Table structure:
- name - String
- luaId - String
- description - String
- category - String
- icon - String
- argsType1 - String (allowed values: Input · Output · Exec · Target)
- argsName1 - String
- argsDescription1 - String
- argsDataType1 - String
- argsType2 - String (allowed values: Input · Output · Exec · Target)
- argsName2 - String
- argsDescription2 - String
- argsDataType2 - String
- argsType3 - String (allowed values: Input · Output · Exec · Target)
- argsName3 - String
- argsDescription3 - String
- argsDataType3 - String
- argsType4 - String (allowed values: Input · Output · Exec · Target)
- argsName4 - String
- argsDescription4 - String
- argsDataType4 - String
- argsType5 - String (allowed values: Input · Output · Exec · Target)
- argsName5 - String
- argsDescription5 - String
- argsDataType5 - String
- argsType6 - String (allowed values: Input · Output · Exec · Target)
- argsName6 - String
- argsDescription6 - String
- argsDataType6 - String
- argsType7 - String (allowed values: Input · Output · Exec · Target)
- argsName7 - String
- argsDescription7 - String
- argsDataType7 - String
- argsType8 - String (allowed values: Input · Output · Exec · Target)
- argsName8 - String
- argsDescription8 - String
- argsDataType8 - String
- argsType9 - String (allowed values: Input · Output · Exec · Target)
- argsName9 - String
- argsDescription9 - String
- argsDataType9 - String
- argsType10 - String (allowed values: Input · Output · Exec · Target)
- argsName10 - String
- argsDescription10 - String
- argsDataType10 - String
- argsType11 - String (allowed values: Input · Output · Exec · Target)
- argsName11 - String
- argsDescription11 - String
- argsDataType11 - String
- explaination - String
This table has 182 rows altogether.
Page | name | luaId | description | category | icon | argsType1 | argsName1 | argsDescription1 | argsDataType1 | argsType2 | argsName2 | argsDescription2 | argsDataType2 | argsType3 | argsName3 | argsDescription3 | argsDataType3 | argsType4 | argsName4 | argsDescription4 | argsDataType4 | argsType5 | argsName5 | argsDescription5 | argsDataType5 | argsType6 | argsName6 | argsDescription6 | argsDataType6 | argsType7 | argsName7 | argsDescription7 | argsDataType7 | argsType8 | argsName8 | argsDescription8 | argsDataType8 | argsType9 | argsName9 | argsDescription9 | argsDataType9 | argsType10 | argsName10 | argsDescription10 | argsDataType10 | argsType11 | argsName11 | argsDescription11 | argsDataType11 | explaination |
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Data:Instruction:Abort Construction (edit) | Abort Construction | abort_construction | Abort an owned construction | Global | Make Order.png | Input | Target | Target Construction | entity | |||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Add (edit) | Add | add | Adds a number or coordinate to another number or coordinate | Math | Add Numbers.png | Input | To | coord_num | Input | Num | coord_num | Output | Result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Attack Move (edit) | Attack Move | attack_move | Moves towards a location stopping to attack any enemies encountered | Move | Move To.png | Target | Target unit or coordinate | coord | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Break (edit) | Break | last | Break out of a loop | Flow | Deny.png | Breaks out of a loop and continues running from the <hl>Done</> pin of the loop | ||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Build Registered (edit) | Build Registered | build_registered | Places a building to be registered | AutoBase | Make Order.png | Input | Coordinate | Target location, or at currently location if not specified | coord_num | Input | Rotation | Building Rotation (0 to 3) (default 0) | num | Input | Id | Id to register with | Exec | If Working | Where to continue if the unit started working | Exec | Construction Failed | Where to continue if construction failed | ||||||||||||||||||||||||||||
Data:Instruction:call (edit) | call | call | Flow | icon_input | ||||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Call (edit) | Call | call | Call a subroutine | Flow | icon_input | Runs a different behavior and then continues running the current behavior | ||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Can Produce (edit) | Can Produce | can_produce | Returns if a unit can produce an item | Global | Can Produce.png | Exec | Can Produce | Where to continue if the item can be produced | Input | Item | Production Item | item | Input | Component | Optional Component to check (if Component not equipped) | entity | ||||||||||||||||||||||||||||||||||
Data:Instruction:Check Altitude (edit) | Check Altitude | check_altitude | Divert program depending on location of a unit or coordinate | Unit | Compare Values.png | Input | Target | The unit or coordinate to check for (if not self) | coord | Exec | Valley | Where to continue if the unit or coordinate is in a valley | Exec | Plateau | Where to continue if the unit or coordinate is on a plateau | Branches execution based on the altitude of the unit. Defaults to the unit the behavior is equipped on <img image="Main/textures/behaviors/check_altitude.png"/> Optional parameter <hl>Target</> can specify a different unit to check. As extra pin becomes available for when the unit is not visible t | ||||||||||||||||||||||||||||||||||
Data:Instruction:Check Battery (edit) | Check Battery | check_battery | Checks the Battery level of a unit | Unit | Check Battery.png | Exec | Full | Where to continue if battery power is fully recharged | Input | Unit | The unit to check for (if not self) | entity | Conditional node which diverts program logic depending on whether a unit's battery power reserves are <hl>Full</>. Defaults to the unit the behavior is running on. A unit that has no batteries equipped will never be <hl>Full</>, even while inside a power grid that has <bl>Unused</> power. When mult | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Check Blightness (edit) | Check Blightness | check_blightness | Divert program depending on location of a unit or coordinate | Unit | Compare Values.png | Input | Target | The unit or coordinate to check for (if not self) | coord | Exec | Blight | Where to continue if the unit is in the blight | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Check Grid Efficiency (edit) | Check Grid Efficiency | check_grid_effeciency | Checks the Efficiency of the logistics network the unit is on | Unit | Power.png | Exec | Full | Where to continue if at full efficiency | Input | Unit | The unit to check for (if not self) | entity | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Check Health (edit) | Check Health | check_health | Check a unit's health | Unit | H Value.png | Exec | Full | Where to continue if at full health | Input | Unit | The unit to check for (if not self) | entity | Checks a unit's current health and continues execution based on the result. Defaults to the unit the behavior is executing on. Optional <hl>Unit</> parameter to specify a different unit in your faction. | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Check space for item (edit) | Check space for item | checkfreespace | Checks if free space is available for an item and amount | Math | Count Free Space.png | Exec | Can't Fit | Execution if it can't fit the item | Input | Item | Item and amount to check can fit | item_num | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Clear All Links (edit) | Clear All Links | clear_all_links | Clear all register links on this unit | Unit | Set Register.png | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Clear Link (edit) | Clear Link | clear_link | Clear register link | Unit | Set Register.png | Input | From | Component/Register Index to start clearing a link | comp_num | Input | Component Index | Index for when multiple components equipped of same type | num | Input | To | Component/Register Index to end clearing a link | comp_num | Input | Component Index | Index for when multiple components equipped of same type | num | Clears a specific established link or connection See <hl>Set Link</> for parameter details | ||||||||||||||||||||||||||||
Data:Instruction:Clear Research (edit) | Clear Research | clear_research | Clears a research from queue, or entire queue if no tech passed | Flow | Make Order.png | Input | Tech | Tech to remove from research queue | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Combine Coordinate (edit) | Combine Coordinate | combine_coordinate | Returns a coordinate made from x and y values | Math | Compare Values.png | Input | x | any | Input | y | any | Output | Result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Combine Register (edit) | Combine Register | combine_register | Combine to make a register from separate parameters | Math | Compare Values.png | Input | Num | Input | Unit | Output | Register | entity | Input | x | Input | y | ||||||||||||||||||||||||||||||||||
Data:Instruction:Compare Entity (edit) | Compare Entity | compare_entity | Compares Entities | Flow | Compare Values.png | Exec | If Different | Where to continue if the entities differ | Input | Entity 1 | Input | Entity 2 | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Compare Item (edit) | Compare Item | compare_item | Compares Item or Unit type | Flow | Compare Values.png | Exec | If Different | Where to continue if the types differ | Input | Value 1 | Input | Value 2 | Compares two registers to check if the <hl>ids</> are the same and continues execution based on the result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Compare Number (edit) | Compare Number | check_number | Divert program depending on number of Value and Compare | Math | Compare Values.png | Exec | If Larger | Where to continue if Value is larger than Compare | Exec | If Smaller | Where to continue if Value is smaller than Compare | Input | Value | The value to check with | num | Input | Compare | The number to check against | num | |||||||||||||||||||||||||||||||
Data:Instruction:Compare Register (edit) | Compare Register | compare_register | Compares Registers for equality | Flow | Compare Values.png | Exec | If Different | Where to continue if the registers differ | Input | Value 1 | Input | Value 2 | compares if both the <hl>id</> and the <hl>number</> in two registers are the same and continues execution based on the result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Compare Unit (edit) | Compare Unit | compare_entity | Compares Units | Flow | Compare Values.png | Exec | If Different | Where to continue if the units differ | Input | Unit 1 | Input | Unit 2 | Compares two registers to check if the <hl>Units</> are the same and continues execution based on the result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Connect (edit) | Connect | connect | Connects the Unit to the Logistics Network | Unit | Carry.png | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Copy (edit) | Copy | set_reg | Copy a value to a frame register, parameter or variable | Math | Set Register.png | Input | Value | any | Output | Target | ||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Count Items (edit) | Count Items | count_item | Counts the number of the passed item contained in the unit's inventory | Unit | Count Item.png | Input | Item | Item to count | item | Output | Result | Number of this item in inventory or empty if none exist | Input | Unit | The unit to check for (if not self) | entity | Counts how many of a specific item are stored in a unit's inventory. You can request how many items are <hl>Remaining</> in the unit or how many are <hl>Reserved</> | |||||||||||||||||||||||||||||||||
Data:Instruction:Count Slots (edit) | Count Slots | count_slots | Returns the number of slots in this unit of the given type | Unit | Count Item.png | Output | Result | Number of slots of this type | Input | Unit | The unit to check for (if not self) | entity | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Data type switch (edit) | Data type switch | value_type | Switch based on type of value | Flow | Processing.png | Input | Data | Data to test | Exec | Item | Item Type | Exec | Unit | Unit Type | Exec | Component | Component Type | Exec | Tech | Tech Type | Exec | Value | Information Value Type | Exec | Coord | Coordinate Value Type | Continues execution of the behavior depending on the type inside the passed <hl>Data</> register | |||||||||||||||||||||||
Data:Instruction:DebugPrint (edit) | DebugPrint | debug_print | Debug print to log | Global | Notify.png | Input | Print Value | Notification Value | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Deploys held unit (edit) | Deploys held unit | deploy | Deploys held unit at location specified or current location | Component | Move To.png | Input | Coord | location to deploy | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Disable Transport Route (edit) | Disable Transport Route | disable_transport_route | Disable Unit to deliver on transport route | Unit | Carry.png | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Disconnect (edit) | Disconnect | disconnect | Disconnects the Unit from the Logistics Network | Unit | Carry.png | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Distance (edit) | Distance | get_distance | Returns distance to a unit | Global | Closest Enemy.png | Input | Target | Target unit | entity | Output | Distance | Unit and its distance in the numerical part of the value | Input | Unit | The unit to measure from (if not self) | entity | ||||||||||||||||||||||||||||||||||
Data:Instruction:Divide (edit) | Divide | div | Divides a number or coordinate from another number or coordinate | Math | Divide Numbers.png | Input | From | coord_num | Input | Num | coord_num | Output | Result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Drop Off Items (edit) | Drop Off Items | dodrop | Drop off items at a unit or location | Unit | Drop Items.png | Input | Destination | Unit or destination to bring items to | entity | Input | Item / Amount | Item and amount to drop off | item_num | Drops off items to a unit or location on the ground. An optional <hl>Item/Amount</> can be specified, or default to all items in inventory. <bl>Up to Amount</> means it will only drop off up to that many items from its inventory <bl>Specified Amount</> will attempt to transfer that many items when | ||||||||||||||||||||||||||||||||||||
Data:Instruction:Enable Transport Route (edit) | Enable Transport Route | enable_transport_route | Enable Unit to deliver on transport route | Unit | Carry.png | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Equip Component (edit) | Equip Component | equip_component | Equips a component if it exists | Unit | Home.png | Exec | No Component | If you don't current hold the requested component | Input | Component | Component to equip | comp | Input | Slot index | Individual slot to equip component from | num | ||||||||||||||||||||||||||||||||||
Data:Instruction:Equip Component Remotely (edit) | Equip Component Remotely | equip_component_remotely | Equips a component if it exists in the unit's inventory | AutoBase | Home.png | Input | Unit | The unit to equip component on (if not self) | entity | Exec | No Component | If you don't current hold the requested component | Input | Component | Component to equip | comp | Input | Slot index | Individual slot to equip component from | num | ||||||||||||||||||||||||||||||
Data:Instruction:Exit (edit) | Exit | exit | Stops execution of the behavior | Flow | Deny.png | Stops running the current behavior | ||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Faction Item Amount (edit) | Faction Item Amount | faction_item_amount | Counts the number of the passed item in your logistics network | Global | Count Item.png | Input | Item | Item to count | item | Output | Result | Number of this item in your faction | Exec | None | Execution path when none of this item exists in your faction | |||||||||||||||||||||||||||||||||||
Data:Instruction:First Item (edit) | First Item | get_inventory_item | Reads the first item in your inventory | Unit | Count Item.png | Output | Item | Exec | No Items | No items in inventory | ||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Fix Item Slots (edit) | Fix Item Slots | lock_slots | Fix all storage slots or a specific item slot index | Unit | Count Free Space.png | Input | Item | Item type to try fixing to the slots | item_num | Input | Slot index | Individual slot to fix | num | Fixes all storage slots or a specific item slot index to a specific item type. If no item is specified, it will fix the slot without an item. <hl>Item</> is the item type to fix to the slots, if empty it will just fix the slot without an item. <hl>Slot index</> is the specific slot to fix, if empty | ||||||||||||||||||||||||||||||||||||
Data:Instruction:Gather Information (edit) | Gather Information | gather_information | Collect information for running the auto base controller | AutoBase | icon_input | Input | Range | Range of operation | num | |||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Active Order (edit) | Get Active Order | get_active_order | Gets the source, target and amount data from the current active order | Unit | Make Order.png | Output | Source | Output | Target | Output | Amount | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Battery (edit) | Get Battery | get_battery | Gets the value of the Battery level as a percent | Math | Check Battery.png | Output | Result | Returns the unit and current battery level percentage as a number in the <hl>Result</> parameter. When multiple batteries are equipped, all batteries will be calculated. A unit that has no batteries equipped will always return zero, even while inside a power grid that has <bl>Unused</> power. | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Closest Entity (edit) | Get Closest Entity | get_closest_entity | Gets the closest visible entity matching a filter | Unit | Closest Enemy.png | Input | Filter | Filter to check | radar | Input | Filter | Second Filter | radar | Input | Filter | Third Filter | radar | Output | Output | Entity | ||||||||||||||||||||||||||||||
Data:Instruction:Get Closest Unit (edit) | Get Closest Unit | get_closest_entity | Gets the closest visible unit matching a filter | Unit | Closest Enemy.png | Input | Filter | Filter to check | radar | Input | Filter | Second Filter | radar | Input | Filter | Third Filter | radar | Output | Output | Unit | ||||||||||||||||||||||||||||||
Data:Instruction:Get Entity At (edit) | Get Entity At | get_entity_at | Gets the best matching entity at a coordinate | Math | Power.png | Input | Coordinate | Coordinate to get Entity from | coord_num | Output | Result | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Equipped Num (edit) | Get Equipped Num | get_equipped_num | Returns how many of a component are equipped | Math | Compare Values.png | Input | Component ID | Component to search for | comp_num | Output | Value | Input | Unit | The unit to check (if not self) | entity | |||||||||||||||||||||||||||||||||||
Data:Instruction:Get First Locked Id (edit) | Get First Locked Id | get_first_locked_0 | Gets the first item where the locked slot exists but there is no item in it | Unit | Compare Values.png | Output | Item | The first locked item id with no item | <img image="Main/textures/behaviors/get_first_locked_id2.png"/> Returns the first locked slot without any items in it <img image="Main/textures/behaviors/get_first_locked_id1.png"/> | |||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get from Component (edit) | Get from Component | get_comp_reg | Reads a value from a component register | Math | Set Component Reg.png | Input | From | Component and register number to get | comp_num | Output | Value | Value of Register | Input | Component Index | Component index if multiple are equipped | num | ||||||||||||||||||||||||||||||||||
Data:Instruction:Get from Component Remotely (edit) | Get from Component Remotely | get_reg_remotely | Reads a value from a component register | AutoBase | Set Component Reg.png | Input | Unit | The unit to get component register from (if not self) | entity | Input | From | Component and register number to get remotely | comp_num | Output | Value | Value of Register | Input | Component Index | Component index if multiple are equipped | num | ||||||||||||||||||||||||||||||
Data:Instruction:Get Grid Efficiency (edit) | Get Grid Efficiency | get_grid_effeciency | Gets the value of the Grid Efficiency as a percent | Math | Power.png | Output | Result | |||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Health (edit) | Get Health | get_health | Gets a unit's health as a percentage, current remaining and max amount | Math | H Value.png | Input | Unit | Unit to check | entity | Output | Percent | Percentage of health remaining | Output | Current | Value of health remaining | Output | Max | Value of maximum health | Gets health values for a Unit. Defaults to the unit the behavior is executing on. <hl>Percent</> is the current health as a percentage of max health <hl>Current</> is the actual amount of health points left <hl>Max</> is the maximum amount of health points Optional <hl>Unit</> parameter to specify | |||||||||||||||||||||||||||||||
Data:Instruction:Get Home (edit) | Get Home | gethome | Gets the factions home unit | Global | Question.png | Output | Result | Factions home unit | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Ingredients (edit) | Get Ingredients | get_ingredients | Returns the ingredients required to produce an item | Global | Ingradients.png | Input | Product | item | Output | Out 1 | First Ingredient | Output | Out 2 | Second Ingredient | Output | Out 3 | Third Ingredient | |||||||||||||||||||||||||||||||||
Data:Instruction:Get Inventory Item (edit) | Get Inventory Item | get_inventory_item_index | Reads the item contained in the specified slot index | Unit | Count Item.png | Input | Index | Slot index | num | Output | Item | Exec | No Item | Item not found | ||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Item Info (edit) | Get Item Info | get_item_info | Gets information on an item | Unit | Count Item.png | Input | Item | The item to check | Output | Result | Number of this item's chosen information | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Location (edit) | Get Location | get_location | Gets location of a seen unit | Global | Move To.png | Input | Unit | Unit to get coordinates of | entity | Output | Coord | Coordinate of unit | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Max Stack (edit) | Get Max Stack | get_max_stack | Returns the amount an item can stack to | Flow | Count Item.png | Input | Item | Item to count | item_num | Output | Max Stack | Max Stack | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Registered (edit) | Get Registered | get_registered | Get number of registered buildings | AutoBase | icon_input | Input | Id | Id to get register of | Output | Value | Value of registered Unit | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Research (edit) | Get Research | get_research | Returns the first active research tech | Flow | Make Order.png | Output | Tech | First active research | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Research Requirement (edit) | Get Research Requirement | get_research_requirement | Returns the research required (if needed) | Flow | Make Order.png | Input | Tech | The research to investigate for prior tech requirements | tech | Output | Requirement | The tech required for the research (if needed) | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Resource Num (edit) | Get Resource Num | get_resource_num | Gets the amount of resource | Math | Notify.png | Input | Resource | Resource Node to check | entity | Output | Result | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Season (edit) | Get Season | get_season | Divert program depending on season | Global | Compare Values.png | Exec | Winter | Where to continue if it is Winter | Exec | Spring | Where to continue if it is Spring | Exec | Summer | Where to continue if it is Summer | Exec | Fall | Where to continue if it is Fall | |||||||||||||||||||||||||||||||||
Data:Instruction:Get Self (edit) | Get Self | get_self | Gets the value of the Unit executing the behavior | Math | Set Register.png | Output | Result | |||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Shield (edit) | Get Shield | get_shield | Get a unit's shield as a percentage, current remaining and max amount | Math | H Value.png | Input | Unit | Unit to check | entity | Output | Percent | Percentage of shield remaining | Output | Current | Value of shield remaining | Output | Max | Value of maximum shield amount | ||||||||||||||||||||||||||||||||
Data:Instruction:Get space for item (edit) | Get space for item | getfreespace | Returns how many of the input item can fit in the inventory | Math | Count Free Space.png | Input | Item | Item to check can fit | item | Output | Result | Number of a specific item that can fit on a unit | Input | Unit | The unit to check (if not self) | entity | ||||||||||||||||||||||||||||||||||
Data:Instruction:Get Stability (edit) | Get Stability | get_stability | Gets the current world stability | Global | Compare Values.png | Output | Number | Stability | ||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Trust (edit) | Get Trust | gettrust | Gets the trust level of the unit towards you | Global | Question.png | Exec | Ally | Target unit considers you an ally | Exec | Neutral | Target unit considers you neutral | Exec | Enemy | Target unit considers you an enemy | Input | Unit | Target Unit | entity | ||||||||||||||||||||||||||||||||
Data:Instruction:Get Type (edit) | Get Type | get_type | Gets the type from an item or unit | Global | Processing.png | Input | Item/Unit | Output | Type | Puts the <hl>Type</> of an <hl>Item</> or <hl>Unit</> into a register | ||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Unit At (edit) | Get Unit At | get_entity_at | Gets the best matching unit at a coordinate | Math | Power.png | Input | Coordinate | Coordinate to get Unit from | coord_num | Output | Result | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Unit Info (edit) | Get Unit Info | get_unit_info | Gets information on a unit | Unit | Count Item.png | Input | Unit | The unit to check | Output | Result | Returns a specific Unit info | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Unit Power Info (edit) | Get Unit Power Info | get_unit_power_info | Gets power information on a unit | Unit | Count Item.png | Input | Unit | The unit to check | Output | Result | Returns a specific Unit's power info | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Get Unit Type (edit) | Get Unit Type | get_unit_type | Get the frame type of the unit | Unit | Compare Values.png | Input | Unit | The unit to check | Output | Type | Returns the frame <hl>Type</> of the given game entity in <hl>Unit</> <img image="Main/textures/behaviors/get_unit_type.png"/> | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Have Item (edit) | Have Item | have_item | Checks if you have at least a specified amount of an item | Flow | Count Item.png | Input | Item | Item to count | item_num | Exec | Have Item | have the specified item | Input | Unit | The unit to check for (if not self) | entity | ||||||||||||||||||||||||||||||||||
Data:Instruction:Invalid Instruction (edit) | Invalid Instruction | nop | Instruction has been removed, behavior needs to be updated | Set Register.png | Invalid Instruction - likely a deprecated function was replaced with this node | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Inventory Total (edit) | Inventory Total | get_inventory_total | Returns the total contained in inventory | Unit | Count Item.png | Output | Result | Input | Unit | The unit to check for (if not self) | entity | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Is a (edit) | Is a | is_a | Compares if an item of unit is of a specific type | Flow | Compare Values.png | Exec | If Different | Where to continue if the units differ | Input | Item | Input | Type | Checks if a <hl>Item</> is of a specific <hl>Type</> and continues execution based on the result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Day Night (edit) | Is Day/Night | is_daynight | Divert program depending time of day | Global | Compare Values.png | Exec | Day | Where to continue if it is nighttime | Exec | Night | Where to continue if it is daytime | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Docked (edit) | Is Docked | is_docked | Check if a unit is docked and get its garage | Unit | Count Free Space.png | Exec | No Dock | Where to continue if unit is not docked | Output | Garage | Unit | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Empty (edit) | Is Empty | is_empty | Checks a value if it is empty | Flow | Compare Values.png | Input | Value | Value to check | Exec | Empty | Where to continue if the value is empty | Exec | Has Value | Where to continue if the value exists | ||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Equipped (edit) | Is Equipped | is_equipped | Check if a specific component has been equipped | Unit | Count Free Space.png | Input | Component | Component to check | comp | Exec | Component Equipped | Where to continue if component is equipped | Output | Result | Returns how many instances of a component equipped on this Unit | |||||||||||||||||||||||||||||||||||
Data:Instruction:Is Fixed (edit) | Is Fixed | is_fixed | Check if a specific item slot index is fixed | Unit | Count Free Space.png | Input | Slot index | Individual slot to check | num | Exec | Is Fixed | Where to continue if inventory slot is fixed | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Inside Logistics Network (edit) | Is Inside Logistics Network | is_logistics | Checks if a unit or coordinates is in the logistics network | Unit | Power.png | Input | Unit | Unit or Coordinate | entity | Exec | Outside | If not inside logistics network | ||||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Moving (edit) | Is Moving | is_moving | Checks the movement state of a unit | Unit | Move To.png | Exec | Not Moving | Where to continue if unit is not moving | Exec | Path Blocked | Where to continue if unit is path blocked | Exec | No Result | Where to continue if unit is out of visual range | Input | Unit | The unit to check (if not self) | entity | ||||||||||||||||||||||||||||||||
Data:Instruction:Is Passable (edit) | Is Passable | is_passable | Checks whether a location is passable | Move | Move To.png | Input | Coordinate | The location in a discovered tile to check | coord | Exec | Impassable | Unit is unable to pass through this coordinate | Exec | Passable | Unit is able to pass through this coordinate | |||||||||||||||||||||||||||||||||||
Data:Instruction:Is Same Grid (edit) | Is Same Grid | is_same_grid | Checks if two units or coordinates are in the same logistics network | Unit | Power.png | Input | Unit | First Unit or Coordinate | entity | Input | Unit | Second Unit or Coordinate | entity | Exec | Different | Different logistics networks | ||||||||||||||||||||||||||||||||||
Data:Instruction:Is Unit A (edit) | Is Unit A | is_unit_a | Get the frame type of the unit | Unit | Compare Values.png | Input | Unit | The unit to check | Input | Type | Exec | Is Not | Checks if a <hl>Unit</> is of the <hl>Type</> specified and continues execution based on the result | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Unlocked (edit) | Is Unlocked | is_unlocked | Checks whether a faction has an id unlocked | Flow | Make Order.png | Input | Id | Input Id | Exec | No Match | Execution path if there is no match | |||||||||||||||||||||||||||||||||||||||
Data:Instruction:Is Working (edit) | Is Working | is_working | Checks whether a particular component is currently working | Math | Compare Values.png | Exec | Is Not Working | If the requested component is NOT currently working | Input | Component | Specific component to check or empty to check all components | comp | Input | Component Index | Component index if multiple are equipped | num | Output | Value | Returns the currently working component | entity | ||||||||||||||||||||||||||||||
Data:Instruction:Jump (edit) | Jump | jump | Jumps execution to label with the same label id | Flow | J Value.png | Input | Label | Label identifier | any | Will jump to a location in the behavior specified by a <hl>Label</> instruction | ||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Label (edit) | Label | label | Labels can be jumped to from anywhere in a behavior | Flow | Set Register.png | Input | Label | Label identifier | any | Sets a label at a location in the behavior. You can make the behavior run instructions from the label by using the <hl>Jump</> instruction | ||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Land (edit) | Land | land | Tells a satellite that has been launched to land | Global | Make Order.png | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Launch (edit) | Launch | launch | Launches a satellite if equipped on an AMAC | Global | Make Order.png | |||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Lock (edit) | Lock | lock | Run one instruction at a time | Flow | Unlocked.png | Will lock behaviors to run at one instructions per game tick, if you have previously Unlocked the behavior, returning it to the default behavior | ||||||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Lock Itemslot (edit) | Lock Itemslot | lock_slots | Lock a specific itemslot index, a range of slot index via coord, or all storage slots | Unit | Count Free Space.png | Input | Item | Item to try locking to slots | item_num | Input | Slot no | Individual slots to lock | coord_num | |||||||||||||||||||||||||||||||||||||
Data:Instruction:Lookat (edit) | Lookat | lookat | Turns the unit to look at a unit or a coordinate | Global | Notify.png | Input | Target | Target unit or coordinate | coord | Rotates the unit to face a specific target or coordinate | ||||||||||||||||||||||||||||||||||||||||
Data:Instruction:Loop Components (edit) | Loop Components | for_component | Loops through Components | Flow | Count Item.png | Output | Component | Equipped component | Output | Index | Returns the index of the result | num | Exec | Done | Finished loop |