0.13 Lua API documentation preview
0.13 Lua API documentation preview
Let's fuel the hype train a little, shall we? We just uploaded a preview of the 0.13 Lua API documentation for your previewing pleasures.
Obviously the API may still change between now and actual 0.13.0 release, but the changes should be reasonably small. Hopefully this preview will answer some questions about mod compatibility in 0.13 and the requred changes.
Obviously the API may still change between now and actual 0.13.0 release, but the changes should be reasonably small. Hopefully this preview will answer some questions about mod compatibility in 0.13 and the requred changes.
- ArderBlackard
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Re: 0.13 Lua API documentation preview
Thanks a lot! So many things to discover!
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Re: 0.13 Lua API documentation preview
Are we getting the prototypes documentation someday?
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: 0.13 Lua API documentation preview
Hopefully, but not soon. Like I already said quite a few times here, prototype documentation is a big task that will take quite a lot of effort.Adil wrote:Are we getting the prototypes documentation someday?
- DedlySpyder
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Re: 0.13 Lua API documentation preview
This is all I need to hold me over (well, I would love prerelease patch notes, but I understand not giving them to us)
Re: 0.13 Lua API documentation preview
ooh, that is a juicy link. I'm just getting started with a mod and had no idea about that site.. I'm still finding documentation about all the knobs to tweak difficult.
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Re: 0.13 Lua API documentation preview
Thanks for publishing this.
Re: 0.13 Lua API documentation preview
The control behaviours seem really really interesting.
Now that this part of the engine has been abstracted, is there any chance that some day we might be able to override which control behaviour exists on an entity? Or even have an entity with multiple control behaviours?
As an example, what if I create some new type of chest which performs a function when something is inserted into it. But I also want this chest to have an on/off circuit control behaviour so the player can choose when they want the chest's function to be switched on? (Real example from the mod I'm working on.)
Now that this part of the engine has been abstracted, is there any chance that some day we might be able to override which control behaviour exists on an entity? Or even have an entity with multiple control behaviours?
As an example, what if I create some new type of chest which performs a function when something is inserted into it. But I also want this chest to have an on/off circuit control behaviour so the player can choose when they want the chest's function to be switched on? (Real example from the mod I'm working on.)
Re: 0.13 Lua API documentation preview
Will the on_entity_settings_pasted when blueprints are placed?
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: 0.13 Lua API documentation preview
It sounds like it's only for shift-right-click shift-left-click operations. When planting a blueprint, there isn't a source/destination pair - the original entities the blueprint was taken from might no longer exist!Adil wrote:Will the on_entity_settings_pasted when blueprints are placed?
Re: 0.13 Lua API documentation preview
The control behavior system still requires that the implementing entity be coded to implement that behavior in the C++ class for that entity.doc wrote:The control behaviours seem really really interesting.
Now that this part of the engine has been abstracted, is there any chance that some day we might be able to override which control behaviour exists on an entity? Or even have an entity with multiple control behaviours?
No, that wouldn't be possible with how it works now.doc wrote:As an example, what if I create some new type of chest which performs a function when something is inserted into it. But I also want this chest to have an on/off circuit control behaviour so the player can choose when they want the chest's function to be switched on? (Real example from the mod I'm working on.)
If you want to get ahold of me I'm almost always on Discord.