The runtime values of a planet
create_surface() | → LuaSurface | Creates the associated surface if one doesn't already exist. |
Creates the associated surface if one doesn't already exist. | ||
associate_surface(surface) | Associates the given surface with this planet. [...] | |
Associates the given surface with this planet. [...] | ||
reset_map_gen_settings() | Resets the map gen settings on this planet to the default from-prototype state. | |
Resets the map gen settings on this planet to the default from-prototype state. | ||
name | :: R string | The planets name. |
The planets name. | ||
prototype | :: R LuaSpaceLocationPrototype | |
surface | :: R LuaSurface | The surface for this planet if one currently exists. [...] |
The surface for this planet if one currently exists. [...] | ||
valid | :: R boolean | Is this object valid? [...] |
Is this object valid? [...] | ||
object_name | :: R string | The class name of this object. [...] |
The class name of this object. [...] |
Creates the associated surface if one doesn't already exist.
Associates the given surface with this planet. Surface must not already be associated with a planet and the planet must not already have an associated surface.
Planet must not be using entities_require_heating.
surface | :: SurfaceIdentification | The surface to be associated. |
The surface to be associated. |
The planets name.
The surface for this planet if one currently exists.
Planets do not default generate their surface. LuaPlanet::create_surface can be used to force the surface to exist.
LuaPlanet::associate_surface can be used to create an association with an existing surface.
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.
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.