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Something else to note is that, aside from some low-level engine stuff, almost the entire game is handled by Lua scripts. The game is a low-level core that handles things like rendering and audio, but the vast majority of game behaviour itself is managed through Lua. (It's a lot like the LÖVE framework in this way.) Lua is single-threaded by design, so everything done in it is largely synchronous. Your program can launch multiple Lua interpreters, but there's no simple, safe way to have them all managing the same data simultaneously, so it's usually more like "one Lua interpreter to handle AI scripts, one to handle world stuff, one to handle player behaviour, etc.".
It's really not that bad. The core language remains the same, so the rest is just reading the docs and looking at examples. Going from one Lua-based game to another is a pretty simple jump compared to going to completely different modding languages/ecosystems. Especially the ones that use complex editors. You could start with a fantasy console like the TIC-80, and a lot of what you learn to do would carry over to LÖVE, which then carries over to other games. Like Starbound's basic init/update style of callbacks works a lot like how LÖVE behaves, as I mentioned.