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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 

 
			 
			
					
				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 

 
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 

 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