![]() ![]() LuaEntity, entity that has drawing function/update and all behaviour defined as lua, this would be slower than native entities, but would add a lot of possibilities. Way to manupulate custom gui elements (Just buttons now) in the script, these emit events that can be used in the script.Įvery mod will have its own directory in the mods directory, all it's data (json definitions, a additions) will be in this directory.Īllow to have separate translation files into more files (so mods can entity names translations in it's directory) Started to use the name of the recipe in json definition of recipe, this allows different recipes for the same product. This allows having player without character or character without player.ĭynamic furnace energy source in json (so it can be electric) Character is accessible as entity () and contains the rest of the methods. The migration script runs before control lua and can be used to reload scripts from the original scenario, this will be extra useful after the script interface changes in 0.3.0ĭivided the player and it's character, methods connected with just player and not his character are accessible from the LuaPlayer class (ayer), methods like print, setgoaldescription etc. Merged on ununitdied and onplayerdied to onentitydied (so all entities with health emit this event when dying) And THEN you build conveyor belts from your coal mines to your machines to supply them with coal, automating the entire process. Then you'll be able to use these resources to build machines for you that mine these resources and you manually fill them with coal to power them. In the beginning you'll mine them themselves to build and fuel your first tools and mechanisms. Small example: You can always (and will need to do so in the beginning) grab some resources by hand. The satisfaction in this game definitely revolves around starting off small and then creating more and more elaborate ways to have your "factory" working flawlessly. Then you'll use those resources to build simple mechanisms via exhaustive crafting options, and THEN with those mechanism you'll create mechanism that help you automating everything. If you arent familiar with the mentioned games, it basically works like this: In the beginning you'll run around gathering resources. ![]() ![]() Its basically the optimisation process of SpaceChem, mixed with light Tower Defense elements and a bit of Minecraft-style crafting thrown in.
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