group

class Group(id: str = None, name: str = 'group', type: str = 'group', position: dict | list | tuple = (0, 0), entities: list = [], string: str = None)

Bases: Transformable, EntityCollection, EntityLike

Group entities together, so you can manipulate them all as one unit.

Allows for the creation of “blocks” that can be added multiple times very easily to a blueprint. This allows you to create a section with complex circuit connections, and then add that Group multiple times and the circuit connections will be the same for every block with no extra work.

Groups can also be used to organize Blueprints at the structure level. You can give entities the same name in a Blueprint as long as they exist in different groups. For example, the following is a perfectly valid structure for a Blueprint to have:

<Blueprint>.entities => [
    <Group "1">.entities => [<Entity "A">, <Entity "B">, <Entity "C">],
    <Group "2">.entities => [<Entity "A">, <Entity "B">, <Entity "C">],
]

This is particularly useful if each group has a similar function, but just exists as a different “part” of the overall blueprint.

To aid in quickly accessing nested entities in such structures, EntityLists support indexing with a sequence, usually a tuple. For example, assuming the Blueprint structure above, all of the following assertions are true:

assert blueprint.entities[("1", "A")].id == "A"
assert isinstance(blueprint.entities[("2", "A")], Entity)
assert blueprint.entities[("1", "C")] is blueprint.entities["1"].entities["C"]

EntityLike instances in a Group are considered to be in “group-space”; meaning their positions are offset by the position of the Group they reside in. If a Group is located at position (5, 5), and an entity inside of it is located at (5, 5), when added to a Blueprint the entity will be located at (10, 10). This effect continues if Groups nest inside of other Groups, which is also perfectly legal.

Groups have their own SpatialHashMap instances, so they will issue OverlappingObjectsWarning when entities overlap, both when adding entities to the Group and when adding the Group to another EntityCollection.

add_circuit_connection(color: str, entity_1: EntityLike | int | str, entity_2: EntityLike | int | str, side1: int = 1, side2: int = 1) None

Adds a circuit wire connection between two entities. Each entity can be either a reference to the original entity to connect, the index of the entity in the entities list, or it’s string ID. Color specifies the color of the wire to make the connection with, and is either "red" or "green". side1 specifies which side of the first entity to connect to (if applicable), and side2 specifies which side of the second entity to connect to (if applicable). Does nothing if the connection already exists.

Raises ConnectionSideWarning if the side of either of the entities is 2 when the entity is not dual-circuit-connectable.

Raises ConnectionRangeWarning if the distance between the two entities exceeds the maximum wire distance between the two.

Parameters:
  • color – Color of the wire to make the connection with. Must be either "red" or "green".

  • id1 – ID or index of the first entity to join.

  • id2 – ID or index of the second entity to join.

  • side1 – Which side of the first dual-circuit-entity to connect to, where 1 is “input” and 2 is “output”. Only used when the first entity is dual-circuit-connectable. Defaults to 1.

  • side2 – Which side of the second dual-circuit-entity to connect to, where 1 is “input” and 2 is “output”. Only used when the second entity is dual-circuit-connectable. Defaults to 1.

Raises:
add_power_connection(entity_1: EntityLike | int | str, entity_2: EntityLike | int | str, side: int = 1) None

Adds a copper wire power connection between two entities. Each entity can be either a reference to the original entity to connect, the index of the entity in the entities list, or it’s string ID. Tuples of strings and ints mean to recursively search through EntityCollection instances in the base level, following the logic of EntityList.__getitem__(). For example:

blueprint.entities.append("small-electric-pole")
group = Group("group") # Type of EntityCollection
group.entities.append("small-electric-pole", tile_position=(5, 0))
blueprint.entities.append(group)

# Add a connection between the first power pole and the first entity
# in the group
blueprint.add_power_connection(blueprint.entities[0], ("group", 0))

Side specifies which side to connect to when establishing a connection to a dual-power-connectable entity (usually a power-switch). Does nothing if the connection already exists.

Raises ConnectionRangeWarning if the distance between the two entities exceeds the maximum wire distance between the two.

Raises TooManyConnectionsWarning if either of the power poles exceed 5 connections when this connection is added.

Note

side is in 1-based notation (1 and 2, input and output) which is identical to circuit connections. Internally, however, the connections are represented in 0-based notation as “Cu0” and “Cu1” respectively.

Note

You might notice that unlike add_circuit_connection(), there is only one side argument. This is because it is actually impossible to connect two dual-power-connectable entities with one another; they must be connected to a power pole in-between.

Parameters:
  • entity_1 – EntityLike, ID, or index of the first entity to join.

  • entity_2 – EntityLike, ID or index of the second entity to join.

  • side – Which side of a dual-power-connectable entity to connect to, where 1 is “input” and 2 is “output”. Only used when connecting a dual-power-connectable entity. Defaults to 1.

Raises:
  • KeyError, IndexError – If entity_1 and/or entity_2 are invalid ID’s or indices to the parent Collection.

  • InvalidAssociationError – If entity_1 and/or entity_2 are not inside the parent Collection.

  • InvalidConnectionSideError – If side is neither 1 nor 2.

  • EntityNotPowerConnectableError – If either entity_1 or entity_2 do not have the capability to be copper wire connected.

  • DraftsmanError – If both entity_1 and entity_2 are dual-power-connectable, of which a connection is forbidden.

find_entities(aabb: AABB | list[list[float, float], list[float, float]] | None = None) list[EntityLike]

Returns a list of all entities within the area aabb. Works similiarly to LuaSurface.find_entities. If no aabb is provided then the method simply returns all the entities in the blueprint.

Parameters:

aabb – An AABB, or a Sequence of 4 floats, usually a list or tuple.

Returns:

A regular list of EntityLikes whose collision_box overlaps the queried AABB.

find_entities_filtered(**kwargs: dict) list[EntityLike]

Returns a filtered list of entities within the Collection. Works similarly to LuaSurface.find_entities_filtered.

Keywords are organized into two main categrories: region and criteria:

Region keywords

Name

Type

Description

position

Vector or PrimitiveVector

Grid position to search.

radius

float

Radius of the circle around position to search.

area

AABB or PrimitiveAABB

AABB to search in.

Criteria keywords

Name

Type

Description

name

str or set{str}

The name(s) of the entities that you want to search for.

type

str or set{str}

The type(s) of the entities that you want to search for.

direction

Direction or set{Direction}

The direction(s) of the entities that you want to search for.
Excludes entities that have no direction.

limit

int

Limit the maximum size of the returned list to this amount.
Unlimited by default.

invert

bool

Whether or not to return the inverse of the search.
False by default.

position and radius take precidence over aabb if all are specified. If no region keywords are specified, the entire Collection is searched.

find_entity(name: str, position: Vector | PrimitiveVector) EntityLike

Finds an entity with name at a position position. If multiple entities exist at the queried position, the one that was first placed is returned.

Parameters:
  • name – The name of the entity to look for.

  • position – The position to search, either a PrimitiveVector or a Vector.

Retuns:

The EntityLike at position, or None of none were found.

find_entity_at_position(position: Vector | PrimitiveVector) EntityLike

Finds any entity at the position position. If multiple entities exist at the queried position, the one that was first placed is returned.

Parameters:

position – The position to search, either a PrimitiveVector or a Vector.

Retuns:

The EntityLike at position, or None of none were found.

flip(direction: str = 'horizontal') None

Flip the blueprint across an axis, if possible. Flipping is done over the x or y axis, depeding on the input direction.

Warning

This function is currently under active development.

Parameters:

direction – The direction to flip by; either "horizontal" or "vertical"

generate_power_connections(prefer_axis: bool = True, only_axis: bool = False) None

Automatically create power connections between all electric poles.

The algorithm used is similar to demi-pixel’s generateElectricalConnections() function, but with some slight differences. Power poles are still prioritized closest first, but can be selected to prefer to connect neighbours on the same axis, as well as only connect to neighbours on the same axis. This function will only connect power poles that have less than 5 power connections already made, preserving power connections that were manually specified. This function does not generate connections between power-switches.

Parameters:
  • prefer_axis – Determines whether or not to rank power-poles on the same x or y coordinate higher than poles that are closer, but not on either axis. Used to prefer creating neat, regular grids when possible.

  • only_axis – Removes any neighbour that does not lie on the same x or y axis from the candidate pool, preventing non-grid connections.

get()

Gets all the child-most Entity instances in this Group and returns them as a “flattened” 1-dimensional list. Offsets all of their positions by the position of the parent Group.

Returns:

A list of Entity instances associated with this Group.

get_world_bounding_box() AABB

TODO

get_world_collision_set() CollisionSet

Get’s the world-space coordinate CollisionSet of the object, or the collection of all shapes that this EntityLike interacts with.

Returns:

A new CollisionSet with it’s content’s copied.

load_from_string(blueprint_string: str) None

Load the Blueprint with the contents of blueprint_string. Raises draftsman.warning.DraftsmanWarning if there are any unrecognized keywords in the blueprint string.

Parameters:

blueprint_string – Factorio-encoded blueprint string.

Raises:
mergable_with(other: Group) bool

Checks to see if an entity is “mergable” with another entity. This means that if a certain set of criteria is met, the attributes of other will be combined to the attributes of this entity. This is useful for mimicking cases where entities of the same name and type are placed on top of each other, merging them together into a single entity with shared attributes.

For the full list of all merging rules, see (TODO).

Note

This function does not actually merge the two, it simply checks to see if such a merge is considered valid. To actually merge two entities use merge().

Parameters:

other – The other EntityLike to check against.

Returns:

True if they can be merged, False otherwise.

merge(other: Group) None

Changes the attributes of the calling entity with the attributes of the passed in entity. The attributes of other take precedence over the attributes of the calling entity. They can be either copied or merged together, depending on the specific attribute being merged.

For the full list of all merging rules, see (TODO).

Parameters:

other – The other EntityLike to merge with.

on_entity_insert(entitylike: EntityLike, merge: bool) EntityLike

Callback function for when an EntityLike is added to this Group’s entities list. Handles the addition of the entity into the Group’s SpatialHashMap, and recalculates it’s dimensions.

on_entity_remove(entitylike: EntityLike) None

Callback function for when an entity is removed from a Blueprint’s entities list. Handles the removal of the EntityLike from the SpatialHashMap.

on_entity_set(old_entitylike: EntityLike, new_entitylike: EntityLike) None

Callback function for when an entity is overwritten in a Group’s entities list. Handles the removal of the old EntityLike from the SpatialHashMap and adds the new one in it’s stead.

on_insert(parent: EntityCollection) None

TODO

on_remove(parent: EntityCollection) None

TODO

recalculate_area() None

Recalculates the dimensions of the area and tile_width and height. Called when an EntityLike object is altered or removed.

remove_circuit_connection(color: str, entity_1: EntityLike | int | str, entity_2: EntityLike | int | str, side1: int = 1, side2: int = 1) None

Removes a circuit wire connection between two entities. Each entity can be either a reference to the original entity to connect, the index of the entity in the entities list, or it’s string ID. side1 specifies which side of the first entity to remove the connection from (if applicable), and side2 specifies which side of the second entity to remove the connection from (if applicable). Does nothing if the specified connection doesn’t exist.

Parameters:
  • color – Color of the wire to remove. Either "red" or "green".

  • entity_1 – ID or index of the first entity to remove the connection to.

  • entity_@ – ID or index of the second entity to remove the connection to.

  • side1 – Which side of the first dual-circuit-connectable entity to remove the connection from, where 1 is “input” and 2 is “output”. Only used when disjoining a dual-circuit-connectable entity. Defaults to 1.

  • side2 – Which side of the second dual-circuit-connectable entity to remove the connection from, where 1 is “input” and 2 is “output”. Only used when disjoining a dual-circuit-connectable entity. Defaults to 1.

Raises:
  • KeyError, IndexError – If entity_1 and/or entity_2 are invalid ID’s or indices to the parent Collection.

  • InvalidAssociationError – If entity_1 and/or entity_2 are not inside the parent Collection.

remove_circuit_connections() None

Remove all circuit connections in the Collection. Recurses through all subgroups and removes circuit connections from them as well. Does nothing if there are no circuit connections in the Collection.

remove_power_connection(entity_1: EntityLike | int | str, entity_2: EntityLike | int | str, side: int = 1) None

Removes a copper wire power connection between two entities. Each entity can be either a reference to the original entity to connect, the index of the entity in the entities list, or it’s string ID. side specifies which side to remove the connection from when removing a connection to a dual-power-connectable entity (usually a power-switch). Does nothing if the specified connection does not exist.

Parameters:
  • entity_1 – EntityLike, ID or index of the first entity to remove the connection to.

  • entity_2 – EntityLike, ID or index of the second entity to remove the connection to.

  • side – Which side of a dual-power-connectable entity to remove the connection from, where 1 is “input” and 2 is “output”. Only used when disjoining a dual-power-connectable entity. Defaults to 1.

Raises:
  • KeyError, IndexError – If entity_1 and/or entity_2 are invalid ID’s or indices to the parent Collection.

  • InvalidAssociationError – If entity_1 and/or entity_2 are not inside the parent Collection.

remove_power_connections() None

Remove all power connections in the Collection, including any power connections between power switches. Recurses through any subgroups, and removes power connections from them as well. Does nothing if there are no power connections in the Collection.

rotate(angle: int) None

Rotate the blueprint by angle, if possible. Operates the same as pressing ‘r’ with a blueprint selected.

angle is specified in terms of Direction enum, meaning that a rotation of 2 is 90 degrees clockwise.

Because eight-way rotatable entities exist in a weird gray area, this function behaves like the feature in-game and only rotates on 90 degree intervals. Attempting to rotate the blueprint an odd amount raises an RotationError.

Warning

This function is currently under active development.

Parameters:

angle – The angle to rotate the blueprint by.

Raises:

RotationError – If the rotation is attempted with an odd value.

setup(**kwargs: dict) None

Sets up a Group using a blueprint JSON dict. Currently only reads the "entities" key and loads them into Group.entities.

translate(x: int, y: int) None

Translates all entities and tiles in the blueprint by x and y. Raises RailAlignmentWarning if the parent class contains double-grid-aligned entities and the translation amount is an odd value on either x or y.

Parameters:
  • x – A number indicating how much to translate along x.

  • y – A number indicating how much to translate along y.

property circuit_connectable: bool

Whether or not this EntityLike can be connected using circuit wires. Not exported; read only.

Type:

bool

property collision_mask: set

The set of all collision layers that this Entity collides with, specified as strings. Defaults to an empty set. Not exported.

Getter:

Gets the collision mask of the Group.

Setter:

Sets the collision mask of the Group, or sets it to an empty set if None was input.

Type:

set{str}

Raises:

TypeError – If set to anything other than a set or None.

property collision_set: CollisionSet

TODO: is this even a good idea to have in the first place? It seems like having this set be the union of all entities it contains would make the most sense, but that would be slow to compute instead of using a spatial map for that. The user could specify a custom collision set, but how is that supposed to interact with the hashmap? no idea

property double_grid_aligned: bool

Whether or not this EntityLike is “double-grid-aligned”, which applies to a number of rail entities. Not exported; read only.

Type:

bool

property dual_circuit_connectable: bool

Whether or not this EntityLike has two circuit connection points. Not exported; read only.

Type:

bool

property dual_power_connectable: bool

Whether or not this EntityLike has two power connection points. Not exported; read only.

Type:

bool

property entities: EntityList

The list of the Group’s entities. Internally the list is a custom class named draftsman.classes.EntityList, which has all the normal properties of a regular list, as well as some extra features. For more information on EntityList, check out this writeup here.

property entity_map: SpatialDataStructure

An implementation of SpatialDataStructure for entities. Not exported; read only.

property flippable: bool

Whether or not this collection can be flipped or not. This is determined by whether or not any of the entities contained can be flipped or not. Read only.

Type:

bool

property global_position: dict

The “global”, or root-most position of the Group. This value is always equivalent to position, unless the group exists inside another EntityCollection. If it does, then it’s global position is equivalent to the sum of all parent positions plus it’s own position. Used when recursing the position of any sub-entity contained within the Group. Read only.

Type:

dict{"x": float, "y": float}

property id: str

The ID of the Group. The most local form of identification between Groups.

Getter:

Gets the ID of the Group.

Setter:

Sets the ID of the Group.

Type:

str

Raises:

TypeError – If set to anything other than a str or None.

property name: str

The name of the Group. Defaults to "group". Can be specified to any string to aid in organization. For example:

blueprint.entities.append(Group("A"))
blueprint.entities.append(Group("B", name="different_name"))

diff = blueprint.find_entities_filtered(name="different_name")
assert diff[0] is blueprint.entities["B"]
Getter:

Gets the name of the Group.

Setter:

Sets the name of the Group.

Type:

str

Raises:

TypeError – If set to anything other than a str.

property parent: EntityCollection

The parent EntityCollection object that contains the entity, or None if the entity does not currently exist within an EntityCollection. Not exported; read only.

Type:

EntityCollection

property position: dict

The position of the Group. Acts as the origin of all the entities contained within, and offsets them on export.

position can be specified as a dict with "x" and "y" keys, or more succinctly as a sequence of floats, usually a list or tuple.

Getter:

Gets the position of the Group.

Setter:

Sets the position of the Group.

Type:

dict{"x": float, "y": float}

Raises:
  • IndexError – If the set value does not match the above specification.

  • DraftsmanError – If the Group’s position is modified when inside a EntityCollection, which is forbidden.

property power_connectable: bool

Whether or not this EntityLike can be connected using power wires. Not exported; read only.

Type:

bool

property rotatable: bool

Whether or not this collection can be rotated or not. Included for posterity; always returns True, even when containing entities that have no direction component. Read only.

Type:

bool

property tile_height: int

The width of the Group’s collision_box, rounded up to the nearest tile. Read only.

Type:

int

property tile_width: int

The width of the Group’s collision_box, rounded up to the nearest tile. Read only.

Type:

int

property type: str

The type of the Group. Defaults to "group". Can be specified to any string to aid in organization. For example:

blueprint.entities.append(Group("A"))
blueprint.entities.append(Group("B", type="different_type"))

diff = blueprint.find_entities_filtered(type="different_type")
assert diff[0] is blueprint.entities["B"]
Getter:

Gets the type of the Group.

Setter:

Sets the type of the Group.

Type:

str

Raises:

TypeError – If set to anything other than a str.