@dreadwood-types/types 0.1.0 → 0.1.2

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@@ -36,7 +36,7 @@ export declare const CARRIAGE_STYLE_FIXED = "carriage";
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  export declare const CARRIAGE_STYLE_DRIVEN = "driven";
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  /** Hired driver plus owned draft horse hitched to the shafts. */
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  export declare const CARRIAGE_STYLE_HITCHED = "hitched";
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- /** Northwest battlefield lake bridge a modest early Woodwork project. */
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+ /** Northwest battlefield lake bridge - a modest early Woodwork project. */
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  export declare const BATTLEFIELD_BRIDGE_REPAIR_COST: Array<{
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  kind: string;
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  qty: number;
@@ -76,7 +76,7 @@ export declare const STORAGE_HUT_REPAIR_COST: Array<{
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  kind: string;
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  qty: number;
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  }>;
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- /** Buildable from the start birch arrows are a level 1 recipe and need it. */
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+ /** Buildable from the start - birch arrows are a level 1 recipe and need it. */
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  export declare const WORKBENCH_BUILD_WOODWORK_LEVEL = 1;
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  export declare const WORKBENCH_BUILD_COST: Array<{
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  kind: string;
@@ -85,7 +85,7 @@ export declare const WORKBENCH_BUILD_COST: Array<{
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  export declare const NETTLES_KIND = "nettles";
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  /** Legacy item id retained so existing inventories remain valid; shown as Sharp Stone. */
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  export declare const SHARP_ROCK_KIND = "sharprock";
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- /** Common cobble chipped from ordinary scenery rocks not the rare knapped sharp stone. */
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+ /** Common cobble chipped from ordinary scenery rocks - not the rare knapped sharp stone. */
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  export declare const STONE_KIND = "stone";
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  export declare const SPRUCE_ARROW_KIND = "sprucearrow";
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  export declare const CARVING_KNIFE_KIND = "carvingknife";
@@ -110,7 +110,7 @@ export type WoodworkRecipe = {
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  export declare const WOODWORK_RECIPES: WoodworkRecipe[];
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  export declare function woodworkRecipe(id: string): WoodworkRecipe | null;
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  export declare const NETTLES_FORAGING_LEVEL = 1;
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- /** Ordinary scenery rocks pebbles, default stones, boulders. Crags are cliff faces. */
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+ /** Ordinary scenery rocks - pebbles, default stones, boulders. Crags are cliff faces. */
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  export declare const STONE_FORAGING_LEVEL = 1;
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  export declare const SHARP_ROCK_FORAGING_LEVEL = 5;
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  /** Inspect rotten farm food or battlefield rotten meat for maggots. */
@@ -124,7 +124,7 @@ export declare const PERCH_FISHING_LEVEL = 7;
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  export declare const POND_FISHING_LEVEL = 1;
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  /**
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  * Odds a cast lands its fish. Used to be a flat 0.5 regardless of skill, so
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- * Fishing level bought you nothing at the rod the only thing it gated was
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+ * Fishing level bought you nothing at the rod - the only thing it gated was
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  * whether tench were castable at all.
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  *
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  * Now a cast starts unreliable at the level that unlocks the fish and improves
@@ -161,7 +161,7 @@ export declare const CAVE_ENTRANCE_EXPLORER_LEVEL = 5;
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  export declare function isFoxTrackEndStyle(style: string | undefined): boolean;
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  export declare const CHICKEN_FEATHER_YIELD_MIN = 1;
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  export declare const CHICKEN_FEATHER_YIELD_MAX = 3;
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- /** Same odds as picking a fight with a seagull worth its feathers sometimes it isn't peaceful. */
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+ /** Same odds as picking a fight with a seagull worth its feathers - sometimes it isn't peaceful. */
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  export declare const CHICKEN_ATTACK_CHANCE = 0.1;
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  export declare const CHICKEN_PECK_DAMAGE_MIN = 1;
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  export declare const CHICKEN_PECK_DAMAGE_MAX = 3;
@@ -186,11 +186,11 @@ export declare const CARVING_KNIFE_PRICE = 50;
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  * so patches are genuinely hunted rather than stumbled over.
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  */
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  export declare const NETTLES_MIN_SPACING = 105;
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- /** Sharp rock is the long hunt roughly ten minutes of searching. */
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+ /** Sharp rock is the long hunt - roughly ten minutes of searching. */
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  export declare const SHARP_ROCK_MIN_SPACING = 260;
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  /**
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  * Earthworm casts are a rare, world-scale forage node (like the beach worm
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- * poo casts), not a per-tile density roll only this many exist at once,
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+ * poo casts), not a per-tile density roll - only this many exist at once,
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  * anywhere in the world.
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  */
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  export declare const EARTHWORM_CAST_COUNT = 3;
package/dist/woodwork.js CHANGED
@@ -36,7 +36,7 @@ export const CARRIAGE_STYLE_FIXED = 'carriage';
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  export const CARRIAGE_STYLE_DRIVEN = 'driven';
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  /** Hired driver plus owned draft horse hitched to the shafts. */
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  export const CARRIAGE_STYLE_HITCHED = 'hitched';
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- /** Northwest battlefield lake bridge a modest early Woodwork project. */
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+ /** Northwest battlefield lake bridge - a modest early Woodwork project. */
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  export const BATTLEFIELD_BRIDGE_REPAIR_COST = [
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  { kind: BIRCH_WOOD_KIND, qty: 30 },
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  { kind: POPLAR_WOOD_KIND, qty: 20 },
@@ -99,7 +99,7 @@ export const STORAGE_HUT_REPAIR_WOODWORK_LEVEL = 5;
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  export const STORAGE_HUT_REPAIR_COST = [
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  { kind: BIRCH_WOOD_KIND, qty: 20 },
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  ];
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- /** Buildable from the start birch arrows are a level 1 recipe and need it. */
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+ /** Buildable from the start - birch arrows are a level 1 recipe and need it. */
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  export const WORKBENCH_BUILD_WOODWORK_LEVEL = 1;
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  export const WORKBENCH_BUILD_COST = [
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  { kind: BIRCH_WOOD_KIND, qty: 40 },
@@ -107,7 +107,7 @@ export const WORKBENCH_BUILD_COST = [
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  export const NETTLES_KIND = 'nettles';
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  /** Legacy item id retained so existing inventories remain valid; shown as Sharp Stone. */
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  export const SHARP_ROCK_KIND = 'sharprock';
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- /** Common cobble chipped from ordinary scenery rocks not the rare knapped sharp stone. */
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+ /** Common cobble chipped from ordinary scenery rocks - not the rare knapped sharp stone. */
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  export const STONE_KIND = 'stone';
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  export const SPRUCE_ARROW_KIND = 'sprucearrow';
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  export const CARVING_KNIFE_KIND = 'carvingknife';
@@ -211,7 +211,7 @@ export function woodworkRecipe(id) {
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  return WOODWORK_RECIPES.find((r) => r.id === id) ?? null;
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  }
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  export const NETTLES_FORAGING_LEVEL = 1;
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- /** Ordinary scenery rocks pebbles, default stones, boulders. Crags are cliff faces. */
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+ /** Ordinary scenery rocks - pebbles, default stones, boulders. Crags are cliff faces. */
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  export const STONE_FORAGING_LEVEL = 1;
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  export const SHARP_ROCK_FORAGING_LEVEL = 5;
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  /** Inspect rotten farm food or battlefield rotten meat for maggots. */
@@ -225,7 +225,7 @@ export const PERCH_FISHING_LEVEL = 7;
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  export const POND_FISHING_LEVEL = 1;
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  /**
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  * Odds a cast lands its fish. Used to be a flat 0.5 regardless of skill, so
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- * Fishing level bought you nothing at the rod the only thing it gated was
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+ * Fishing level bought you nothing at the rod - the only thing it gated was
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  * whether tench were castable at all.
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  *
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  * Now a cast starts unreliable at the level that unlocks the fish and improves
@@ -235,7 +235,7 @@ export const POND_FISHING_LEVEL = 1;
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  * their first tench four casts in five.
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  */
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  /*
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- * Retuned after play: 0.25 at the unlock level made early fishing a slog
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+ * Retuned after play: 0.25 at the unlock level made early fishing a slog -
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  * with a 3s cast that is ~12s a fish before the XP cut is even felt. The
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  * scaling is the point, not the punishment, so the floor now sits just under
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  * the old flat 0.5 and the ceiling is comfortably above it.
@@ -289,7 +289,7 @@ export function isFoxTrackEndStyle(style) {
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  }
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  export const CHICKEN_FEATHER_YIELD_MIN = 1;
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  export const CHICKEN_FEATHER_YIELD_MAX = 3;
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- /** Same odds as picking a fight with a seagull worth its feathers sometimes it isn't peaceful. */
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+ /** Same odds as picking a fight with a seagull worth its feathers - sometimes it isn't peaceful. */
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  export const CHICKEN_ATTACK_CHANCE = 0.1;
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  export const CHICKEN_PECK_DAMAGE_MIN = 1;
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  export const CHICKEN_PECK_DAMAGE_MAX = 3;
@@ -314,11 +314,11 @@ export const CARVING_KNIFE_PRICE = 50;
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  * so patches are genuinely hunted rather than stumbled over.
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  */
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  export const NETTLES_MIN_SPACING = 105;
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- /** Sharp rock is the long hunt roughly ten minutes of searching. */
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+ /** Sharp rock is the long hunt - roughly ten minutes of searching. */
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  export const SHARP_ROCK_MIN_SPACING = 260;
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  /**
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  * Earthworm casts are a rare, world-scale forage node (like the beach worm
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- * poo casts), not a per-tile density roll only this many exist at once,
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+ * poo casts), not a per-tile density roll - only this many exist at once,
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  * anywhere in the world.
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  */
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  export const EARTHWORM_CAST_COUNT = 3;
package/dist/xp.d.ts CHANGED
@@ -33,7 +33,7 @@ export declare function maxHealthForLevel(combatLevel: number): number;
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  * Replaces a subtractive soak (`damage - random(0..armour)`), which had a nasty
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  * cliff: once armour approached the attacker's max hit, damage collapsed toward
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  * zero, so two points either way swung survival from a few minutes to over half
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- * an hour. Measured, not guessed see scripts/sim-combat.ts.
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+ * an hour. Measured, not guessed - see scripts/sim-combat.ts.
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  *
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  * A ratio curve has none of that. It gives diminishing returns, never reaches
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  * immunity, and stays predictable to tune.
package/dist/xp.js CHANGED
@@ -66,7 +66,7 @@ export function maxHealthForLevel(combatLevel) {
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  * Replaces a subtractive soak (`damage - random(0..armour)`), which had a nasty
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  * cliff: once armour approached the attacker's max hit, damage collapsed toward
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  * zero, so two points either way swung survival from a few minutes to over half
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- * an hour. Measured, not guessed see scripts/sim-combat.ts.
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+ * an hour. Measured, not guessed - see scripts/sim-combat.ts.
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  *
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  * A ratio curve has none of that. It gives diminishing returns, never reaches
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  * immunity, and stays predictable to tune.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@dreadwood-types/types",
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- "version": "0.1.0",
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+ "version": "0.1.2",
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  "description": "Public wire protocol and client-safe constants for Dreadwoods",
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  "type": "module",
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  "main": "./dist/index.js",