When creating a new fluid prototype, is it possible to set which tab and subgroup it appears in (similar to how an item has a subgroup property) or are they always going to appear in the fluid subgroup of the intermediate products tab?
Thanks
Fluid Prototypes
-
- Burner Inserter
- Posts: 5
- Joined: Tue Jan 13, 2015 9:44 pm
- Contact:
Re: Fluid Prototypes
It's done the same way as items (giving the fluid/item a subgroup property equal to the name of the subgroup you want it to be in, the group that the subgroup is a part of determines the specific tab and the subgroup, more specifically the subgroup's 'order' property + the item/fluid's order property, determines where in the tab).
The 'testFluid' shown below (a copy/paste of base lubricant) will show up in the tool subgroup (which is a subgroup of the 'production' item-group).
For further reference look at the base game in data/base/prototypes/item/item-groups.lua (includes prototypes for the 'fluid' item-subgroup and it's parent item-group 'intermediate-products') and data/base/prototypes/fluid/fluid.lua (lubricant fluid prototype) and data/base/prototypes/recipe/fluid-recipe.lua (lubricant recipe prototype).
The 'testFluid' shown below (a copy/paste of base lubricant) will show up in the tool subgroup (which is a subgroup of the 'production' item-group).
For further reference look at the base game in data/base/prototypes/item/item-groups.lua (includes prototypes for the 'fluid' item-subgroup and it's parent item-group 'intermediate-products') and data/base/prototypes/fluid/fluid.lua (lubricant fluid prototype) and data/base/prototypes/recipe/fluid-recipe.lua (lubricant recipe prototype).
Code: Select all
{
type = "fluid",
name = "testFluid",
default_temperature = 25,
heat_capacity = "1KJ",
base_color = {r=0.4, g=0.6, b=0.4},
flow_color = {r=0.5, g=0.5, b=0.5},
subgroup = "tool",
max_temperature = 100,
icon = "__base__/graphics/icons/fluid/lubricant.png",
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
order = "e[lubricant]",
},
{
type = "recipe",
name = "testFluid",
category = "chemistry",
enabled = true,
energy_required = 1,
ingredients = {},
results=
{
{type="fluid", name="testFluid", amount=1}
}
}
<I'm really not active any more so these may not be up to date>
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me
Or drop into #factorio on irc.esper.net
~FreeER=Factorio Modding
- Factorio Wiki
- My Factorio Modding Guide
- Wiki Modding Guide
Feel free to pm me

Or drop into #factorio on irc.esper.net
-
- Burner Inserter
- Posts: 5
- Joined: Tue Jan 13, 2015 9:44 pm
- Contact:
Re: Fluid Prototypes
Alright, thanks for the reply. Wasn't sure considering the fluids in the base mod do not have a subgroup property
Re: Fluid Prototypes
No problem, I wasn't certain myself, so I checked for a fluid-group file (I knew there was an item-group one), didn't see one so checked the file that listed the item-groups for 'fluid' and, after seeing it there, tested by adding subgroup to a fluid 
