diff --git a/docs/dev/Lua API.rst b/docs/dev/Lua API.rst index 6f1fff5de2..a3c94550f8 100644 --- a/docs/dev/Lua API.rst +++ b/docs/dev/Lua API.rst @@ -3702,8 +3702,6 @@ functions. These are invoked just like standard string functions, e.g.:: script-manager ============== -.. highlight:: none - This module contains functions useful for mods that contain DFHack scripts to retrieve source and state paths. The value to pass as ``mod_id`` must be the same as the mod ID in the mod's :file:`info.txt` metadata file. The returned @@ -3742,8 +3740,6 @@ paths will be relative to the top level game directory and will end in a slash utils ===== -.. highlight:: lua - * ``utils.compare(a,b)`` Comparator function; returns *-1* if ab, *0* otherwise. diff --git a/docs/guides/modding-guide.rst b/docs/guides/modding-guide.rst index 5906c75208..e93051d41a 100644 --- a/docs/guides/modding-guide.rst +++ b/docs/guides/modding-guide.rst @@ -238,8 +238,6 @@ immensely, and you can always ask for help in the `right places `. Reading and writing files and other persistent state ---------------------------------------------------- -.. highlight:: none - There are several locations and APIs that a mod might need to read or store data: @@ -256,8 +254,6 @@ for reading and writing JSON data. For example:: -- modify state in the config.data table and persist it when it changes with -- config:write() -.. highlight:: lua - State that should be saved with a world or a specific fort within that world should use `persistent-api` API. You can attach a state change hook for new world loaded where you can load the state, which often includes whether the mod