2024年5月6日发(作者:)
异星工厂数据修改
craftingspeedmadifier=
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
位
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
分
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
车
……
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
度
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
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
型
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
型
……
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
例
{
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
例
{
{
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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