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# Factorio Runtime Docs Version 2.0.7

## Class LuaFluidEnergySourcePrototype changed

Prototype of a fluid energy source.

## Members

emissions_per_joule new | :: R dictionary[string → double] | The table of emissions of this energy source in `pollution/Joule`, indexed by pollutant type. [...]
The table of emissions of this energy source in `pollution/Joule`, indexed by pollutant type. [...]
render_no_network_icon | :: R boolean |
render_no_power_icon | :: R boolean |
effectivity | :: R double |
burns_fluid | :: R boolean |
scale_fluid_usage | :: R boolean |
destroy_non_fuel_fluid | :: R boolean |
fluid_usage_per_tick | :: R double |
smoke | :: R array[SmokeSource] | The smoke sources for this prototype, if any.
The smoke sources for this prototype, if any.
maximum_temperature | :: R double |
fluid_box | :: R LuaFluidBoxPrototype | The fluid box for this energy source.
The fluid box for this energy source.
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. [...]

## Attributes

### emissions_per_joule :: Read dictionary[string → double] new

The table of emissions of this energy source in `pollution/Joule`, indexed by pollutant type. Multiplying it by energy consumption in `Watt` gives `pollution/second`.

### render_no_network_icon :: Read boolean

### render_no_power_icon :: Read boolean

### effectivity :: Read double

### burns_fluid :: Read boolean

### scale_fluid_usage :: Read boolean

### destroy_non_fuel_fluid :: Read boolean

### fluid_usage_per_tick :: Read double

### smoke :: Read array[SmokeSource]

The smoke sources for this prototype, if any.

### maximum_temperature :: Read double

### fluid_box :: Read LuaFluidBoxPrototype

The fluid box for this energy source.

### 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.