Prototype of a modular equipment.
LuaPrototypeBase{ height: uint32, points?: Array<EquipmentPoint>, width: uint32 }unknownfalseShape of this equipment prototype.
LuaItemPrototypeunknowntrueThe result item when taking this equipment out of an equipment grid, if any.
doubleunknownfalseThe max power generated by this equipment.
doubleunknownfalseThe energy per shield point restored. 0 for non-shield equipment.
{ charge_approach_distance: float, charging_distance: float, charging_energy: double, charging_station_count: uint32, charging_station_shift: Vector, charging_threshold_distance: float, construction_radius: float, logistic_radius: float, logistics_connection_distance: float, robot_limit: uint32, robot_vertical_acceleration: float, robots_shrink_when_entering_and_exiting: boolean, spawn_and_station_height: float, spawn_and_station_shadow_height_offset: float, stationing_offset: Vector, stationing_render_layer_swap_height: float }unknowntrueThe logistic parameters for this roboport equipment.
LuaElectricEnergySourcePrototypeunknownfalseThe energy source prototype for the equipment.
Array<string>unknownfalseCategory names for this equipment. These categories will be used to determine whether this equipment is allowed in a particular equipment grid.
LuaBurnerPrototypeunknowntrueThe burner energy source prototype this equipment uses, if any.
LuaElectricEnergySourcePrototypeunknowntrueThe electric energy source prototype this equipment uses, if any.
ColorunknownfalseThe background color of this equipment prototype.
AttackParametersunknowntrueThe equipment attack parameters.
booleanunknownfalseWhether this active defense equipment is automatic. Returns false if not active defense equipment.
doubleunknownfalsedoubleunknownfalseLuaSurfacePropertyPrototypeunknownfalsebooleanunknownfalseIs this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
stringunknownfalseThe 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.
LuaEquipmentPrototype.get_shield(quality?: QualityID) -> float
equipmentPrototype.get_shield()
takes_table: falsetable_optional: falseThe shield value of this equipment. 0 for non-shield equipment.
quality?: QualityIDfloatLuaEquipmentPrototype.get_energy_consumption(quality?: QualityID) -> double
equipmentPrototype.get_energy_consumption()
takes_table: falsetable_optional: falsequality?: QualityIDdoubleLuaEquipmentPrototype.get_inventory_bonus(quality?: QualityID) -> uint32?
equipmentPrototype.get_inventory_bonus()
takes_table: falsetable_optional: falsequality?: QualityIDuint32?LuaEquipmentPrototype.get_movement_bonus(quality?: QualityID) -> float?
equipmentPrototype.get_movement_bonus()
takes_table: falsetable_optional: falsequality?: QualityIDfloat?