I want to give you a short explanation what's new or was changed.
First off the getliquid() method is gone.
You now gain read/write access via the someEntity.fluidbox, where fluidbox is a table
Each table-entry represents always 1 type of liquid. So the size of the table is bound to the current number of different fluids the entity can hold.
E.g. pipes, steam-engines, tanks always have just one entry, because they can only contain one type of fluid at a time.
Whereas the number of fluidboxes of assembling-machines, refineries etc. can vary depending on the selected recipe.
You can use
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#SomeEntity.fluidbox
For read-access you can simply use
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firstLiquid = SomeEntity.fluidbox[1]
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{
name = the fluid's name,
amount = the current amount,
temperature = well the current temperature;)
}
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SomeEntity.fluidbox[1] = aFluid
But with the difference that the temperature is optional. If not defined the temperature is set to the default (specified in the prtotype). If the temperature is higher than the max temperature (again defined in the prototype) it is clamped to the max temperature.
Actually I believe that's all you have to know. Let me know if anything is unclear.