An array of fluid boxes of an entity. Entities may contain more than one fluid box, and some can change the number of fluid boxes -- for instance, an assembling machine will change its number of fluid boxes depending on its active recipe.
Do note that reading from a LuaFluidBox creates a new table and writing will copy the given fields from the table into the engine's own fluid box structure. Therefore, the correct way to update a fluidbox of an entity is to read it first, modify the table, then write the modified table back. Directly accessing the returned table's attributes won't have the desired effect.
Double the temperature of the fluid in
entity's first fluid box.
fluid = entity.fluidbox fluid.temperature = fluid.temperature * 2 entity.fluidbox = fluid
Number of fluid boxes.
Access, set or clear a fluid box. The index must always be in bounds (see LuaFluidBox::operator #). New fluidboxes may not be added or removed using this operator. If the given fluid box doesn't contain any fluid,
nil is returned. Similarly,
nil can be written to a fluid box to remove all fluid from it.
get_prototype(index) → LuaFluidBoxPrototype
The prototype of this fluidbox index.
get_connections(index) → array[LuaFluidBox]
The fluidbox connections for the given fluidbox index.
get_filter(index) → FluidBoxFilter
Get a fluid box filter
The index of the filter to get.
The filter at the requested index.
nil if there isn't one.
set_filter(index, filter) → boolean
Set a fluid box filter.
The index of the filter to set.
The filter to set. Setting
nil clears the filter.
Whether the filter was set successfully.
Some entities cannot have their fluidbox filter set, notably fluid wagons and crafting machines.
Flow through the fluidbox in the last tick. It is the larger of in-flow and out-flow.
Fluid wagons do not track it and will return 0.
get_locked_fluid(index) → string
Returns the fluid the fluidbox is locked onto Returns 'nil' for no lock
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be
false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.