
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: 1200
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.)

- Wed Oct 26, 2016 10:32 pm
- Forum: Modding help
- Topic: [solved] "position" parameter of find_entities_filtered
- Replies: 2
- Views: 1200
[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: 8446
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 ...