异星工厂数据修改

异星工厂数据修改


2024年5月6日发(作者:)

异星工厂数据修改

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PART1物品

1.1 盔甲

X:

name = "basic-armor",(基础装甲)

X:

name = "heavy-armor",(重甲)

name = "basic-modular-armor",(基础模块化装甲)

name = "power-armor",(能源装甲)

name = "power-armor-mk2",(能源装甲2型)

实用条目

type = "armor",(类型)

name = "power-armor-mk2",(名称)

icon = "__base__/graphics/icons/",

(对应图标位置)

flags = {"goes-to-main-inventory"},

resistances = (抗性)

{

{

type = "physical",(物理)

decrease = 12.5,(减少数值)

percent = 50(减少百分比)

},

{

type = "acid",(酸蚀)

decrease = 12.5,

percent = 50

},

{

type = "explosion",(爆炸)

decrease = 25,

percent = 62.5

}

},

durability = 20000,(耐久度)

subgroup = "armor",(制造面板分组)

order = "e[power-armor-mk2]",(排序,E为第五位)

stack_size = 1,(堆叠大小,该物品最大叠放数量)

equipment_grid = {width = 10, height = 10}(包裹大小,能源

装甲系列独有,能源装甲内含的空间大小,width为宽,height为高)

以上数值部分可以自行调节

1.2 弹药

X:

name = "basic-bullet-magazine",(标准弹夹)

X:

name = "piercing-bullet-magazine",(棘轮弹夹)

name = "flame-thrower-ammo",(火焰喷射器装甲)

name = "rocket",(火箭)

name = "explosive-rocket",(爆炸火箭)

name = "shotgun-shell",(霰弹)

name = "piercing-shotgun-shell",(穿刺霰弹)

name = "railgun-dart",(激光炮塔发射出去的激光实体)

实用参数

type = "ammo",

name = "basic-bullet-magazine",

icon = "__base__/graphics/icons/",

flags = {"goes-to-main-inventory"},

ammo_type =

{

category = "bullet",

action =

{

{

type = "direct",(直接伤害)

action_delivery =

{

{

type = "instant",(弹药速度级别)

source_effects =

{

{

type = "create-entity",

entity_name = "explosion-gunshot"

}

},

target_effects =

{

{

type = "create-entity",(打出的子弹在空中的实体)

entity_name = "explosion-gunshot"(实体名称)

},

{

type = "damage",

damage = { amou

nt = 2 , type = "physical"}(伤害数值与类别)

}

}

}

}

}

}

},

magazine_size = 10,(每个弹夹包含的弹药数)

subgroup = "ammo",

order = "a[basic-clips]-a[basic-bullet-magazine]",

stack_size = 100(堆叠大小)

}

}

)

特例 火焰喷射器装甲

type = "flame-thrower",

explosion = "flame-thrower-explosion",

direction_deviation = 0.07,(方向偏差)

speed_deviation = 0.1,(速度偏差)

starting_frame_deviation = 0.07,(喷射起始效果动画偏差)

damage = { amount = 20, type = "fire"},

projectile_starting_speed = 0.2,(喷射速度)

starting_distance = 0.6, (开始距离)

}

特例 火箭

type = "projectile",

projectile = "rocket",

starting_speed = 0.1,(启动速度)

source_effects =

特例 霰弹

action = ntimes(12,(每次喷射的子弹数量)

{

type = "direct",

action_delivery =

{

type = "projectile",

projectile = "shotgun-pellet",

starting_speed = 0.5, (启动速度)

direction_deviation = 0.36,(方向偏差)

range_deviation = 0.36,(偏差范围)

max_range = 16.5,(最大射程)

1.3 胶囊

X:

name = "basic-grenade",(手雷)

name = "poison-capsule",(剧毒胶囊)

name = "slowdown-capsule",(减速胶囊)

name = "defender-capsule",(防御胶囊)

name = "distractor-capsule",(牵引胶囊)

name = "destroyer-capsule",(毁灭胶囊)

basic-electric-discharge-defense-remote(基本远程防御放电

装置)

type = "throw",(投掷武器)

attack_parameters =

{

ammo_category = "capsule",

cooldown = 30,(冷却时间)

projectile_creation_distance = 0.6,(起始抛射距离)

range = 15,(投掷范围)

ammo_type =

……

starting_speed = 0.3

……

stack_size = 100

1.4 枪

X:

name = "pistol",(手枪)

name = "submachine-gun",(冲锋枪)

name = "flame-thrower",(火焰喷射器)

name = "land-mine",(地雷)

name = "rocket-launcher",(火箭发射器)

name = "shotgun",(霰弹枪)

name = "combat-shotgun",(作战霰弹枪)

name = "railgun",(电磁炮)前面的弹药说明错误了,不是激光

炮塔的子弹实体,就是电磁炮弹药

type = "gun",

name = "pistol",

……

cooldown = 10,(冷却时间)

movement_slow_down_factor = 0.7,(动作减速系数)

shell

_particle =

{

name = "shell-particle",(弹壳颗粒)

direction_deviation = 0.1,(方向偏差)

speed = 0.1,(攻击速度)

speed_deviation = 0.03,(速度偏差)

center = {0, 0.6},

creation_distance = 0.6,(起始范围)

starting_frame_speed = 0.4,(攻击起始速度)

starting_frame_speed_deviation = 0.1(起始速度偏差量)

},

projectile_creation_distance = 0.6,(攻击起始范围)

range = 15,(范围)

sound =

{

{

filename = "__base__/sound/",

volume = 0.3(音量,无关)

}

}

},

stack_size = 4(堆叠数量)

},

地雷

damage_radius = 5,(伤害半径)

1.5 物品

这两个文件可以快速替换stack_size = 4,8,16,32,64,128,256,100

至任意想替换的物品堆叠数

特例 煤,原木,木材,木箱项皆可作为燃料

fuel_value = "4MJ",(每单位物品可以提供的能量)单位有k,M,

G,

特例 鱼

……

type = "damage",

damage = {type = "physical", amount = -20}(回复的生命值)

对自己造成负的伤害即为回血,负值越大回的血越多

特例 修理包

……

speed = 1,(修理速度)

durability = 100,(单位修理包可修复血量)

stack_size = 64

……

X:

name = "stone-brick",(石砖)

name = "raw-wood",(原木)

name = "coal",(煤)

name = "stone",(石头)

name = "iron-ore",(铁矿)

name = "copper-ore",(铜矿)

name = "wood",(木材)

name = "iron-plate",(铁板)

name = "copper-plate",(铜板)

name = "iron-stick",(铁棍)

name = "iron-gear-wheel",(铁齿轮)

name = "copper-cable",(铜线)

name = "electronic-circuit",(电路板)

name = "wooden-chest",(木箱)

name = "stone-furnace",(石炉)

name = "burner-mining-drill",(热能采掘机)

name = "basic-mining-drill",(电能采掘机)

name = "basic-transport-belt",(基础传送带)

name = "burner-inserter",(热能机械臂)

name = "basic-inserter",(电能机械臂)

name = "offshore-pump",(抽水泵)

name = "pipe",(管子)

name = "boiler",(锅炉)

name = "steam-engine",(蒸汽机)

name = "small-electric-pole",(小电线杆)

name = "radar",(雷达)

name = "biter-spawner",(虫族产卵者)

name = "computer",(电脑)

name = "small-plane",(小型飞机)

name = "small-lamp",(小灯)

name = "alien-artifact",(外星造物)

name = "pipe-to-ground",(地下管道)

name = "assembling-machine-1",(组装机1型)

name = "red-wire",(红色铜线)

name = "green-wire",(绿色铜线)

name = "raw-fish",(鱼)

name = "repair-pack",(修理包)

1.5.2 物品2

特例 固体燃料

fuel_value = "25MJ", 单位提供能量,单位有k,M,G

X:

name = "iron-chest",(铁箱)

name = "steel-chest",(钢箱)

name = "smart-chest",(智能箱)

name = "fast-transport-belt",(快速传送带 红)

name = "express-transport-belt",(极速传送带 蓝)

name = "long-handed-inserter",(长臂机械臂 红)

name = "fast-inserter",(高速机械臂 蓝)

name = "smart-inserter",(智能机械臂 绿)

name = "assembling-machine-2",(组装机2型)

name = "assembling-machine-3",(组装机3型)

name = "solar-panel",(太阳能电板)

name = "diesel-locomotive",(火车头)

name = "cargo-wagon",(车厢)

name = "straight-rail",(直线轨道)

name = "curved-rail",(曲型轨道)

name = "wall",(墙)

name = "car",(车)

name = "science-pack-1",(科技包1型 红)

name = "science-pack-2",(科技包2型 绿)

name = "science-pack-3",(科技包3型 蓝)

name = "alien-science-pack",(外星科技包 紫)

name = "lab",(实验室)

name = "train-stop",(火车站)

name = "rail-signal",(铁路信号)

name = "steel-plate",(钢板)

name = "basic-transport-belt-to-ground",(基础地下传送带

黄)

name = "fast-transport-belt-to-ground",(快速地下传送带 红)

name = "express-transport-belt-to-ground",(极速地下传送

带 蓝)

name = "basic-splitter",(基础分离器 黄)

name = "fast-splitter",(快速分离器 红)

name = "express-splitter",(极速分离器 蓝)

name = "advanced-circuit",(高级电路)

name = "processing-unit",(处理器)

name = "logistic-robot",(后勤机器人)

name = "construction-robot",(建造机器人)

name = "logistic-chest-passive-provider",(物流智能箱 被动

供应型 红)

name = "logistic-chest-active-provider",(物流智能箱 主动供

应型 紫)

name = "logistic-chest-storage",(物流智能箱 主动储存型 黄)

name = "logistic-chest-requester",(物流智能箱 被动储存型 蓝)

name = "rocket-defense",(火箭防御)

name = "roboport",(机器人指挥中心)

name = "coin",(硬币,未实装)

name = "big-electric-pole",(大型电线杆)

name = "medium-electric-pole",(中型电线

杆)

name = "substation",(变电站)

name = "basic-accumulator",(基础蓄电器)

name = "steel-furnace",(钢炉)

name = "electric-furnace",(电炉)

name = "basic-beacon",(插件效果分享塔)

name = "storage-tank",(储液罐)

name = "small-pump",(小型泵)

name = "blueprint",(蓝图)

name = "deconstruction-planner",(拆除计划)

name = "pumpjack",(油井)

name = "oil-refinery",(精炼厂)

name = "chemical-plant",(化工厂)

name = "sulfur",(硫)

name = "empty-barrel",(空桶)

name = "crude-oil-barrel",(原油桶)

name = "solid-fuel",(固体燃料)

name = "plastic-bar",(塑料)

name = "engine-unit",(发动机 白)

name = "electric-engine-unit",(电能发动机 红)

name = "explosives",(炸药)

name = "battery",(电池)

name = "flying-robot-frame",(飞行机器人框架)

1.6 工具

X:Factoriodatabaseprototypesitemdemo-mining-

name = "iron-axe",(铁斧)

……

damage = { amount = 5 , type = "physical"}(伤害)

……

durability = 4000,(耐久度)

subgroup = "tool",

order = "a[mining]-a[iron-axe]",

speed = 2.5,(速度)

stack_size = 32(堆叠数量)

X:

name = "steel-axe",(钢斧)

同上

1.7 能源装甲装备

X:

name = "solar-panel-equipment",(太阳能电板装备

name = "fusion-reactor-equipment",(小型聚变反应堆

name = "energy-shield-equipment",(能量护盾

name = "energy-shield-mk2-equipment",(能量护盾2型

name = "battery-equipment",(储能电池

name = "battery-mk2-equipment",(储能电池2型

name = "basic-laser-defense-equipment",(个人激光防御

name = "basic-electric-discharge-defense-equipment",(基

本放电防御装置

name = "basic-exoskeleton-equipment",(外骨骼装置

name = "night-vision-equipment",(夜视镜

1.8 炮塔

X:

name = "gun-turret", 机枪炮塔

X:

name = "small-worm-turret",( 小虫炮 NPC

name = "medium-worm-turret",( 中虫炮 NPC

name = "laser-turret",( 激光炮塔

1.9 模块(重点)~~~

name = "speed-module",(速度模块1 ……-2",(速度模块

2 ……-3",(速度模块3

……

effect = { speed = {bonus = 0.2}, consumption = {bonus =

0.5}} 速度增加比率,能量消耗增加比率,0.2即*1.2

……

name = "effectivity-module

",(节能模块1……同上

……

effect = { consumption = {bonus = -0.3}},能量消耗增加比率,

负值即为减少

……

name = "productivity-module",(生产力模块1……同上

……

effect = { productivity = {bonus = 0.04}, consumption =

{bonus = 0.4}, pollution = {bonus = 0.3}, speed = {bonus = -0.15}},

产量增加比例,能量消耗增加比例,速度增加比例,负值即为减少

……

function productivitymodulelimitation() 这边下边是可以运用

模块的设备,可以通过调节实体参数或者添加条目给设备增加插件槽

return {"sulfuric-acid",

……

2 实体

2.1 创建地图的资源

X:Factoriodatabaseprototypesentitydemo-

name = "copper-ore",(铜矿)

name = "iron-ore",(铁矿)

name = "coal",(煤)

name = "stone",(石头)

……

hardness = 0.9,(强度)

mining_particle = "copper-ore-particle",(开采颗粒)

mining_time = 2,(开采时间)

result = "copper-ore"

……

collision_box = {{ -0.1, -0.1}, {0.1, 0.1}},(物体碰撞框架,与我

们无关)

selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},(选择框体,与我们无

关)

autoplace =

{

control = "copper-ore",

sharpness = 1,(清晰度)

richness_multiplier = 1300000,(富饶情况下的资源倍数,越高

越好)

richness_base = 3500,(富饶情况下的资源基础,越高越好,前

后两者相乘效果更好)

size_control_multiplier = 0.06,(大小的倍数)

peaks = {

……

stage_counts = {1000, 600, 400, 200, 100, 50, 20, 1},(矿源处

于不同阶段的图标样式)

stages = { filename = "__base__/graphics/entity/copper-

ore/",

priority = "extra-high",(优先级)

frame_width = 38, (图像高宽,无关)

frame_height = 38, (

frame_count = 4, (

direction_count = 8 (

},

map_color = {r=0.803, g=0.388, b=0.215}(颜色)

X:

name = "crude-oil",(原油)

……

infinite = true,(是否为无限资源)

minimum = 7500,(最小值)

normal = 75000,(正常值)

minable =

{

hardness = 1,

mining_time = 1,

results =

{

{

type = "fluid",

name = "crude-oil",

amount_min = 2,(最小值的时候输出)

amount_max = 2,(最大值的时候输出)

probability = 1(概率)

……

control = "crude-oil", (同上)

sharpness = 1,

max_probability = 0.04,

richness_multiplier = 15000000,

richness_base = 50000,

size_control_multiplier = 0.06,

peaks =

2.2 能源装甲内装置

X:Factoriodatabaseprototypesentityequipmentequip

name = "night-vision-equipment",(夜视镜)

name = "energy-shield-equipment",(能量护盾)

name = "energy-shield-mk2-equipment",(能量护盾2型)

name = "battery-equipment",(储能电池)

name = "battery-mk2-equipment",(储能电池2型)

name = "solar-panel-equipment",(太阳能电板装备)

name = "fusion-reactor-equipment",(小型聚变反应堆)

name = "basic-laser-defense-equipment",(个人激光防御)

name = "basic-electric-discharge-defense-equipment",(基

本放电防御装置)

name = "basic-exoskeleton-equipment",(外骨骼装置)

可调试条目为

大小

shape =(占用能源护甲内的大小)

{

width = 3,(宽)

height = 2,(高)

type = "full"

},

filename = "__base__/graphics/equipment/battery-

",(图像来源与实际在游戏中图标的大小,需要配合

前面调节,所有实体大小都可以如此调整)

width = 32,

height = 64,

priority = "medium"(优先级)

buffer_capacity = "120J",(电能缓冲容量)

input_flow_limit = "120W",(能量注入上限)

energy_input = "10W"(能量输入速度)

max_shield_value = 50,(能量护盾独有,护盾值)

energy_per_shield = "20J"(能量护盾独有,每单位护盾需要的

能量)

output_flow_limit = "10KW",(能量输出速度 储存电池特有)

power = "10W"(能量产生速度,太阳能电板跟小型聚变装置特

有)

cooldown = 20,(个人防御设备特有,冷却时间)

damage_modifier = 1,(伤害修正,个人防御设备特有)

energy_consumption = "100J",(能源消耗,个人防御设备特有,

攻击时的能源消耗)

perimeter = 10,(攻击半径)

starting_speed(发动速度)

speed = 1,(攻击速度)

movement_bonus = 0.3(移动速度增加比率,外骨骼装置特有,

0.3即*1.3)

2.3 开采设备

实体建筑,造物可以更改参数条目达到很多效果,比如加快物体

动画效果的速度,比如将电能设备与热能设备相互变换,给没有模块

插槽的建筑加上模块插槽,当然这需要在之前所说的模块物品项目中

添加进可使用实体,具体可以自己琢磨

X:Factoriodatabaseprototypesentitydemo-mining-

name = "burner-mining-drill",(热能开采器)

……

minable = {mining_time = 1, result = "burner-mining-drill"},

把放置在地上的建筑捡回来的速度,捡回来是什么东西,你也可以设

置成把热能开采器捡起来以后是个实验

室,诸如此类

max_health = 100,(HP)

……

mining_speed = 0.35,(采矿速度)

……

type = "burner",(燃烧)

effectivity = 1,(转化损耗)

fuel_inventory_size = 1,(燃料格数)

emissions = 0.1 / 3,(排放烟的速度)

smoke =

{

{

name = "smoke",

deviation = {0.1, 0.1},(差值)

frequency = 1(频率)

……

energy_usage = "300kW",(能量消耗速度)

mining_power = 2.5,(开采强度)

……

animation_speed = 0.5,(动画速度)

……

resource_searching_radius = 0.99,(资源搜索范围,为采掘器

边缘向外延展格数)

name = "basic-mining-drill",(电能采掘器)

……

module_slots = 3,(模块插槽)

……

其他条目同上

X:

name = "pumpjack",(油井)

……

base_area = 1,(基础开采面积为1)

……

其他条目同上

2.4杂项

未列出的文件夹内文件为无关主要修改内容的文件

X:

装饰品,珊瑚,绒毛,星点等

X:Factoriodatabaseprototypesentitydemo-

虫族的唾#液,

acceleration = 0.005,(加速度)

damage = {amount = 10, type = "acid"}(伤害数值,伤害类

型)

X:

碎屑,挖矿时周围掉落的沫,与弹壳类似

X:Factoriodatabaseprototypesentitydemo-

残骸

time_before_removed = 60 * 60 * 15, -- 15 minutes(存在时

间,修改后两个数字同步即可)

:

树,可以修改树的HP,开采速度,开采量,图样等等

2.5 炮塔含虫族攻击单位

X:

name = "small-worm-turret",(小型虫族炮塔 NPC)

max_health = 200,(生命值)

……

healing_per_tick = 0.01,(生命恢复速度)

……

folded_speed = 0.01,(伸缩头速度1)

……

prepare_range = 25,(视野)

preparing_speed = 0.025,(开始准备时间)

preparing_animation = small_worm_preparing,(动画效果)

prepared_speed = 0.015,(准备完成时间)

……

starting_attack_speed = 0.03,(开始攻击速度)

starting_attack_animation = small_worm_starting_attack,

(动画效果)

ending_attack_speed = 0.03,(结束攻击速度)

……

folding_speed = 0.015,(伸缩头速度2)

……

ammo_category = "bullet",(发射

物效果)

cooldown = 15,(冷却时间)

range = 17,(射程)

projectile_creation_distance = 1.8,(子弹被发射的初始距离)

……

starting_speed = 0.5(发射物速度)

……

name = "gun-turret",(机枪炮塔)

……

max_health = 200,(HP)

……

rotation_speed = 0.015,(转速)

preparing_speed = 0.08,(准备攻击速度)

folding_speed = 0.08,(伸缩头速度)

dying_explosion = "huge-explosion",(爆炸效果)

inventory_size = 1,(弹药仓格数)

automated_ammo_count = 10,(自动装弹发数,打出多少发后

装弹)

……

ammo_category = "bullet",(弹药效果)

cooldown = 6,(冷却时间)

……

name = "shell-particle",(散落在周围的弹壳数据)

direction_deviation = 0.1,

speed = 0.1,

speed_deviation = 0.03,

center = {0, 0.6},

creation_distance = 0.6,

starting_frame_speed = 0.2,

starting_frame_speed_deviation = 0.1

},

range = 17,(攻击范围)

name = "small-worm-corpse",(小型虫族尸体 可以修改动画速

度,动画效果,等等)

X:

name = "medium-worm-turret",(中型虫族炮塔 NPC)

name = "big-worm-turret",(大型虫族炮塔)

大部分同小型虫族炮塔条目

特有条目

resistances =(抗性,参照前面能源装甲注释)

{

{

type = "physical",

decrease = 4,

},

{

type = "explosion",

decrease = 5,

percent = 15,

……

rotation_speed = 1,(转速)

……

ammo_category = "rocket",(发射物种类)

cooldown = 100,冷却

range = 20,(距离)

projectile_creation_distance = 1.9,(发射物起始距离)

damage_modifier = 3,(伤害倍数)

name = "laser-turret",(激光炮塔 重要)

大多同普通机枪炮塔,没有弹药仓

特有条目

energy_consumption = "1kJ",(发射炮弹的能量消耗)

……

type = "projectile",

projectile = "laser",

starting_speed = 0.28(子弹速度)

……

buffer_capacity = "200kJ",(炮塔能储存的电量)

input_flow_limit = "100kW",(充电速度)

drain = "6kW",(待机消耗)

……

ammo_category = "electric",(弹药效果)

cooldown = 20,(冷却)

damage = 2,(伤害)

damage_modifier = 2,(伤害倍数,这里是我自己添加,本身没

有倍数)

projectile_center = {0, 0},

projectile_creation_distance = 0.6,

range = 100,(射程)

sound =

name = "medium-worm-corpse",(中型虫族炮塔尸体)

name = "big-worm-corpse",(大型虫族炮塔尸体)

同小型虫族炮塔尸体

2.6 虫族

小型虫族在下面建筑部分文件中

X:

name = "medium-biter",(中型虫族)

name = "big-biter",(大型虫族)

max_health = 75,(HP)

……

resistances = (抗性)

{

{

type = "physical",

decrease = 4,

},

{

type = "explosion",

percent = 10

……

healing_per_tick = 0.01,(生命恢复速度)

……

distraction_cooldown = 300,(分散注意力的冷却时间)

……

ammo_category = "melee",(攻击类型,近战)

ammo_type = make_unit_melee_ammo_type(15),(攻击动画)

range = 1,(攻击距离)

cooldown = 35,(冷却时间)

……

vision_distance = 30,(视野距离)

movement_speed = 0.185,(移动速度)

distance_per_frame = 0.15,(移动动作每一帧移动的距离)

-- in pu

pollution_to_join_attack = 1000,(接触到多少污染值开始攻击)

name = "medium-biter-corpse",(中型虫族尸体)

name = "big-biter-corpse",(大型虫族尸体)

同虫族炮塔尸体

2.7.1 主要实体建筑 重要,需要被修改的建筑基本都在这里

name = "player",(玩家)

……

max_health = 200,(HP)

healing_per_tick = 0.01,(恢复速度)

……

inventory_size = 80,(物品栏格数,不要超过显示屏范围)

running_speed = 0.15,(奔跑速度)

distance_per_frame = 0.13,(奔跑动作每一帧移动的距离)

……

light =(人物周围明暗)

{

{

minimum_darkness = 0.3,(最低暗度)

intensity = 0.4,(强度)

size = 25,(半径)

……

mining_speed = 0.01,(人物自身采集物品速度)

2.7.2 两个文件中包含的所有名目

之前的人物数据也在

X:

name = "player",(玩家)

name = "stone-furnace",(石炉)

name = "basic-transport-belt",(基础传送带)

name = "fish",(海中游弋的鱼)

name = "boiler",(锅炉)

name = "wooden-chest",(木箱)

name = "small-biter-corpse",(小型虫族尸体)

name = "small-electric-pole",(小电线杆)

name = "small-biter",(小型虫族 无抗性,其他同虫族条目)

name = "biter-spawner",(虫族母巢 有抗性,特殊条目在2.7.3)

name = "biter-spawner-corpse",(虫族母巢尸体)

name = "ex

plosion",(爆炸 可修改爆炸亮度,强度,大小,速度等等,烟雾

的强度,大小,消散速度等)

name = "explosion-gunshot",(子弹爆炸效果 同上)

name = "huge-explosion",(巨大爆炸效果 同上)

name = "steam-engine",(蒸汽机)

name = "offshore-pump",(抽水泵)

name = "smoke",(烟尘)

name = "smoke-fast",(快速烟尘)

name = "basic-inserter",(电能机械臂)

name = "burner-inserter",(热能机械臂)

name = "pipe",(管子)

name = "radar",(雷达)

name = "small-lamp",(小灯)

name = "space-module-wreck",(太空舱残骸)

name = "orange-arrow-with-circle",(橙色箭头与圆形标记)

name = "pipe-to-ground",(地下管道)

nname = "assembling-machine-1",(组装机1型)

name = "flying-text",(空中飘的文字 伤害等)

name = "acid-splash-purple",(地上飞溅的酸液)

name = "ghost",(魂,人物死亡效果)

X:

name = "basic-transport-belt-to-ground",(基础地下传送带

黄)

name = "fast-transport-belt-to-ground",(快速地下传送带 红)

name = "express-transport-belt-to-ground",(极速地下传送

带 蓝)

name = "basic-splitter",(基础分离器 黄)

name = "fast-splitter",(快速分离器 红)

name = "express-splitter",(极速分离器 蓝)

name = "fast-transport-belt",(快速传送带 红)

name = "express-transport-belt",(极速传送带 蓝)

name = "assembling-machine-2",(组装机2型)

name = "assembling-machine-3",(组装机3型)

name = "car",(车)

name = "iron-chest",(铁箱)

name = "steel-chest",(钢箱)

name = "smart-chest",(智能箱)

name = "long-handed-inserter",(长臂机械臂 红)

name = "fast-inserter",(高速机械臂 蓝)

name = "smart-inserter",(智能机械臂 绿)

name = "solar-panel",(太阳能电板)

name = "diesel-locomotive",(火车头)

name = "cargo-wagon",(车厢)

name = "wall",(墙)

name = "wall-remnants",(墙的残骸)

name = "player-port",(玩家端口)

name = "straight-rail",(直线轨道)

name = "curved-rail",(曲型轨道)

name = "flame-thrower-explosion",(火焰喷射器爆炸效果)

name = "land-mine",(地雷)

name = "train-stop",(火车站)

name = "rail-signal",(铁路信号)

name = "lab",(实验室)

name = "logistic-robot",(后勤机器人)

name = "construction-robot",(建造机器人)

name = "logistic-chest-passive-provider",(物流智能箱 被动

供应型

红)

name = "logistic-chest-active-provider",(物流智能箱 主动供

应型 紫)

name = "logistic-chest-storage",(物流智能箱 主动储存型 黄)

name = "logistic-chest-requester",(物流智能箱 被动储存型 蓝)

name = "rocket-defense",(火箭防御)

name = "roboport",(机器人指挥中心)

name = "storage-tank",(储液罐)

name = "small-pump",(小型泵)

name = "laser-bubble",(激光爆炸效果)

name = "market",(市场)

name = "big-electric-pole",(大型电线杆)

name = "medium-electric-pole",(中型电线杆)

name = "substation",(变电站)

name = "basic-accumulator",(基础蓄电器)

name = "steel-furnace",(钢炉)

name = "electric-furnace",(电炉)

name = "basic-beacon",(插件效果分享塔)

name = "poison-cloud",(剧毒胶囊的毒云 毒云与减速胶囊可以

修改持续时间,毒云伤害,减速效果等等)

name = "distractor",(牵引胶囊机器人 机器人可以修改持续时间,

伤害等等)

name = "defender",(防御胶囊机器人)

name = "destroyer",(毁灭胶囊机器人)

name = "slowdown-sticker",(减速胶囊效果)

name = "oil-refinery",(精炼厂)

name = "chemical-plant",(化工厂)

2.7.2 主要实体文件的通用修改条目与特有修改条目

max_health = 50,(HP

minable = {hardness = 0.2, mining_time = 0.3, result =

"basic-transport-belt"},(强度,被采集时间

resistances =(所有建筑通用抗性

{

{

type = "fire",

percent = 80

}

},

max_distance = 255,(最大链接距离,可以用于地下管道,地下

传送带链接限制修改,没有条目的可以在名目中插入此条目,不要超

过255

burner =(污染项目

{

effectivity = 0.5,

fuel_inventory_size = 1,

emissions = 0.1 / 6.5,

smoke =

{

{

name = "smoke",

deviation = {0.1, 0.1},

frequency = 1

}

}

},

energy_consumption = "180kW",(能量消耗速度,前缀可能会

有冶炼或者其他

smelting_speed = 1,(冶炼速度

source_inventory_size = 1,(来源大小

energy_source =

{

type = "burner",

effectivity = 1,(能量转移比率

fuel_inventory_size = 1,(燃料格数

emissions = 0.01,(污染排放量

speed = 0.03125(传送带,组装机等的移动或者组装效率

extension_speed = 0.07,(机械臂抓取

rotation_speed = 0.035,(机械臂转动速度

drain = "0.4kW"(待机功率,激光炮塔,机械臂等

energy_usage = "150kW",(电能使用消耗,

inv

entory_size = 16,(箱子,车厢等的储存空间

loot =(掉落,这里是母巢的掉落

{

{

count_max = 10,(最大值

count_min = 2,(最小值

item = "alien-artifact",(物品名称外星核心

probability = 1(概率,1即100%

result_units = (function() 省略部分,这里为母巢生成虫族几率

与比率等

local res = {}

res[1] = {"small-biter", 0.3}

~

sharpness = 0.4,

control = "enemy-base",

richness_multiplier = 1,

richness_base = 0,

force = "enemy",

light = {intensity = 1, size = 10},(爆炸光烟效果

smoke = "smoke-fast",

smoke_count = 2,

smoke_slow_down_factor = 1

animation_speed = 5,(各种动画效果的速度

2.7.3 个别条目

能源使用方式,与对应热能方式替换就可以完成电能与热能方式

的变换

energy_source = (使用能源为

{

type = "electric",(电能

usage_priority = "secondary-output"(方式,2次输入

蒸汽机

effectivity = 1,(能量转化比率

fluid_usage_per_tick = 0.1,(每秒消耗锅炉液体数量

抽水泵

pumping_speed = 1,(抽水速度

tile_width = 1,

各类机械臂

energy_per_movement = 5000,(每次抓取放下消耗能量

energy_per_rotation = 5000,(每次转动消耗能量

……

drain = "0.4kW"(待机功率

……

extension_speed = 0.028,(抓取速度

……

rotation_speed = 0.014(旋转速度

雷达

energy_per_sector = "10MJ",

max_distance_of_sector_revealed = 14,(最大地图扫描半径

energy_per_nearby_scan = "250kJ",(每次扫描耗能

小灯

energy_usage_per_tick = "5KW",(每秒消耗电能

light = {intensity = 0.9, size = 40},(灯光强度与范围

太空舱残骸,可以修改仓库大小

地下管道

pipe_connections =

{

{ position = {0, -1} },

{

position = {0, 1},

max_underground_distance = 10(最大地下管道长度,最大

255

组装机1型

crafting_speed = 0.5,(组装速度

……

ingredient_count = 2(组装基数,修改成4即2型,6即3型

地下传送带

max_distance = 255,(距离,没有可以自己插入

……

distance_to_enter = 0.35,(物品输入距离

animation_speed_coefficient = 32,(动画速度系数

……

speed = 0.03125,(传送速度

分离器

animation_speed_coefficient = 32,(动画速度系数,传送带部

structure_animation_speed_coefficient = 0.7,(结构动画速度

系数,分离机部分

structure_animation_movement_cooldown = 10,(结

构动画运动冷却时间,多少时间分离一次

……

speed = 0.09375,(速度

传送带

速度部分与地下传送带相同

组装机2,3型

energy_usage = "150kW",

ingredient_count = 4,(同1型,组装基数

module_slots = 2,(插件槽位

……

acceleration_per_energy = 0.000001,(每能量提供的加速度

breaking_speed = 0.01,(阀速度

……

effectivity = 1,(能量转换比率

fuel_inventory_size = 1,(燃料仓格数

……

consumption = "600kW",(能量消耗速度

friction = 0.02,(摩擦系数

……

rotation_speed = 0.015,(转速

weight = 50,(质量

inventory_size = 80(仓库格数

还可以调节光照强度污染程度等等,前面已有,不再赘述

智能级以下箱子

inventory_size = 32,(仓库格数

智能级箱子与智能机械臂

shadow =(红,绿线模式

{

red = {0.7, -0.3},

green = {0.7, -0.3}

},

wire =

{

red = {0.3, -0.8},

green = {0.3, -0.8}

太阳能电板

production = "60kW"(产生能源速度

火车头

weight = 2000,(质量

max_speed = 1.5,(最高速度

max_power = "600kW",(最大能源消耗

braking_force = 10,(制动力

friction_force = 0.0015,(摩擦力

-- this is a percentage of current speed that will be

substracted(说的是这些都是最大数据,速度不同会乘以不同比率

air_resistance = 0.002,(空气阻力

connection_distance = 3.3,(链接距离,车体跟车体

joint_distance = 4.6,(节点距离,相连车体的节点

energy_per_hit_point = 5,(每次撞击能量,阶段消耗的能量速

energy_source =

{

type = "burner",(前面已有,不再赘述,

effectivity = 1,

fuel_inventory_size = 3,

车厢

除了质量,其他速度方面需要与火车头一致

inventory_size = 15,(仓库格数

……

weight = 1000,(质量

max_speed = 1.5,(最大速度

braking_force = 3,(制动力

friction_force = 0.0015,(摩擦力

air_resistance = 0.002,(空气阻力

connection_distance = 3.3,(链接距离

joint_distance = 4,(节点距离

energy_per_hit_point = 5,(每次撞击能量

另可以调整车头,车厢长度以配合车站与装卸机械臂,方法前面

有提过,不再赘述

墙可以反射伤害,你可以自己添加类型进反射伤害类别里

-- this kind of code can be used for having walls mirror the

effect

-- there can be multiple reaction items

--attack_reaction =

--{

--{

---- how far the mirroring works

--range = 2,(在墙的多少范围之内反射功能被启用

---- what kind of damage triggers the mirroring

---- if not present then anything triggers the mirroring

--damage_type = "physical",(被造成物理伤害时,会触发反射

---- caused damage will be multiplied by this and added to

the subsequent damages

--reaction_modifier = 0.1,(造成的反射伤害倍数

--action =

--{

--type = "direct",(反射伤害为直接

--action_delivery =

--{

--type = "instant",(反射速度即时

--target_effects =

--{

--type = "damage",(反射的为伤害

---- always use at least 0.1 damage(至少反射0.1的伤害

--damage = {amount = 0.1, type = "physical"}(反射数值为

0.1,类型为物理

--}

--}

--},

--}

--},

配合抗性可以将墙设置成免伤,并且反射大量伤害,适合喜欢建

设围墙堡垒,又不喜欢主动攻击的玩家

地雷

trigger_radius = 2.5,(触发半径,生物进入多少范围内爆炸

……

type = "area",

perimeter = 6,(伤害半径

……

type = "damage",

damage = { amount = 40, type = "explosion"}(伤害数值与类

实验室

energy_usage = "60kW",(能量使用

inputs =(可以使用这些物品作为消耗,通过修改科技文件可以

达到使用铁板铜条钢板研发科技

{

"science-pack-1",

"science-pack-2",

"science-pack-3",

"alien-science-pack"

},

module_slots = 2(模块插槽

},

后勤,建造机器人

max_payload_size = 1,(搭载物品的数量

speed = 0.1,(飞行速度

transfer_distance = 0.5,(输送物品的距离

max_energy = "1MJ",(每机器人储存的能量

energy_per_tick = "0.01kJ",(存在即消耗的能量

energy_per_move = "0.1kJ",(移动消耗的能量

min_to_charge = 0.02,(最小充电时间

max_to_charge = 0.095,(最大充电时间

各种智能箱

inventory_size = 48,(仓库格数

火箭防御

buffer_capacity = "100MJ",(缓冲能量

机器人控制中心

energy_source =

{

type = "electric",

usage_priority = "secondary-input",

input_flow_limit = "4MW",(最大输入电流

buffer_capacity = "64MJ"(最大缓存电量

},

recharge_minimum = "10MJ",(保持建筑内最少有多少缓存电

量,这以下就会充电

energy_usage = "500kW",(电能使用速度

-- per one charge slot(机器人充电接口

charging_energy = "500kW",(给机器人充电的功率

logistics_radius

= 25,(物流机器人的活动半径,地图单位

construction_radius = 50,(建筑机器人的活动半径,地图单位

charge_approach_distance = 5,(可充电范围

robot_slots_count = 7,(机器人槽位

material_slots_count = 7,(材料槽位,修理包等

stationing_offset = {0, 0},(回收位置

储液罐

base_area = 250(容量,单位是百,250即25000,管子,锅炉

等也可修改容量

小型泵

energy_usage = "30kW",(电能使用

pumping_speed = 0.5,(泵速度

各类电线杆

maximum_wire_distance = 30,(同类电线杆之类的链接距离,

不同之间以短的优先

supply_area_distance = 2,(供电半径

基础蓄电池

type = "electric",

buffer_capacity = "50MJ",(储存电量

usage_priority = "terciary",

input_flow_limit = "500kW",(输入功率

output_flow_limit = "500kW"(输出功率

钢炉

同石炉

电炉

module_slots = 2,(模块插槽

smelting_categories = {"smelting"},

result_inventory_size = 1,(输出数量

smelting_speed = 2,(冶炼速度

smelting_energy_consumption = "180kW",(电能使用功率

source_inventory_size = 1,(输入数量

energy_source =

{

type = "electric",

usage_priority = "secondary-input",

emissions = 0.005(排放

插件效果分享塔

supply_area_distance = 3,(插件效果分享半径

……

energy_usage = "480kW",

distribution_effectivity = 0.5,(分享效果

num_module_slots = 2(模块插槽

剧毒胶囊

duration = 60 * 20,(持续时间

fade_away_duration = 2 * 60,(消散时间

spread_duration = 10,(传播持续时间

……

type = "area",

perimeter = 11,(毒云半径

……

type = "damage",

damage = { amount = 4, type = "poison"}(伤害数值,伤害类

……

action_frequency = 30(伤害频率

三种机器人胶囊

distance_per_frame = 0.13,(每动作一帧移动的距离

time_to_live = 60 * 45,(存在时间

speed = 0.01,(速度

……

cooldown = 20,(冷却时间

damage_modifier = 0.7,(伤害倍系

其中防御机器人,毁灭机器人

friction = 0.01,(摩擦力

range_from_player = 6.0,(在玩家周围的范围

……

cooldown = 20,

projectile_center = {0, 0},

projectile_creation_distance = 0.6,

range = 15,(攻击距离

……

type = "damage",

damage = { amount = 5 , type = "physical"}(伤害数值,伤害

类型

减速胶囊

duration_in_ticks = 30 * 60,(持续时间

magnitude = 0.5

(减速效果

精炼厂

module_slots = 2,(模块插槽

allowed_effects = {"consumption", "speed", "productivity",

"pollution"},(可以被影响的东西

crafting_categories = {"oil-processing"},

crafting_speed = 1,(生产速度

energy_source =

……

energy_usage = "420kW",(电能使用

ingredient_count = 4,(材料位

化工厂

module_slots = 2,(模块插槽

……

crafting_speed = 1.25,(生产速度

……

3.0 组装配方

带有demo字样即出生自带配方,其他均为需要研发科技或者建

筑才可以制造

X:Factoriodatabaseprototypesrecipe

(弹药

(胶囊

(基本炉子配方,铁矿等

(基本组装配方

(基本炮台

(能源装甲内设备配方

(液体配方,石油加工

(高级炉子配方,钢板

(机械臂

(模块

(高级组装配方

(高级炮台配方

名称可以根据类型在前面1中物品类别里面找

例子

{

type = "recipe",(类别为配方

name = "piercing-bullet-magazine",(名称为棘轮弹夹

enabled = "false",

energy_required = 3,(启动组装需要能量3

ingredients =(配料

{

{"copper-plate", 5},(铜板5

{"steel-plate", 1}(钢板1

},

result = "piercing-bullet-magazine"(生成结果为棘轮弹夹

},

修改配料即可

4 科研

X:Factoriodatabaseprototypestechnology

(炮台升级

(化工类

(战斗机器人

(能源装甲内设备

(机枪炮塔升级

(机关炮塔升级

(后勤机器人

(模块

(火箭升级

(霰弹枪升级

(技术升级 主要科技,基本科技都在这里,钢科

技等

{

type = "technology",(类别为科技

name = "steel-processing",(名称为钢加工

icon = "__base__/graphics/technology/",

(钢加工科技图标

effects =(具体效果

{

{

type = "unlock-recipe",(解锁配方

recipe = "steel-plate"(钢板

},

{

type = "unlock-recipe",

recipe = "steel-chest"(钢箱

},

{

type = "unlock-recipe",

recipe = "steel-axe"(钢斧

}

},

unit =

{

count = 20,(数量

ingredients = {{"science-pack-1", 1}},(需要的科技包类别及基

本单位,这里需要的单位乘以前面的数量

time = 5(研发时间

},

order = "c-a"

},

可以修改科研速度,需要量等等,还可以解锁物品,解锁科技,

要复杂一些

5.杂项

X:Factoriodatabaseprototypesfluid

这里目录下的是液体本体的物理特性,水,石油,重油,轻油,

天然气,润滑油,硫酸等

{

{

type = "fluid",(流体

name = "water",(水

default_temperature = 15,(默认温度,直接设置成100就可以

省去锅炉

max_temperature = 100,(最高温度

heat_capacity = "1KJ",(每单位水的热含量

base_color = {r=0, g=0, b=1},(基本颜色

flow_color = {r=0.7, g=0.7, b=0.7},(流动颜色

icon = "__base__/graphics/icons/fluid/",(图样

order = "a[fluid]-a[water]",

pressure_to_speed_ratio = 0.4,(压力速度

flow_to_energy_ratio = 0.59,(能量流向

}

})

其他还有一些是类别组别声音等等指向地图建立指标,一般修改

用不到,上一级其他文件包括图样,声音,基本程序等等,普通修改

用不到

X:Factoriodatabaseprototypescampaigns

这里是战役任务文件,有兴趣的可以自己修改或者做个新的任务

X:Factoriodatabaseprototypesgraphics

图像

X:Factoriodatabaseprototypeslocale

语言

其中

X:Factoriodatabaselocalechfonts

这里可以自己替换字体

X:Factoriodatabaseprototypessound

音效

X:Factoriodatabasecore

核心文件,没事不要动

一些备注

实体建筑,造物可以更改参数条目达到很多效果,比如加快物体

动画效果的速度,比如将电能设备与热能设备相互变换,给没有模块

插槽的建筑加上模块插槽,当然这需要在之前所说的模块物品项目中

添加进可使用实体,具体可以自己琢磨

有关距离的设置上限基本为255,不要超过这个数值


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