factorio异星工厂厂 汽轮机的当前输出功率一直为0是什么意思。周围的锅炉和机械臂也不工作。请问怎么解决

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标题: 异星工厂-修改文件引导
作者: hym4539405& & 时间:
09:55 & & 标题: 异星工厂-修改文件引导
  X:\Factorio\data\base\prototypes\item\demo-armor.lua
  name = &basic-armor&,(基础装甲)
  X:\Factorio\data\base\prototypes\item\armor.lua
  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/power-armor-mk2.png&,(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&,(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
  X:\Factorio\data\base\prototypes\item\demo-ammo.lua
  name = &basic-bullet-magazine&,(标准弹夹)
  X:\Factorio\data\base\prototypes\item\ammo.lua
  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/basic-bullet-magazine.png&,
  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 = { amount = 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-a&,
  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)
  X:\Factorio\data\base\prototypes\item\capsule.lua
  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
  X:\Factorio\data\base\prototypes\item\demo-gun.lua
  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/gunshot.wav&,
  volume = 0.3(音量,无关)
  stack_size = 4(堆叠数量)
  damage_radius = 5,(伤害半径)
  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:\Factorio\data\base\prototypes\item\demo-item.lua
  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:\Factorio\data\base\prototypes\item\item.lua
  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)
  X:\Factorio\data\base\prototypes\item\demo-mining-tools.lua
  name = &iron-axe&,(铁斧)
  damage = { amount = 5 , type = &physical&}(伤害)
  durability = 4000,(耐久度)
  subgroup = &tool&,
  order = &a-a&,
  speed = 2.5,(速度)
  stack_size = 32(堆叠数量)
  X:\Factorio\data\base\prototypes\item\mining-tools.lua
  name = &steel-axe&,(钢斧)
1.7 能源装甲装备
  X:\Factorio\data\base\prototypes\item\equipment.lua
  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
  X:\Factorio\data\base\prototypes\item\demo-turret.lua
  name = &gun-turret&, 机枪炮塔
  X:\Factorio\data\base\prototypes\item\turret.lua
  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&,
2.1 创建地图的资源
  X:\Factorio\data\base\prototypes\entity\demo-resources.lua
  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 = {, 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/copper-ore.png&,
  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:\Factorio\data\base\prototypes\entity\resources.lua
  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 = ,
  richness_base = 50000,
  size_control_multiplier = 0.06,
  peaks =
2.2 能源装甲内装置
  X:\Factorio\data\base\prototypes\entity\equipment\equipment.lua
  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
  shape =(占用能源护甲内的大小)
  width = 3,(宽)
  height = 2,(高)
  type = &full&
  filename = &__base__/graphics/equipment/battery-equipment.png&,(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:\Factorio\data\base\prototypes\entity\demo-mining-drill.lua
  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:\Factorio\data\base\prototypes\entity\mining-drill.lua
  name = &pumpjack&,(油井)
  base_area = 1,(基础开采面积为1)
  其他条目同上
  未列出的文件夹内文件为无关主要修改内容的文件
  X:\Factorio\data\base\prototypes\entity\demo-doodads.lua
  装饰品,珊瑚,绒毛,星点等
  X:\Factorio\data\base\prototypes\entity\demo-projectiles.lua
  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:\Factorio\data\base\prototypes\entity\demo-particles.lua
  碎屑,挖矿时周围掉落的沫,与弹壳类似
  X:\Factorio\data\base\prototypes\entity\demo-remnants.lua
  time_before_removed = 60 * 60 * 15, -- 15 minutes(存在时间,修改后两个数字同步即可)
  :\Factorio\data\base\prototypes\entity\demo-trees.lua
  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:\Factorio\data\base\prototypes\entity\demo-turrets.lua
  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:\Factorio\data\base\prototypes\entity\turrets.lua
  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
  小型虫族在下面建筑部分文件中
  X:\Factorio\data\base\prototypes\entity\enemies.lua
  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)
作者: hym4539405& & 时间:
2.7.2 两个文件中包含的所有名目
  之前的人物数据也在DEMO-entities.lua
  X:\Factorio\data\base\prototypes\entity\demo-entities.lua
  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 = &explosion&,(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:\Factorio\data\base\prototypes\entity\entities.lua
  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,
  inventory_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 = {&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
  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
  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
  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
  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,
  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
  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
  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
  同石炉
  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:\Factorio\data\base\prototypes\recipe
  ammo.lua(弹药
  capsule.lua(胶囊
  demo-furnace-recipe.lua(基本炉子配方,铁矿等
  demo-recipe.lua(基本组装配方
  demo-turret.lua(基本炮台
  equipment.lua(能源装甲内设备配方
  fluid-recipe.lua(液体配方,石油加工
  furnace-recipe.lua(高级炉子配方,钢板
  inserter.lua(机械臂
  module.lua(模块
  recipe.lua(高级组装配方
  turret.lua(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
  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
  X:\Factorio\data\base\prototypes\technology
  bullet-upgrades.lua(炮台升级
  chemistry.lua(化工类
  combat-robots.lua(战斗机器人
  equipment.lua(能源装甲内设备
  gun-turret-upgrades.lua(机枪炮塔升级
  laser-turret-upgrades.lua(机关炮塔升级
  logistic-robot.lua(后勤机器人
  module.lua(模块
  rocket-upgrades.lua(火箭升级
  shotgun-shell-upgrades.lua(霰弹枪升级
  technology.lua(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/steel-processing.png&,(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
  X:\Factorio\data\base\prototypes\fluid\
  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/water.png&,(图样
  order = &a-a&,
  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:\Factorio\data\base\prototypes\campaigns
  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:\Factorio\data\base\prototypes\graphics
  X:\Factorio\data\base\prototypes\locale
  X:\Factorio\data\base\locale\ch\fonts\
  这里可以自己替换字体
  X:\Factorio\data\base\prototypes\sound
  X:\Factorio\data\base\core
  核心文件,没事不要动
  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
作者: 8893993& & 时间:
不知道支持最新版本不
那么好的东西咋就没人回复喃& &
作者: ZH7033909& & 时间:
因为没有很多人在玩啊,而且他们都有骨气不用修改,,哈哈哈哈哈
作者: 这世界疯了丶& & 时间:
作者: heleih& & 时间:
好复杂,看着头晕,慢慢看,慢慢学
作者: lf191531& & 时间:
。。。。。都说了~玩6个小时都算前期
作者: w09110wzx& & 时间:
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