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@ -348,6 +348,9 @@ timer::
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The structure of a full mod
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---------------------------
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For reference, `Tachy Guns <https://www.github.com/wolfboyft/tachy-guns>`__ is a
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full mod that conforms to this guide.
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Create a folder for mod projects somewhere outside your Dwarf Fortress
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installation directory (e.g. ``/path/to/mymods/``) and use your mod IDs as the
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names for the mod folders within it. In the example below, we'll use a mod ID of
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@ -425,13 +428,18 @@ Ok, you're all set up! Now, let's take a look at an example
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moduleA.onLoad()
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moduleB.onLoad()
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-- register your callbacks
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repeatUtil.scheduleEvery(modId .. ' every tick', 1, 'ticks',
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moduleA.every1Tick)
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-- multiple functions in the same repeat callback
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repeatUtil.scheduleEvery(modId .. ' every tick', 1, 'ticks', function()
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moduleA.every1Tick()
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moduleB.every1Tick()
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end)
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-- one function per repeat callback (you can put them in the
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-- above format if you prefer)
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repeatUtil.scheduleEvery(modId .. ' 100 frames', 1, 'frames',
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moduleD.every100Frames)
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-- multiple functions in the same callback
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-- multiple functions in the same eventful callback
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eventful.onReactionComplete[modId] = function(reaction,
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reaction_product, unit, input_items, input_reagents,
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output_items)
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@ -442,7 +450,7 @@ Ok, you're all set up! Now, let's take a look at an example
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unit, input_items, input_reagents, output_items)
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end
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-- one function per callback (you can put them in the
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-- one function per eventful callback (you can put them in the
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-- above format if you prefer)
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eventful.onProjItemCheckMovement[modId] = moduleD.onProjItemCheckMovement
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eventful.onProjUnitCheckMovement[modId] = moduleD.onProjUnitCheckMovement
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