replaceable group as this entity. The upgrade target entity must have least 1 item that builds it that isn't hidden.
placeable_by
Type: ItemToPlace or table of ItemToPlace
Item that when placed creates this entity. Determines which item is picked when "Q" (smart pipette) is used on the entity, determines which item is needed in a blueprint of this entity.
The item count specified here can't be larger than the stack size of that item.
remains_when_mined
Type: string or table of string
The entity that remains when this one is mined, deconstructed or fast-replaced. The entity wont actually be spawned if it would collide with the entity that is in the process of being mined.
additional_pastable_entities
Type: table of string
Entities this entity prototype can be pasted on to in addition to the standard supported types.
This is used to allow copying between types that aren't compatible on the C++ code side, by allowing mods to receive the on_entity_settings_pasted event for the given entity and do the setting pasting via script.
tile_width
Type: uint32
Default: calculated by the collision box width rounded up.
Used to determine how the center of the entity should be positioned when building (unless the offgrid flag is specified).
When the tile width is odd, the center will be in the center of the tile, when it is even, the center is on the tile transition.
tile_height
Type: uint32
Default: calculated by the collision box height rounded up.
autoplace
Type: AutoplaceSpecification
Default: nil (entity is not autoplacable)
Used to specify the rules for placing this entity during map generation.
map_color
Type: Color
friendly_map_color
Type: Color
enemy_map_color
Type: Color
water_reflection
Type: WaterReflectionDefinition
May also be defined inside graphics_set
instead of directly in the entity prototype. This is useful for entities that use the a graphics_set
property to define their graphics, becausen then all graphics can be in defined one place.
Example
{
type = "container",
name = "wooden-chest",
icon = "__base__/graphics/icons/wooden-chest.png",
flags = {"placeable-neutral", "player-creation"},
minable = {mining_time = 1, result = "wooden-chest"},
max_health = 100,
corpse = "small-remnants",
collision_box = {{-0.35, -0.35}, {0.35, 0.35}},
fast_replaceable_group = "container",
selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
inventory_size = 16,
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
vehicle_impact_sound = { filename = "__base__/sound/car-wood-impact.ogg", volume = 1.0 },
picture =
{
filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
priority = "extra-high",
width = 46,
height = 33,
shift = {0.25, 0.015625}
},
circuit_wire_connection_point =
{
shadow =
{
red = {0.734375, 0.453125},
green = {0.609375, 0.515625},
},
wire =
{
red = {0.40625, 0.21875},
green = {0.40625, 0.375},
}
},
circuit_connector_sprites = get_circuit_connector_sprites({0.1875, 0.15625}, nil, 18),
circuit_wire_max_distance = 9
}