@@ -15,14 +15,14 @@ Producing units or researching upgrades works the same way as recipes.
1515 # find closest viable position for miner:
1616 p = uw_world.find_construction_placement(DRILL_CONSTRUCTION_ID , home_position, METAL_RECIPE_ID ) # recipe id is optional
1717 if p == INVALID :
18- return
18+ return
1919
2020 # place construction:
21- uw_commands.place_construction(DRILL_CONSTRUCTION_ID , p, 0 , METAL_RECIPE_ID , UwPriorityEnum.Normal ) # yaw, recipe, and priority are optional
21+ uw_commands.place_construction(DRILL_CONSTRUCTION_ID , p, 0 , METAL_RECIPE_ID , Priority.High ) # yaw, recipe, and priority are optional
2222
2323 # recipe and priority can be changed later:
2424 uw_commands.set_recipe(own_id, ANOTHER_RECIPE_ID )
25- uw_commands.set_priority(own_id, UwPriorityEnum.High )
25+ uw_commands.set_priority(own_id, Priority.Normal )
2626
2727 .. tab-item :: C#
2828 :sync: csharp
@@ -32,14 +32,14 @@ Producing units or researching upgrades works the same way as recipes.
3232 // find closest viable position for miner:
3333 uint p = World .FindConstructionPlacement (DRILL_CONSTRUCTION_ID , homePosition , METAL_RECIPE_ID ); // recipe id is optional
3434 if (p == Entity .Invalid ):
35- return ;
35+ return ;
3636
3737 // place construction:
38- Commands .PlaceConstruction (DRILL_CONSTRUCTION_ID , p , 0 , METAL_RECIPE_ID , Interop . UwPriorityEnum .Normal ); // yaw, recipe, and priority are optional
38+ Commands .PlaceConstruction (DRILL_CONSTRUCTION_ID , p , 0 , METAL_RECIPE_ID , UwPriorityEnum .High ); // yaw, recipe, and priority are optional
3939
4040 // recipe and priority can be changed later:
4141 Commands .SetRecipe (own_id , ANOTHER_RECIPE_ID )
42- Commands .SetPriority (own_id , Interop . UwPriorityEnum .High )
42+ Commands .SetPriority (own_id , UwPriorityEnum .Normal )
4343
4444 .. tab-item :: C++
4545 :sync: cpp
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