Code: Select all
Name:	        getfilter(integer filterindex)
Returns:	        itemname; nil if filter is empty
Description:	returns the name of the item for the selected filter;
		        if the filter is empty it returns nil
Note:		can be called on smart-inserters only
Example:
-- selected entity has to be a smart-inserter
-- prints the itemname that was selected in the first filterslot
game.player.print(game.player.selected.getfilter(1))Code: Select all
Name:		setfilter(string itemname, integer filterindex)
Returns:	        nothing
Description:	sets the given filterslot to the passed itemname
Note:		can be called on smart-inserters only
Example:
-- selected entity has to be a smart-inserter
-- sets the first filterslot to raw-wood
game.player.selected.setfilter("raw-wood", 1)Code: Select all
Name:		clearfilter(integer filterindex)
Returns:	        nothing
Description:	clears the given filterslot
Note:		can be called on smart-inserters only
Example:
-- selected entity has to be a smart-inserter
-- clears the second filterslot of the inserter
game.player.selected.clearfilter(2)Code: Select all
Name:		getrequestslot(integer slotindex)
Returns:	        itemstack; nil if requestslot is empty
		        (itemstack = table with "name" and "count" keys that holds the relevant values) 
Description:	returns the current configuration of the passed requestslot
Note:		can be called on entities that have requestslots only
Example:
-- selected entity is a requester-chest
-- prints the configuration of requestslot 3
game.player.print(serpent.block(game.player.selected.getrequestslot(3)))Code: Select all
Name:		setrequestslot(itemstack, integer slotindex)
Returns:	        nothing
Description:	configurate the passed requestslot
Note:		can be called on entities that have requestslots only
Example:
-- selected entity is a requester-chest
-- configurate the chest to accept 1k raw-wood (the first slot is used)
game.player.selected.setrequestslot({name="raw-wood",count=1000},1)Code: Select all
Name:		clearrequestslot(integer slotindex)
Returns:	        nothing
Description:	clear the passed requestslot
Note:		can be called on entities that have requestslots only
Example:
-- selected entity is a requester-chest
-- clears requestslot 4
game.player.selected.clearrequestslot(4)Code: Select all
Name:		getcircuitcondition(integer circuitType)
Returns:	        table similar to itemstack, but with an additional "operator"-key
		        that contains the operator (<, >, =) as a string
		        retuns nil if entity is not part of the passed network
Description:	returns the circuitconditions of the entity
Note:		can be called on smart-inserters only
Example:
-- selected entity has to be a smart-inserter
-- the defines.lua file contains "constants" for the different circuitTypes
-- prints the red-wire circuitconditions
game.player.print(serpent.block(game.player.selected.getcircuitcondition(defines.circuitconnector.red)))Code: Select all
Name:		setcircuitcondition(integer circuitType, table condition)
Returns:	        nothing
Description:	sets the circuitconditon for the passed circuitType
		        condition-table similar to itemstack, but with an additional "operator"-key
Note:		can be called on smart-inserters only
Example:
-- selected entity has to be a smart-inserter
-- the defines.lua file contains "constants" for the different circuitTypes
-- sets the red-wire circuitcondition
condition = {name = "raw-wood", count = 600, operator = ">"}
game.player.selected.setcircuitcondition(defines.circuitconnector.red, condition)Code: Select all
Name:		clearcircuitcondition(integer circuitType)
Returns:	        nothing
Description:	clears the circuitcondition for the passed circuit-type
Note:		can be called on smart-inserters only
Example:
-- selected entity has to be a smart-inserter
-- the defines.lua file contains "constants" for the different circuitTypes
-- clear the green-wire & logistic circuitcondition
game.player.selected.clearcircuitcondition(defines.circuitconnector.green)
game.player.selected.clearcircuitcondition(defines.circuitconnector.logistic)Code: Select all
Name:		getammodamagemodifier(string ammo-category)
Returns:	        current value
Description:	returns the current ammo-modifier for the given ammo-category
Note:		nothing
Example:
-- prints the damagemodifier for bullet-type ammo
game.player.print(game.player.force.getammodamagemodifier("bullet"))Code: Select all
Name:		setammodamagemodifier(string ammo-category, number newValue)
Returns:	        nothing
Description:	sets the current ammo-modifier for the given ammo-category
Note:		nothing
Example:
-- set the damagemodifier for bullet-type ammo to 10 (10 times the normal-damage)
game.player.force.setammodamagemodifier("bullet", 10)Code: Select all
Name:		getgunspeedmodifier(string ammo-category)
Name:		setgunspeedmodifier(string ammo-category, number newValue)
        both work similar to get/set ammodamagemodifierCode: Select all
Name:		getturretattackmodifier(string turretname)
Returns:	        current value
Description:	returns the damage-modifier for the given turret
Note:		nothing
Example:
-- prints the modifier for laser-turrets
game.player.print(game.player.force.getturretattackmodifier("laser-turret"))Code: Select all
Name:		setturretattackmodifier(string turretname, number newValue)
Returns:	        nothing
Description:	sets the damage-modifier for the given turret
Note:		nothing
Example:
-- doubles the modifier for laser-turrets
game.player.force.setturretattackmodifier("laser-turret", 2)Code: Select all
- laboratoryspeedmodifier
- logisticrobotspeedmodifier
- logisticrobotstoragemodifier
- inserterstacksizebonus
- numbercharacterlogisticslots (read only)
- numberquickbars
- maximumfollowingrobotscount
- ghosttimetolive (unit is gametick)Code: Select all
Name:		connectneighbour(entity targetentity [,integer circuitType])
Returns:	        true on success; otherwise false
Description:	creates wires between electric poles and/or valid entities
Note:		can be called on electric poles only
		        the circuitType is optional, if not used copper-wire is used
Example:
-- the start electric pole is stored in startPole
-- selected entity is another pole that is reachable
-- create copper, red-/green-wire connection between poles
startpole.connectneighbour(game.player.selected) --copper-wire
startpole.connectneighbour(game.player.selected, defines.circuitconnector.red) --red-wire
startpole.connectneighbour(game.player.selected, defines.circuitconnector.green) -- green-wire
-- selected entity is now a smart inserter
-- connects the inserter with the pole
startpole.connectneighbour(game.player.selected, defines.circuitconnector.green)Code: Select all
Name:		makefile(string path, string/number data)
Returns:	        nothing
Description:	creates file that contains the passed data
		        path is relative to the script-output-folder
Note:		user actions are restricted to the script-output-folder
Example:
-- creates a file that contains a dummytext in the root-folder
dummyText = "bar"
game.makefile("foo.txt",dummyText)
-- creates another file (and folder if needed)
dummyText2 = "apple"
dummyNumber = 3.14159265359
game.makefile("recipies/applepie.txt",dummyText2 .." "..dummyNumber)Code: Select all
Name:		removepath(string path)
Returns:	        nothing
Description:	removes everything in the specified path
		        path is relative to the script-output-folder
Note:		user actions are restricted to the script-output-folder
Example:
-- remove the files which were created in the previous example
game.removepath("foo.txt")
game.removepath("recipies")





