 (as well as making the code for the mod much simpler.)
 (as well as making the code for the mod much simpler.)Search found 3 matches
- Thu Oct 27, 2016 5:46 pm
- Forum: Modding help
- Topic: [solved] "position" parameter of find_entities_filtered
- Replies: 2
- Views: 1340
Re: "position" parameter of LuaSurface::find_entities_filtered
Thanks. That's how I was going to use it, so it does follow the behaviour I expected  (as well as making the code for the mod much simpler.)
 (as well as making the code for the mod much simpler.)
					 (as well as making the code for the mod much simpler.)
 (as well as making the code for the mod much simpler.)- Wed Oct 26, 2016 10:32 pm
- Forum: Modding help
- Topic: [solved] "position" parameter of find_entities_filtered
- Replies: 2
- Views: 1340
[solved] "position" parameter of find_entities_filtered
I would like to ask what does the "position" parameter of the LuaSurface::find_entities_filtered method actually does in the following cases:
-There is a position AND an area present in the table
-There is ONLY a position present in the table (this is the most important as I need to find all ...
					-There is a position AND an area present in the table
-There is ONLY a position present in the table (this is the most important as I need to find all ...
- Sat Oct 08, 2016 7:54 pm
- Forum: Already exists
- Topic: Custom entity lua state handling in blueprints.
- Replies: 12
- Views: 9297
Re: Custom entity lua state handling in blueprints.
My proposal for the addition of blueprint custom data would be like so:
 
Ghost entities have two new fields blueprint_id and blueprint_entity_id
Blueprint data can not only be accessed via the item, but created blueprints can be accessed through a game.blueprint_data This is a table mapping ...
					Ghost entities have two new fields blueprint_id and blueprint_entity_id
Blueprint data can not only be accessed via the item, but created blueprints can be accessed through a game.blueprint_data This is a table mapping ...