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instruction
Use the filters below to narrow your results.
name:
luaId:
description:
*DEPRECATED* Use Move Unit (2) ·
Divert program depending on location of a unit or coordinate (2) ·
Get the frame type of the unit (2) ·
Loops through Ingredients (2) ·
Reads a value from a component register (2) ·
Returns the first active research tech (2) ·
Sets a production component to produce a blueprint (2) ·
Unequips a component if it exists (2) ·
Writes a value into a component register (2)
None (1) ·
AutoBase (12) ·
Component (4) ·
Flow (38) ·
Global (25) ·
Math (28) ·
Memory (6) ·
Move (13) ·
Unit (55)
Add Numbers.png (1) ·
Can Produce.png (1) ·
Carry.png (4) ·
Check Battery.png (2) ·
Closest Enemy.png (4) ·
Compare Values.png (27) ·
Count Free Space.png (9) ·
Count Item.png (23) ·
Deny.png (3) ·
Detach.png (2) ·
Divide Numbers.png (1) ·
Drop Items.png (3) ·
H Value.png (3) ·
Home.png (2) ·
icon_input (9) ·
Ingradients.png (1) ·
J Value.png (1) ·
Make Order.png (26) ·
Move To.png (13) ·
Mul Numbers.png (2) ·
Notify.png (8) ·
Pick Up Items.png (2) ·
Power.png (8) ·
Processing.png (2) ·
Question.png (2) ·
Read Key.png (1) ·
Scan.png (4) ·
Scout.png (2) ·
Set Component Reg.png (4) ·
Set Register.png (7) ·
Sort.png (1) ·
Substact Numbers.png (1) ·
Unlocked.png (2) ·
Wait.png (1)
argsName1:
None (23) ·
Unit (18) ·
Item (12) ·
Target (12) ·
Coordinate (7) ·
From (6) ·
Index (6) ·
Number (6) ·
Result (6) ·
Tech (6) ·
Value (6) ·
If Different (5) ·
Id (4) ·
Range (4) ·
Full (3) ·
Resource (3)
argsDescription1:
None (46) ·
The unit to check (5) ·
Array identifier and index (4) ·
Item to count (4) ·
Target unit (3) ·
Filter to check (2) ·
First active research (2) ·
Item and amount to order (2) ·
Label identifier (2) ·
Notification Value (2) ·
Range (up to units visibility range) (2) ·
Signal (2) ·
Target location, or at currently location if not specified (2) ·
The unit or coordinate to check for (if not self) (2) ·
The unit to equip component on (if not self) (2) ·
Unit to check (2) ·
Unit to move to, the number specifies the range in which to be in (2) ·
Value to check (2) ·
Where to continue if the units differ (2)
None (91) ·
any (5) ·
comp (1) ·
comp_num (4) ·
coord (4) ·
coord_num (12) ·
entity (30) ·
frame_num (1) ·
item (5) ·
item_num (8) ·
num (14) ·
radar (3) ·
resource_num (1) ·
tech (3)
argsName2:
None (58) ·
Result (11) ·
Unit (9) ·
Value (9) ·
Item (6) ·
Filter (5) ·
Num (5) ·
Component (4) ·
Done (3) ·
If Working (3) ·
Type (3)
argsDescription2:
None (139) ·
any (2) ·
comp (4) ·
comp_num (2) ·
coord (1) ·
coord_num (7) ·
entity (6) ·
item (1) ·
item_num (4) ·
num (9) ·
radar (7)
argsName3:
None (102) ·
Result (9) ·
Done (7) ·
Unit (7) ·
Filter (5) ·
To (4) ·
Component (3) ·
Component Index (3) ·
Current (2) ·
Slot index (2) ·
Value (2) ·
Value 2 (2)
argsDescription3:
None (149) ·
Case 2 (1) ·
Compare (1) ·
Component (1) ·
Component Index (4) ·
Construction (1) ·
Done (1) ·
Fall (1) ·
Filter (3) ·
ID (1) ·
If Working (1) ·
Index (1) ·
Location (1) ·
Max (2) ·
Out 3 (1) ·
Output (2) ·
Result (1) ·
Slot index (2) ·
Target Low (1) ·
Unit (2) ·
Unit B (1) ·
Unreserved Stack (1) ·
Value (2) ·
x (1)
None (154) ·
Case 2 (1) ·
Component index if multiple are equipped (2) ·
Component index if multiple components equipped of same type (1) ·
Component Type (1) ·
Current number (1) ·
Entity (1) ·
Finished looping through all units with signal (1) ·
Index for when multiple components equipped of same type (1) ·
Individual slot to equip component from (1) ·
Individual slot to try to unequip component from (1) ·
Items available (1) ·
Location offset from self (1) ·
Low value for target (1) ·
Returns the currently working component (1) ·
Target Unit (1) ·
The number to check against (1) ·
The unit to check (if not self) (1) ·
Third Filter (3) ·
Third Ingredient (1) ·
Unit (1) ·
Value of maximum health (1) ·
Value of maximum shield amount (1) ·
Where to continue if it is Fall (1) ·
Where to continue if the unit is a construction site (1) ·
Where to continue if the unit started working (1)
None (168) ·
2 (1) ·
Closest (1) ·
Construction Failed (1) ·
Done (1) ·
Entity (1) ·
Failed (1) ·
If Working (1) ·
No Result (1) ·
Reserved Space (1) ·
Target high (1) ·
Tech (1) ·
Unit (1) ·
x (1) ·
y (1)
None (170) ·
Case 2 (1) ·
Closest unit (1) ·
Current Entity (1) ·
Current Unit in loop (1) ·
Did not match filter (1) ·
Execution path if no results are found (1) ·
Finished loop (1) ·
High value for target (1) ·
Space reserved for an incoming order (1) ·
Tech Type (1) ·
Where to continue if construction failed (1) ·
Where to continue if the unit started working (1)
explaination:
Showing below up to 182 results in range #1 to #182.
D
- Data:Instruction:Abort Construction
- Data:Instruction:Add
- Data:Instruction:Attack Move
- Data:Instruction:Break
- Data:Instruction:Build Registered
- Data:Instruction:call
- Data:Instruction:Call
- Data:Instruction:Can Produce
- Data:Instruction:Check Altitude
- Data:Instruction:Check Battery
- Data:Instruction:Check Blightness
- Data:Instruction:Check Grid Efficiency
- Data:Instruction:Check Health
- Data:Instruction:Check space for item
- Data:Instruction:Clear All Links
- Data:Instruction:Clear Link
- Data:Instruction:Clear Research
- Data:Instruction:Combine Coordinate
- Data:Instruction:Combine Register
- Data:Instruction:Compare Entity
- Data:Instruction:Compare Item
- Data:Instruction:Compare Number
- Data:Instruction:Compare Register
- Data:Instruction:Compare Unit
- Data:Instruction:Connect
- Data:Instruction:Copy
- Data:Instruction:Count Items
- Data:Instruction:Count Slots
- Data:Instruction:Data type switch
- Data:Instruction:DebugPrint
- Data:Instruction:Deploys held unit
- Data:Instruction:Disable Transport Route
- Data:Instruction:Disconnect
- Data:Instruction:Distance
- Data:Instruction:Divide
- Data:Instruction:Drop Off Items
- Data:Instruction:Enable Transport Route
- Data:Instruction:Equip Component
- Data:Instruction:Equip Component Remotely
- Data:Instruction:Exit
- Data:Instruction:Faction Item Amount
- Data:Instruction:First Item
- Data:Instruction:Fix Item Slots
- Data:Instruction:Gather Information
- Data:Instruction:Get Active Order
- Data:Instruction:Get Battery
- Data:Instruction:Get Closest Entity
- Data:Instruction:Get Closest Unit
- Data:Instruction:Get Entity At
- Data:Instruction:Get Equipped Num
- Data:Instruction:Get First Locked Id
- Data:Instruction:Get from Component
- Data:Instruction:Get from Component Remotely
- Data:Instruction:Get Grid Efficiency
- Data:Instruction:Get Health
- Data:Instruction:Get Home
- Data:Instruction:Get Ingredients
- Data:Instruction:Get Inventory Item
- Data:Instruction:Get Item Info
- Data:Instruction:Get Location
- Data:Instruction:Get Max Stack
- Data:Instruction:Get Registered
- Data:Instruction:Get Research
- Data:Instruction:Get Research Requirement
- Data:Instruction:Get Resource Num
- Data:Instruction:Get Season
- Data:Instruction:Get Self
- Data:Instruction:Get Shield
- Data:Instruction:Get space for item
- Data:Instruction:Get Stability
- Data:Instruction:Get Trust
- Data:Instruction:Get Type
- Data:Instruction:Get Unit At
- Data:Instruction:Get Unit Info
- Data:Instruction:Get Unit Power Info
- Data:Instruction:Get Unit Type
- Data:Instruction:Have Item
- Data:Instruction:Invalid Instruction
- Data:Instruction:Inventory Total
- Data:Instruction:Is a
- Data:Instruction:Is Day Night
- Data:Instruction:Is Docked
- Data:Instruction:Is Empty
- Data:Instruction:Is Equipped
- Data:Instruction:Is Fixed
- Data:Instruction:Is Inside Logistics Network
- Data:Instruction:Is Moving
- Data:Instruction:Is Passable
- Data:Instruction:Is Same Grid
- Data:Instruction:Is Unit A
- Data:Instruction:Is Unlocked
- Data:Instruction:Is Working
- Data:Instruction:Jump
- Data:Instruction:Label
- Data:Instruction:Land
- Data:Instruction:Launch
- Data:Instruction:Lock
- Data:Instruction:Lock Itemslot
- Data:Instruction:Lookat
- Data:Instruction:Loop Components
- Data:Instruction:Loop Entities (Range)
- Data:Instruction:Loop Inventory Slots
- Data:Instruction:Loop Memory
- Data:Instruction:Loop Nearby Resources
- Data:Instruction:Loop Number
- Data:Instruction:Loop Producers
- Data:Instruction:Loop Recipe Ingredients
- Data:Instruction:Loop Research
- Data:Instruction:Loop Research Ingredients
- Data:Instruction:Loop Research Unlocks
- Data:Instruction:Loop Signal
- Data:Instruction:Loop Signal (Match)
- Data:Instruction:Loop Units (Range)
- Data:Instruction:Make Carriers
- Data:Instruction:Make Miners
- Data:Instruction:Make Producer
- Data:Instruction:Make Turret Bots
- Data:Instruction:Match
- Data:Instruction:Memory Get
- Data:Instruction:Memory Insert
- Data:Instruction:Memory Length
- Data:Instruction:Memory Remove
- Data:Instruction:Memory Set
- Data:Instruction:Mine
- Data:Instruction:Modulo
- Data:Instruction:Move Away (Range)
- Data:Instruction:Move East
- Data:Instruction:Move North
- Data:Instruction:Move South
- Data:Instruction:Move Unit
- Data:Instruction:Move Unit (Async)
- Data:Instruction:Move Unit (Range)
- Data:Instruction:Move West
- Data:Instruction:Multiply
- Data:Instruction:Notify
- Data:Instruction:Order to Shared Storage
- Data:Instruction:Order Transfer To
- Data:Instruction:Package All
- Data:Instruction:Percent
- Data:Instruction:Pick Up Items
- Data:Instruction:Pings a Unit
- Data:Instruction:Place Construction
- Data:Instruction:Produce Registered Unit
- Data:Instruction:Produce Unit
- Data:Instruction:Radar
- Data:Instruction:Random Coordinate
- Data:Instruction:Random Number
- Data:Instruction:Read Key
- Data:Instruction:Read Radio
- Data:Instruction:Read Signal
- Data:Instruction:Remap
- Data:Instruction:Request Item
- Data:Instruction:Request Wait
- Data:Instruction:Resource Type
- Data:Instruction:Restart
- Data:Instruction:Scout
- Data:Instruction:Scout Range
- Data:Instruction:Select Nearest
- Data:Instruction:Separate Coordinate
- Data:Instruction:Separate Register
- Data:Instruction:Serve Construction
- Data:Instruction:Set Link
- Data:Instruction:Set Number
- Data:Instruction:Set Research
- Data:Instruction:Set Signpost
- Data:Instruction:Set to Component
- Data:Instruction:Set to Component Remotely
- Data:Instruction:Solve Explorable
- Data:Instruction:Sort Storage
- Data:Instruction:Stop Unit
- Data:Instruction:Subtract
- Data:Instruction:Switch
- Data:Instruction:Turn Off
- Data:Instruction:Turn On
- Data:Instruction:Unequip Component
- Data:Instruction:Unequip Component Remotely
- Data:Instruction:Unfix Item Slots
- Data:Instruction:Unit Type
- Data:Instruction:Unlock
- Data:Instruction:Unlock Itemslot
- Data:Instruction:Unpackage All
- Data:Instruction:Wait Ticks