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# Factorio Runtime Docs Version 2.0.77

# LuaCustomInputPrototype - Runtime Docs

## Class LuaCustomInputPrototype extends LuaPrototypeBase

Prototype of a custom input.

Inherits from LuaPrototypeBase

## Members

event_id | :: R defines.events | Event identifier associated with this custom input.
Event identifier associated with this custom input.
key_sequence | :: R string | The default key sequence for this custom input.
The default key sequence for this custom input.
alternative_key_sequence | :: R string? | The default alternative key sequence for this custom input, if any
The default alternative key sequence for this custom input, if any
controller_key_sequence | :: R string? | The default controller key sequence for this custom input, if any
The default controller key sequence for this custom input, if any
controller_alternative_key_sequence | :: R string? | The default controller alternative key sequence for this custom input, if any
The default controller alternative key sequence for this custom input, if any
linked_game_control | :: R LinkedGameControl? | The linked game control name, if any.
The linked game control name, if any.
consuming | :: R `"none"` or `"game-only"` | The consuming type.
The consuming type.
action | :: R string | The action that happens when this custom input is triggered.
The action that happens when this custom input is triggered.
enabled | :: R boolean | Whether this custom input is enabled. [...]
Whether this custom input is enabled. [...]
enabled_while_spectating | :: R boolean | Whether this custom input is enabled while using the spectator controller.
Whether this custom input is enabled while using the spectator controller.
enabled_while_in_cutscene | :: R boolean | Whether this custom input is enabled while using the cutscene controller.
Whether this custom input is enabled while using the cutscene controller.
include_selected_prototype | :: R boolean | Whether this custom input will include the selected prototype (if any) when triggered.
Whether this custom input will include the selected prototype (if any) when triggered.
item_to_spawn | :: R LuaItemPrototype? | The item that gets spawned when this custom input is fired, if any.
The item that gets spawned when this custom input is fired, if any.
valid | :: R boolean | Is this object valid? [...]
Is this object valid? [...]
object_name | :: R string | The class name of this object. [...]
The class name of this object. [...]

Inherited from LuaPrototypeBase

type | :: R string | Type of this prototype.
Type of this prototype.
name | :: R string | Name of this prototype.
Name of this prototype.
order | :: R string | The string used to alphabetically sort these prototypes. [...]
The string used to alphabetically sort these prototypes. [...]
localised_name | :: R LocalisedString |
localised_description | :: R LocalisedString |
factoriopedia_description | :: R LocalisedString | Provides additional description used in factoriopedia.
Provides additional description used in factoriopedia.
group | :: R LuaGroup | Group of this prototype.
Group of this prototype.
subgroup | :: R LuaGroup | Subgroup of this prototype.
Subgroup of this prototype.
hidden | :: R boolean |
hidden_in_factoriopedia | :: R boolean |
parameter | :: R boolean |
custom_tooltip_fields | :: R array[CustomTooltipField]? | Extra description items in the tooltip and Factoriopedia.
Extra description items in the tooltip and Factoriopedia.

## Attributes

### event_id :: Read defines.events

Event identifier associated with this custom input.

### key_sequence :: Read string

The default key sequence for this custom input.

### alternative_key_sequence :: Read string?

The default alternative key sequence for this custom input, if any

### controller_key_sequence :: Read string?

The default controller key sequence for this custom input, if any

### controller_alternative_key_sequence :: Read string?

The default controller alternative key sequence for this custom input, if any

### linked_game_control :: Read LinkedGameControl?

The linked game control name, if any.

### consuming :: Read `"none"` or `"game-only"`

The consuming type.

### action :: Read string

The action that happens when this custom input is triggered.

### enabled :: Read boolean

Whether this custom input is enabled. Disabled custom inputs exist but are not used by the game.

### enabled_while_spectating :: Read boolean

Whether this custom input is enabled while using the spectator controller.

### enabled_while_in_cutscene :: Read boolean

Whether this custom input is enabled while using the cutscene controller.

### include_selected_prototype :: Read boolean

Whether this custom input will include the selected prototype (if any) when triggered.

### item_to_spawn :: Read LuaItemPrototype?

The item that gets spawned when this custom input is fired, if any.

### valid :: Read boolean

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be `false`. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.

### object_name :: Read string

The class name of this object. Available even when `valid` is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

Class used in

- LuaPrototypes::custom_input
- LuaEventType