LuaGenericOnOffControlBehavior.connect_to_logistic_network
logitic => logistictrue if this should connect to the logitic network.
LuaEntity.graphics_variation
varaitions => variationsThe graphics variation for this entity or nil if this entity doesn't use graphics varaitions.
LuaEntity.electric_network_statistics
statitiscs => statisticsThe electric network statitiscs for this electric pole.
LuaTilePrototype.collision_mask
collison => collisionThe collison mask this tile uses.
LuaEntityPrototype.flags
entitiy => entityThe entity prototype flags for this entitiy.
LuaEntityPrototype.module_inventory_size
suport => supportThe module inventory size or nil if this entity doesn't suport modules.
LuaEntityPrototype.target_temperature
prototyper => prototypeThe target temperature of this boiler prototyper or nil.
LuaEquipmentPrototype.burner_prototype
equpment => equipmentThe burner energy source prototype this equpment uses or nil.
LuaForce.is_chunk_visible
fogg => fogIs the given chunk currently charted and visible (not covered by fogg of war) on the map.
LuaGameScript.regenerate_entity
entitites => entitiesregenerate_entity(entitites)
LuaGameScript.difficulty_settings
recomended => recommendedAlthough it can be done; because different difficulties can have different technology or recipe trees it's not recomended to change difficulty settings mid-game.
LuaGameScript.connected_players
primarally => primarilyThis is primarally useful when you want to do some action against all online players.
LuaItemPrototype.inventory_size_bonus
invntory => inventoryThe invntory size bonus for this armor prototype. nil if this isn't an armor prototype.
LuaItemStack.set_entity_filter
ata => at aSets the entity filter ata the given index for this deconstruction item.
LuaItemStack.set_tile_filter
ata => at aSets the tile filter ata the given index for this deconstruction item.
LuaRecipePrototype.enabled
begining => beginningIf this recipe prototype is enabled by default (enabled at the begining of a game).
LuaSurface.find_non_colliding_position
possition => positionFind a non-colliding possition within a given rectangle.
LuaSurface.find_logistic_networks_by_construction_area
whos => whoseFinds all of the logistics networks whos construction area intersects with the given position.
LuaSurface.regenerate_entity
entitites => entitiesregenerate_entity(entitites, chunks)
LuaTechnology.research_unit_count_formula
forumula => formulaThe count forumula used for this infinite research or nil if this isn't an infinite research.
LuaTechnologyPrototype.enabled
begining => beginningIf this technology prototype is enabled by default (enabled at the begining of a game).
LuaTechnologyPrototype.research_unit_count_formula
forumula => formulaThe count forumula used for this infinite research or nil if this isn't an infinite research.
LuaTilePrototype.collision_mask
collison => collisionThe collison mask this tile uses
WaitCondition
preceeding => precedingcompare_type :: string: Either "and", or "or". Tells how this condition is to be compared with the preceeding conditions in the corresponding wait_conditions array.
GameViewSettings
immediatelly => immediatelyParameters that affect the look and control of the game. Updating any of the member attributes here will immediatelly take effect in the game engine.
TileProperties
immediatelly => immediatelyProperties of a tile. Updating any of the member attributes here will immediatelly take effect in the game engine.
defines.compound_command
togethere => togetherHow commands are joined togethere in a compound command (see defines.command.compound).
on_player_placed_equipment
equiment => equipmentgrid :: LuaEquipmentGrid: The equiment grid the equipment was put in.
on_difficulty_settings_changed
guarenteed => guaranteedNote: It's not guarenteed that both settings are changed - just that at least one has been changed.
on_console_command
preceeding => precedingcommand :: string: The command as typed without the preceeding forward slash ('/').
on_biter_base_built
sacraficed => sacrificedNote: This will be called multiple times as each biter in a given migration is sacraficed and builds part of the base.
http://lua-api.factorio.com/latest/LuaBurner.html
specfic => specificA reference to the burner energy source owned by a specfic LuaEntity or LuaEquipment.
LuaEntity.item_requests
reqeusting => requestingItems this ghost will request when revived or items this item request proxy is reqeusting. Result is a dictionary mapping each item prototype name to the required count.
LuaEquipmentPrototype.equipment_categories
equpiment => equipmentCategory names for this equipment. These categories will be used to determine whether this equpiment is allowed in a particular equpiment grid.
equpiment => equipment
LuaForce.reset_technology_effects
chages => changesReapplies all possible research effects, including unlocked recipes. Any custom chages are lost. Preserves research state of technologies.
LuaGameScript.regenerate_entity
entitites => entitiesregenerate_entity(entitites)
http://lua-api.factorio.com/latest/LuaGuiElement.html
mdidle => middle"checkbox": Clickable elements with a cross in the mdidle that can be turned off or on. They also fire on_gui_click when clicked.
LuaInventory.setbar
Ommitting => Omittingbar :: uint (optional): The new limit. Ommitting this parameter will clear the limit.
LuaItemPrototype.module_effects
impresicions => imprecisionsThese are the effects of the vanilla Productivity Module 3 (up to floating point impresicions):
http://lua-api.factorio.com/latest/LuaItemStack.html
guarenteed => guaranteedNote: In the instance this references an item on a LuaTransportLine the reference is only guarenteed to stay valid (and refer to the same item) as long as nothing changes the transport line.