diff -r 3885b13d8ec8 -r 7438c7dfeff6 LuaAPI.wiki --- a/LuaAPI.wiki Fri Feb 09 20:47:59 2018 +0000 +++ b/LuaAPI.wiki Fri Feb 09 20:50:12 2018 +0000 @@ -379,8 +379,8 @@ local gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0) FindPlace(gear, true, 0, LAND_WIDTH) -=== !AddVisualGear(x, y, visualGearType, state, critical) === -This creates a new visual gear at position x,y (measured from top left) of kind `visualGearType` (see [VisualGearTypes Visual Gear Types]). The function returns the `uid` of the visual gear created. Set `critical` to `true` if the visual gear is crucial to game play. Use `false` if it is just an effect, and can be skipped when in fast-forward mode (such as when joining a room). A critical visual gear will always be created, a non-critical one may fail. Most visual gears delete themselves. +=== !AddVisualGear(x, y, visualGearType, state, critical [, layer]) === +This creates a new visual gear at position x,y (measured from top left) of kind `visualGearType` (see [VisualGearTypes Visual Gear Types]). The function returns the `uid` of the visual gear created. Set `critical` to `true` if the visual gear is crucial to game play. Use `false` if it is just an effect, and can be skipped when in fast-forward mode (such as when joining a room). A critical visual gear will always be created, a non-critical one may fail. Most visual gears delete themselves. You can set an optional `layer` to specify which visual gears get drawn on top. Example: