A crafting recipe prototype.
LuaPrototypeBasebooleanunknownfalseIf this recipe prototype is enabled by default (enabled at the beginning of a game).
stringunknownfalseCategory of the recipe.
Array<string>unknownfalseAdditional categories of the recipe.
Array<Ingredient>unknownfalseThe ingredients to this recipe.
Array<Product>unknownfalseThe results/products of this recipe.
ProductunknowntrueThe main product of this recipe, if any.
booleanunknownfalseIs the recipe hidden from flow statistics (item/fluid production statistics)?
booleanunknownfalseIs the recipe hidden from player crafting? The recipe will still show up for selection in machines.
booleanunknownfalseShould this recipe always show "Made in" in the tooltip?
doubleunknownfalseEnergy required to execute this recipe. This directly affects the crafting time: Recipe's energy is exactly its crafting time in seconds, when crafted in an assembling machine with crafting speed exactly equal to one.
uint32unknownfalseThe multiplier used when this recipe is copied from an assembling machine to a requester chest. For each item in the recipe the item count * this value is set in the requester chest.
uint32unknownfalseUsed to determine how many extra items are put into an assembling machine before it's considered "full enough".
doubleunknownfalseThe maximal productivity bonus that can be achieved with this recipe.
booleanunknownfalseIf the recipe is allowed to have the extra inserter overload bonus applied (4 * stack inserter stack size).
booleanunknownfalseIf this recipe is enabled for the purpose of intermediate hand-crafting.
booleanunknownfalseIf this recipe is allowed to use intermediate recipes when hand-crafting.
booleanunknownfalseIf the amount is shown in the recipe tooltip title when the recipe produces more than 1 product.
booleanunknownfalseIf the products are always shown in the recipe tooltip.
doubleunknownfalseThe emissions multiplier for this recipe.
booleanunknownfalseIs this recipe allowed to be broken down for the recipe tooltip "Total raw" calculations?
booleanunknownfalseIs this recipe unlocks the result item(s) so they're shown in filter-select GUIs.
booleanunknownfalseIs this recipe is marked to be hidden from the signal GUI.
booleanunknownfalsebooleanunknownfalsebooleanunknownfalseArray<LuaItemPrototype>unknowntrueThe 'trash' items that this recipe might produce as a result of spoiling.
booleanunknownfalsebooleanunknownfalseDict<string, boolean>unknowntrueThe allowed module effects for this recipe, if any.
Dict<string, true>unknowntrueThe allowed module categories for this recipe, if any.
Array<LocalisedString>unknowntrueArray<SurfaceCondition>unknowntrueThe surface conditions required to craft this recipe.
Array<LuaTechnologyPrototype>unknowntrueAdditional technologies listed under "Unlocked by" on a recipe's Factoriopedia page.
Array<Color>unknownfalseLuaRecipePrototypeunknowntrueAn alternative prototype that will be used to display info about this prototype in Factoriopedia.
booleanunknownfalsebooleanunknownfalsebooleanunknownfalseIs 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.
LuaRecipePrototype.has_category(category: RecipeCategoryID) -> boolean
recipePrototype.has_category(category)
takes_table: falsetable_optional: falseChecks if recipe has given category
category: RecipeCategoryIDboolean — true if recipe has this category.