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LuaBootstrap

Entry point for registering event handlers. It is accessible through the global object named script.

Attributes

mod_name

The name of the mod from the environment this is used in.

level

Information about the currently running scenario/campaign/tutorial.

active_mods

A dictionary listing the names of all currently active mods and mapping them to their version.

feature_flags

A dictionary of feature flags mapping to whether they are enabled.

object_name

The class name of this object. Available even when valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

Methods

on_init

LuaBootstrap.on_init(handler: function() | nil)

Call As

bootstrap.on_init(handler)

Call Convention

Register a function to be run on mod initialization.

This is only called when a new save game is created or when a save file is loaded that previously didn't contain the mod. During it, the mod gets the chance to set up initial values that it will use for its lifetime. It has full access to LuaGameScript and the storage table and can change anything about them that it deems appropriate. No other events will be raised for the mod until it has finished this step.

For more context, refer to the Data Lifecycle page.

Parameters

on_load

LuaBootstrap.on_load(handler: function() | nil)

Call As

bootstrap.on_load(handler)

Call Convention

Register a function to be run on save load. This is only called for mods that have been part of the save previously, or for players connecting to a running multiplayer session.

It gives the mod the opportunity to rectify potential differences in local state introduced by the save/load cycle. Doing anything other than the following three will lead to desyncs, breaking multiplayer and replay functionality. Access to LuaGameScript is not available. The storage table can be accessed and is safe to read from, but not write to, as doing so will lead to an error.

The only legitimate uses of this event are these:

For all other purposes, LuaBootstrap::on_init, LuaBootstrap::on_configuration_changed or migrations should be used instead.

For more context, refer to the Data Lifecycle page.

Parameters

on_configuration_changed

LuaBootstrap.on_configuration_changed(handler: function(ConfigurationChangedData) | nil)

Call As

bootstrap.on_configuration_changed(handler)

Call Convention

Register a function to be run when mod configuration changes.

This is called when the game version or any mod version changed, when any mod was added or removed, when a startup setting has changed, when any prototypes have been added or removed, or when a migration was applied. It allows the mod to make any changes it deems appropriate to both the data structures in its storage table or to the game state through LuaGameScript.

For more context, refer to the Data Lifecycle page.

Parameters

on_event

LuaBootstrap.on_event(event: LuaEventType | Array<LuaEventType>, handler: function(EventData) | nil, filters?: EventFilter)

Call As

bootstrap.on_event(event, handler, filters)

Call Convention

Register a handler to run on the specified event(s). Each mod can only register once for every event, as any additional registration will overwrite the previous one. This holds true even if different filters are used for subsequent registrations.

Parameters

on_nth_tick

LuaBootstrap.on_nth_tick(tick: uint32 | Array<uint32> | nil, handler: function(NthTickEventData) | nil)

Call As

bootstrap.on_nth_tick(tick, handler)

Call Convention

Register a handler to run every nth-tick(s). When the game is on tick 0 it will trigger all registered handlers.

Parameters

register_on_object_destroyed

LuaBootstrap.register_on_object_destroyed(object: RegistrationTarget) -> uint64, uint64, defines.target_type

Call As

bootstrap.register_on_object_destroyed(object)

Call Convention

Registers an object so that after it's destroyed, on_object_destroyed is called.

Once an object is registered, it stays registered until it is actually destroyed, even through save/load cycles. The registration is global across all mods, meaning once one mod registers an object, all mods listening to on_object_destroyed will receive the event when it is destroyed. Registering the same object multiple times will still only fire the destruction event once, and will return the same registration number.

Depending on when a given object is destroyed, on_object_destroyed will either be fired at the end of the current tick or at the end of the next tick.

Parameters

Returns

register_metatable

LuaBootstrap.register_metatable(name: string, metatable: table)

Call As

bootstrap.register_metatable(name, metatable)

Call Convention

Register a metatable to have linkage recorded and restored when saving/loading.

The metatable itself will not be saved. Instead, only the linkage to a registered metatable is saved, and the metatable registered under that name will be used when loading the table.

register_metatable() can not be used in the console, in event listeners or during a remote.call().

The metatable first needs to be defined in the mod's root scope, then registered using this method. From then on, it will be properly restored for tables in storage.

local metatable =
{
  __index = function(key)
    return "no value for key " .. key
  end
}
script.register_metatable("my_metatable", metatable)

This previously defined metatable can then be set on any table as usual:

local table = {key="value"}
setmetatable(table, metatable)

Parameters

generate_event_name

LuaBootstrap.generate_event_name() -> defines.events

Call As

bootstrap.generate_event_name()

Call Convention

Generate a new, unique event ID that can be used to raise custom events with LuaBootstrap::raise_event.

Returns

get_event_id

LuaBootstrap.get_event_id(event: LuaEventType) -> defines.events

Call As

bootstrap.get_event_id(event)

Call Convention

Converts LuaEventType into related value of defines.events. Value will be provided also if event was not given a constant inside of defines.events.

Parameters

Returns

get_event_handler

LuaBootstrap.get_event_handler(event: LuaEventType) -> function(EventData)?

Call As

bootstrap.get_event_handler(event)

Call Convention

Find the event handler for an event.

Parameters

Returns

get_event_order

LuaBootstrap.get_event_order() -> string

Call As

bootstrap.get_event_order()

Call Convention

Gets the mod event order as a string.

Returns

set_event_filter

LuaBootstrap.set_event_filter(event: LuaEventType, filters?: EventFilter)

Call As

bootstrap.set_event_filter(event, filters)

Call Convention

Sets the filters for the given event. The filters are only retained when set after the actual event registration, because registering for an event with different or no filters will overwrite previously set ones.

Limit the on_marked_for_deconstruction event to only be received when a non-ghost entity is marked for deconstruction.

script.set_event_filter(defines.events.on_marked_for_deconstruction, {{filter = "ghost", invert = true}})

Limit the on_built_entity event to only be received when either a unit or a unit-spawner is built.

script.set_event_filter(defines.events.on_built_entity, {{filter = "type", type = "unit"}, {filter = "type", type = "unit-spawner"}})

Limit the on_entity_damaged event to only be received when a rail is damaged by an acid attack.

script.set_event_filter(defines.events.on_entity_damaged, {{filter = "rail"}, {filter = "damage-type", type = "acid", mode = "and"}})

Parameters

get_event_filter

LuaBootstrap.get_event_filter(event: LuaEventType) -> EventFilter?

Call As

bootstrap.get_event_filter(event)

Call Convention

Gets the filters for the given event.

Parameters

Returns

raise_event

LuaBootstrap.raise_event(event: LuaEventType, data: table)

Call As

bootstrap.raise_event(event, data)

Call Convention

Raise an event. Only events generated with LuaBootstrap::generate_event_name and the following can be raised:

Parameters

raise_console_chat

LuaBootstrap.raise_console_chat{ player_index: uint32, message: string }

Call As

bootstrap.raise_console_chat{ player_index=player_index, message=message }

Call Convention

Parameters

raise_player_crafted_item

LuaBootstrap.raise_player_crafted_item{ item_stack: LuaItemStack, player_index: uint32, recipe: RecipeID }

Call As

bootstrap.raise_player_crafted_item{ item_stack=item_stack, player_index=player_index, recipe=recipe }

Call Convention

Parameters

raise_player_fast_transferred

LuaBootstrap.raise_player_fast_transferred{ player_index: uint32, entity: LuaEntity, from_player: boolean, is_split: boolean }

Call As

bootstrap.raise_player_fast_transferred{ player_index=player_index, entity=entity, from_player=true, is_split=true }

Call Convention

Parameters

raise_biter_base_built

LuaBootstrap.raise_biter_base_built{ entity: LuaEntity }

Call As

bootstrap.raise_biter_base_built{ entity=entity }

Call Convention

Parameters

raise_market_item_purchased

LuaBootstrap.raise_market_item_purchased{ player_index: uint32, market: LuaEntity, offer_index: uint32, count: uint32 }

Call As

bootstrap.raise_market_item_purchased{ player_index=player_index, market=market, offer_index=offer_index, count=count }

Call Convention

Parameters

raise_script_built

LuaBootstrap.raise_script_built{ entity: LuaEntity }

Call As

bootstrap.raise_script_built{ entity=entity }

Call Convention

Parameters

raise_script_destroy

LuaBootstrap.raise_script_destroy{ entity: LuaEntity }

Call As

bootstrap.raise_script_destroy{ entity=entity }

Call Convention

Parameters

raise_script_revive

LuaBootstrap.raise_script_revive{ entity: LuaEntity, tags?: Tags }

Call As

bootstrap.raise_script_revive{ entity=entity }

Call Convention

Parameters

raise_script_teleported

LuaBootstrap.raise_script_teleported{ entity: LuaEntity, old_surface_index: uint8, old_position: MapPosition }

Call As

bootstrap.raise_script_teleported{ entity=entity, old_surface_index=old_surface_index, old_position=old_position }

Call Convention

Parameters

raise_script_set_tiles

LuaBootstrap.raise_script_set_tiles{ surface_index: uint32, tiles: Array<Tile> }

Call As

bootstrap.raise_script_set_tiles{ surface_index=surface_index, tiles=tiles }

Call Convention

Parameters

raise_script_destroy_segmented_unit

LuaBootstrap.raise_script_destroy_segmented_unit{ segmented_unit: LuaSegmentedUnit }

Call As

bootstrap.raise_script_destroy_segmented_unit{ segmented_unit=segmented_unit }

Call Convention

Parameters