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UnitPrototype

Entity that moves around and attacks players, for example biters and spitters.

Parent

Properties

run_animation

attack_parameters

Requires animation in attack_parameters. Requires ammo_type in attack_parameters.

warcry

A sound the unit makes when it sets out to attack.

movement_speed

Movement speed of the unit in the world, in tiles per tick. Must be equal to or greater than 0.

distance_per_frame

How fast the run_animation frames are advanced. The animations are advanced animation_speed frames per distance_per_frame that the unit moves.

frames_advanced = (distance_moved รท distance_per_frame) * animation_speed

distraction_cooldown

vision_distance

Max is 100.

Note: Setting to 50 or above can lead to undocumented behavior of individual units creating groups on their own when attacking or being attacked.

rotation_speed

dying_sound

The sound file to play when entity dies.

min_pursue_time

In ticks.

has_belt_immunity

If the unit is immune to movement by belts.

max_pursue_distance

radar_range

In chunks. The radius of how many chunks this unit charts around itself.

ai_settings

move_while_shooting

can_open_gates

affected_by_tiles

render_layer

light

absorptions_to_join_attack

spawning_time_modifier

walking_sound

alternative_attacking_frame_sequence

running_sound_animation_positions

Only loaded if walking_sound is defined.

is_military_target

Whether this prototype should be a high priority target for enemy forces. See Military units and structures.

allow_run_time_change_of_is_military_target

If this is true, this entities is_military_target property can be changed runtime (on the entity, not on the prototype itself).