LuaPlayer.get_associated_characters
their => thereNote: The array will always be empty when the player is disconnected (see LuaPlayer::connected) regardless of their being associated characters.
There are also some more typos that I mentioned in an earlier topic, but that one seems to be stuck in pending:
viewtopic.php?f=29&t=53923#p333543
The same goes for centre/center.Roy wrote:Sorry for the late reply, I apparently forgot to turn on the notifications.Rseding91 wrote:These should be fixed in 0.16. Can you confirm?
I've gone through the whole api again, and all the old mistakes seem to be fixed. But I did find a few more:
InfinityFilteritem => name (tested in-game with set_infinity_filter, and item doesn't work, but name does)item :: string: Name of the item.
LuaEntityPrototype.construction_radiusconstrution => constructionThe constrution radius for this roboport prototype or nil.
LuaItemPrototype.resistancesor or => orResistances of this armour item; nil if not an armor or or the armor has no resistances.
LuaForce.max_successful_attemps_per_tick_per_construction_queueattemps => attempts (this is also incorrect in the game, so this will be a breaking change)max_successful_attemps_per_tick_per_construction_queue :: uint [Read-Write]
LuaSurface.can_fast_replacethe the => theIf there exists an entity at the given location that can be fast-replaced with the the given entity parameters.
script_raised_builtto to => toThis is event is only raised if a mod uses in with script.raise_event(). Nothing passed with this event is validated and it is up to mod authors to to check for the existence of and validity of anything passed with it.
Also the first part makes no sense, I think it's meant to say: "This event is only raised if a mod uses it with script.raise_event()."?
script_raised_destroyto to => toThis is event is only raised if a mod uses in with script.raise_event(). Nothing passed with this event is validated and it is up to mod authors to to check for the existence of and validity of anything passed with it.
Also the first part makes no sense, I think it's meant to say: "This event is only raised if a mod uses it with script.raise_event()."?
script_raised_reviveto to => toThis is event is only raised if a mod uses in with script.raise_event(). Nothing passed with this event is validated and it is up to mod authors to to check for the existence of and validity of anything passed with it.
Also the first part makes no sense, I think it's meant to say: "This event is only raised if a mod uses it with script.raise_event()."?
LuaEntity.to_be_deconstructedis is => isforce :: string or LuaForce: The force which ordered the deconstruction. This parameter is is currently unused; it exists only for forward compatibility of the API.
LuaEntity.activeare are => areNote: Entities that are are not active naturally can't be set to be active (setting it to be active will do nothing)
And lastly, there are a bunch of places where color is written as colour. This isn't really incorrect, but it would be better to be consistent:
LuaPlayer.color
Color
LuaControlBehavior
LuaEntity.connect_neighbour
LuaEntity.disconnect_neighbour
LuaEntity.get_circuit_network
Concepts.html#Command
Centre => Centerdestination :: Position: Centre of the attack area.
EDIT: clarified a few things about centre, and removed deconstructible.