Entity that moves around and attacks players, for example biters and spitters.
EntityWithOwnerPrototypeRotatedAnimationfalsefalseAttackParametersfalsefalseRequires animation in attack_parameters. Requires ammo_type in attack_parameters.
SoundtruefalseA sound the unit makes when it sets out to attack.
floatfalsefalseMovement speed of the unit in the world, in tiles per tick. Must be equal to or greater than 0.
floatfalsefalseHow 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
uint32falsefalsedoublefalsefalseMax 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.
floattruefalseSoundtruefalseThe sound file to play when entity dies.
uint32truefalseIn ticks.
booleantruefalseIf the unit is immune to movement by belts.
doubletruefalseuint32truefalseIn chunks. The radius of how many chunks this unit charts around itself.
UnitAISettingstruefalsebooleantruefalsebooleantruefalsebooleantruefalseRenderLayertruefalseLightDefinitiontruefalseDict<AirbornePollutantID, float>truefalsedoubletruefalseSoundtruefalseUnitAlternativeFrameSequencetruefalseArray<float>truefalseOnly loaded if walking_sound is defined.
truetruetrueWhether this prototype should be a high priority target for enemy forces. See Military units and structures.
falsetruetrueIf this is true, this entities is_military_target property can be changed runtime (on the entity, not on the prototype itself).