A Technology prototype.
LuaPrototypeBasebooleanunknownfalseIf this technology prototype is enabled by default (enabled at the beginning of a game).
booleanunknownfalseIf this technology prototype is essential, meaning it is shown in the condensed technology graph.
booleanunknownfalseIf this technology will be visible in the research GUI even though it is disabled.
booleanunknownfalseIf this technology ignores the technology cost multiplier setting.
LuaTechnologyPrototype::research_unit_count will already take this setting into account.
booleanunknownfalseIf the is technology prototype is an upgrade to some other technology.
Dict<string, LuaTechnologyPrototype>unknownfalsePrerequisites of this technology. The result maps technology name to the LuaTechnologyPrototype object.
Dict<string, LuaTechnologyPrototype>unknownfalseSuccessors of this technology, i.e. technologies which have this technology as a prerequisite.
Array<ResearchIngredient>unknownfalseThe types of ingredients that labs will require to research this technology.
Array<TechnologyModifier>unknownfalseEffects applied when this technology is researched.
uint32unknownfalseThe number of research units required for this technology.
This is multiplied by the current research cost multiplier, unless LuaTechnologyPrototype::ignore_tech_cost_multiplier is true.
doubleunknownfalseAmount of energy required to finish a unit of research.
uint32unknownfalseThe level of this research.
uint32unknownfalseThe max level of this research.
MathExpressionunknowntrueThe count formula, if this research has any. See TechnologyUnit::count_formula for details.
ResearchTriggerunknowntrueThe trigger that will research this technology if any.
booleanunknownfalseLuaTechnologyPrototypeunknowntrueAn alternative prototype that will be used to display info about this prototype in Factoriopedia.
booleanunknownfalseIs 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.