Search found 4 matches
- Sat Oct 26, 2019 11:14 am
- Forum: Won't implement
- Topic: LuaTile.get_light_level()
- Replies: 6
- Views: 1721
Re: LuaTile.get_light_level()
Ah, okay. Not sure if it would make sense to keep this info at the tile level though as there are many things that can affect a tile's light + there could be an object covering the tile. All that sounds expensive to keep per-tile as it is outside the scope of a single tile and would have to be recal...
- Fri Oct 25, 2019 8:35 pm
- Forum: Won't implement
- Topic: LuaTile.get_light_level()
- Replies: 6
- Views: 1721
Re: LuaTile.get_light_level()
What do you mean by light level? related to the day-night schedule or something else?
AFAIK light level is only at the surface-level and you can get it from LuaSurface.darkness
AFAIK light level is only at the surface-level and you can get it from LuaSurface.darkness
- Thu Oct 24, 2019 6:15 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 21
- Views: 7672
Re: LuaRendering.draw_on_map
+1 I actually could use this for something I'm working on. Pretty sure this is already in the engine as the Artillery targeting remote draws on the map AND the ground + all the mapview overlays that draw on the map. A draw_on_map bool (default: false) on all the LuaRendering calls should be sufficie...
- Thu Oct 24, 2019 11:33 am
- Forum: Won't implement
- Topic: Event for entity status change
- Replies: 1
- Views: 1013
Event for entity status change
I think the current API is missing an on_entity_status_changed event which should listen for changes in LuaEntity.status . The event should pass the entity (with the new status) and the old status. This would remove the necessity of mods checking any of the entity statuses using the expensive on_tic...