It appears to be the same requirements as type "beam", but it would be nice to be sure.
-> Mostly similar, yep, thanks. Added for 1.1.70.
Since the only mandatory properties for Prototype/Animation.layers are 'name' & 'type', this gives...layers
Type: table of Animation
If this property is present, all Animation definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Animation definition) in the array may also have the layers property.
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.
Layers may not be an empty table.
Code: Select all
data:extend({
{
layers =
{
{
name = "test-animation",
type = "animation",
animation_speed = 0.5,
...
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data:extend({
{
name = "test-animation",
type = "animation",
layers =
{
{
animation_speed = 0.5,
...
moon69 wrote: ↑Tue Jun 14, 2022 11:01 amRE: FluidStream.particle_buffer_size prototype documentation... the value must be greater than zero! So...
0 < particle_buffer_size < 256
Also: It appears this setting determines the number of spawned children of the stream... could this be documented please?
Pi-C wrote: ↑Sun Jun 19, 2022 4:16 pmI've been wondering why my selection tool would find car prototypes although selection_mode was set to {"entity-with-owner"}. Turns out there is a bug in the prototype descriptions.
According to Prototype/Vehicle, vehicle prototypes are Prototype/EntityWithOwner:
Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Vehicle
However, Prototype/EntityWithOwner is missing from the descriptions of Prototype/Car and Prototype/SpiderVehicle.
Also, according to Prototype/RollingStock, rolling stock is Prototype/EntityWithOwner as well. But Prototype/EntityWithOwner is missing from the description of Prototype/ArtilleryWagon, Prototype/CargoWagon, and Prototype/FluidWagon (the description is correct for Prototype/Locomotive).
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Note
The input position params can also be a single tile position.
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/sc
local player = game.player
local furnace = player.surface.create_entity({name="stone-furnace", position={x=game.player.position.x+3, y=game.player.position.y+3}, force=player.force})
script.on_event(defines.events.on_tick, function()
if furnace.valid then
player.selected = furnace
player.mining_state = { mining = true, position = furnace.position}
end
end)