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Prototype definitions reference format

Posted: Sat Oct 12, 2013 3:10 pm
by kovarex
I started building the reference of all configurable parameters of individual prototypes, so you won't have to guess what works there etc.
I'm not sure about the format, as this will be quite big, I would like you to look at the two sample pages I made, and criticise it before I write the rest :)

https://forums.factorio.com/wiki/inde ... efinitions

Re: Prototype definitions reference format

Posted: Sat Oct 12, 2013 4:07 pm
by Nirahiel
Looks good :)
If the format needs to be remade, I'm sure we can do it later

Re: Prototype definitions reference format

Posted: Sat Oct 12, 2013 8:43 pm
by FreeER
Looks great to me :)

Re: Prototype definitions reference format

Posted: Sun Oct 13, 2013 8:25 am
by drs9999
Yep, nothing to complain about ;)

Re: Prototype definitions reference format

Posted: Wed Oct 23, 2013 6:30 pm
by Dysoch
those 2 pages alone helped me alot.

especially the event page, which will be needed for my mod in a few updates once i figured it out how to add it using your starter campaign.

SO YES, write more :P

Re: Prototype definitions reference format

Posted: Fri Jun 06, 2014 7:00 am
by JamesOFarrell
Dysoch wrote:those 2 pages alone helped me alot.... SO YES, write more :P
Yes, this. Those 2 pages were the most useful tools while I was programming, Thank you so much.

Re: Prototype definitions reference format

Posted: Sun Jun 29, 2014 2:11 am
by kitsune9tails
This page is really cool (thank you so much!) and is a necessity, I believe, to true mod development. However, it is still incomplete and is missing several fairly important class definitions (like the "Technology" class). Is there a place where we can actually see all the class prototypes for the Prototype objects? I need to know what properties and subclasses are available for each class and what they mean before I can really dive into modding.

Re: Prototype definitions reference format

Posted: Sun Jun 29, 2014 2:27 am
by FreeER
kitsune9tails wrote:Is there a place where we can actually see all the class prototypes for the Prototype objects? I need to know what properties and subclasses are available for each class and what they mean before I can really dive into modding.
Not really... All I can say is check out the base game prototypes and you'll see the obvious/common ones (look hard enough and you should see everything with maybe a tiny number of exceptions). Of course you are free to add your 'discoveries' to the wiki :P It's incomplete mainly because it's a long (boring) process of improving the wiki and, of course, everyone only has so much time.

Re: Prototype definitions reference format

Posted: Mon Nov 24, 2014 1:28 pm
by Plorntus
Currently trying to automatically dump all the prototypes for quick wiki upload, its not 100% working yet however kitsune9tails I have managed to dump the valid parameters of the Technology class:

Code: Select all

  "technology": {
    "effects": {
      "ammo_category": "string",
      "modifier": "number",
      "type": "string",
      "recipe": "string"
    },
    "icon": "string",
    "name": "string",
    "order": "string",
    "prerequisites": "string",
    "type": "string",
    "unit": {
      "count": "number",
      "ingredients": "number",
      "time": "number"
    },
    "upgrade": "string",
    "enabled": "boolean"
  },
EDIT: hah did not realize how old this thread was.

Re: Prototype definitions reference format

Posted: Fri Jan 16, 2015 8:20 am
by TheSim
Is there are fresh Modding API reference?

Re: Prototype definitions reference format

Posted: Fri May 22, 2015 5:06 pm
by wahming
Bump. Is there any way we modders can get a list of available properties/methods for all prototypes? At the moment it's a struggle getting the info we need from the game.

Re: Prototype definitions reference format

Posted: Sat Jul 18, 2015 11:49 am
by GotLag
Any news on getting this updated?

Re: Prototype definitions reference format

Posted: Sun Jul 19, 2015 4:07 am
by johanwanderer
wahming wrote:Bump. Is there any way we modders can get a list of available properties/methods for all prototypes? At the moment it's a struggle getting the info we need from the game.
For Lua objects:

Code: Select all

/c sel = function() return game.player.selected; end
/c mh = function()  game.make_file("help/" .. sel().name, sel().help()); end
Move your mouse over something, and then "/c mh()", then look under script-output/help/ for the help text

For the prototypes themselves, I would just look under data/base/prototypes/... what you see is what you get there.

Re: Prototype definitions reference format

Posted: Sun Jul 19, 2015 9:27 am
by orzelek
You can also call the help method on objects like player or game to see what are the available functions and properties.

Re: Prototype definitions reference format

Posted: Tue Jul 21, 2015 2:50 pm
by GotLag
johanwanderer wrote:
wahming wrote:Bump. Is there any way we modders can get a list of available properties/methods for all prototypes? At the moment it's a struggle getting the info we need from the game.
For Lua objects:

Code: Select all

/c sel = function() return game.player.selected; end
/c mh = function()  game.make_file("help/" .. sel().name, sel().help()); end
Move your mouse over something, and then "/c mh()", then look under script-output/help/ for the help text

For the prototypes themselves, I would just look under data/base/prototypes/... what you see is what you get there.
This outputs a file with the name of the entity selected, but the content is always the same: LuaEntity