factorio-types 0.0.14 → 0.0.18
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/classes.d.ts +339 -276
- package/dist/concepts.d.ts +57 -19
- package/dist/defines.d.ts +1 -1
- package/dist/events.d.ts +5 -1
- package/dist/global.d.ts +1 -1
- package/package.json +1 -1
package/dist/concepts.d.ts
CHANGED
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@@ -2,7 +2,7 @@
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// Factorio API reference https://lua-api.factorio.com/latest/index.html
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// Generated from JSON source https://lua-api.factorio.com/latest/runtime-api.json
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// Definition source https://github.com/sguest/factorio-types
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// Factorio version 1.1.
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// Factorio version 1.1.49
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// API version 1
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/**
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@@ -599,6 +599,7 @@ type CollisionMask = {[key in CollisionMaskLayer]: boolean}
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/**
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* A {@link string | string} specifying a collision mask layer.
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*
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* Possible values for the string are:
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* - `"ground-tile"`
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* - `"water-tile"`
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@@ -613,12 +614,14 @@ type CollisionMask = {[key in CollisionMaskLayer]: boolean}
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* - `"rail-layer"`
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* - `"transport-belt-layer"`
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* - `"not-setup"`
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*
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* Additionally the values `"layer-13"` through `"layer-55"`. These layers are currently unused by the game but may change. If a mod is going to use one of the unused layers it's recommended to start at the higher layers because the base game will take from the lower ones.
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*/
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type CollisionMaskLayer = 'ground-tile' | 'water-tile' | 'resource-layer' | 'doodad-layer' | 'floor-layer' | 'item-layer' | 'ghost-layer' | 'object-layer' | 'player-layer' | 'train-layer' | 'rail-layer' | 'transport-belt-layer' | 'not-setup' | 'layer-13' | 'layer-14' | 'layer-15' | 'layer-16' | 'layer-17' | 'layer-18' | 'layer-19' | 'layer-20' | 'layer-21' | 'layer-22' | 'layer-23' | 'layer-24' | 'layer-25' | 'layer-26' | 'layer-27' | 'layer-28' | 'layer-29' | 'layer-30' | 'layer-31' | 'layer-32' | 'layer-33' | 'layer-34' | 'layer-35' | 'layer-36' | 'layer-37' | 'layer-38' | 'layer-39' | 'layer-40' | 'layer-41' | 'layer-42' | 'layer-43' | 'layer-44' | 'layer-45' | 'layer-46' | 'layer-47' | 'layer-48' | 'layer-49' | 'layer-50' | 'layer-51' | 'layer-52' | 'layer-53' | 'layer-54' | 'layer-55'
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/**
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* A {@link CollisionMask | CollisionMask} but also includes any flags this mask has.
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*
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* Flags such as:
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* - `"not-colliding-with-itself"`
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* - `"consider-tile-transitions"`
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@@ -628,6 +631,7 @@ type CollisionMaskWithFlags = CollisionMask & {[key:string]: true}
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/**
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* Red, green, blue and alpha values, all in range [0, 1] or all in range [0, 255] if any value is > 1. All values here are optional. Color channels default to `0`, the alpha channel defaults to `1`.
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*
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* Similar to {@link Position | Position}, Color allows the short-hand notation of passing an array of exactly 3 or 4 numbers. The game usually expects colors to be in pre-multiplied form (color channels are pre-multiplied by alpha).
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* @example
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* ```
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/**
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* Candidate chunks are given scores to determine which one of them should be expanded into. This score takes into account various settings noted below. The iteration is over a square region centered around the chunk for which the calculation is done, and includes the central chunk as well. Distances are calculated as {@link Manhattan distance | https://en.wikipedia.org/wiki/Taxicab_geometry}.
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*
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* The pseudocode algorithm to determine a chunk's score is as follows:
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*
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* ```
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* player = 0
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* for neighbour in all chunks within enemy_building_influence_radius from chunk:
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@@ -1093,7 +1099,7 @@ type EntityPrototypeFlags = {
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[key in EntityPrototypeFlagsKey]: true
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}
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type EntityPrototypeFlagsKey = 'breaths-air' | 'building-direction-8-way' | 'fast-replaceable-no-build-while-moving' | 'fast-replaceable-no-cross-type-while-moving' | 'filter-directions' | 'hidden' | 'hide-alt-info' | 'no-automated-item-insertion' | 'no-automated-item-removal' | 'no-copy-paste' | 'no-gap-fill-while-building' | 'not-blueprintable' | 'not-deconstructable' | 'not-flammable' | 'not-on-map' | 'not-repairable' | 'not-rotatable' | 'not-selectable-in-game' | 'not-upgradable' | 'placeable-enemy' | 'placeable-neutral' | 'placeable-off-grid' | 'placeable-player' | 'player-creation'
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type EntityPrototypeFlagsKey = 'breaths-air' | 'building-direction-8-way' | 'fast-replaceable-no-build-while-moving' | 'fast-replaceable-no-cross-type-while-moving' | 'filter-directions' | 'hidden' | 'hide-alt-info' | 'no-automated-item-insertion' | 'no-automated-item-removal' | 'no-copy-paste' | 'no-gap-fill-while-building' | 'not-blueprintable' | 'not-deconstructable' | 'not-flammable' | 'not-in-kill-statistics' | 'not-on-map' | 'not-repairable' | 'not-rotatable' | 'not-selectable-in-game' | 'not-upgradable' | 'placeable-enemy' | 'placeable-neutral' | 'placeable-off-grid' | 'placeable-player' | 'player-creation'
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/**
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* @remarks
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@@ -1145,6 +1151,7 @@ interface EventData {
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/**
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* Used to filter out irrelevant event callbacks in a performant way.
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*
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* Available filters:
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* - {@link LuaEntityClonedEventFilter | LuaEntityClonedEventFilter}
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* - {@link LuaEntityDamagedEventFilter | LuaEntityDamagedEventFilter}
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@@ -1540,7 +1547,7 @@ type ItemPrototypeFlags = {
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[key in ItemPrototypeFlagsKey]: true
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}
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type ItemPrototypeFlagsKey = 'always-show' | 'can-extend-inventory' | 'draw-logistic-overlay' | 'hidden' | 'hide-from-bonus-gui' | 'hide-from-fuel-tooltip' | 'mod-openable' | 'not-stackable' | 'only-in-cursor' | 'primary-place-result'
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type ItemPrototypeFlagsKey = 'always-show' | 'can-extend-inventory' | 'draw-logistic-overlay' | 'hidden' | 'hide-from-bonus-gui' | 'hide-from-fuel-tooltip' | 'mod-openable' | 'not-stackable' | 'only-in-cursor' | 'primary-place-result' | 'spawnable'
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/**
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* @remarks
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@@ -1599,11 +1606,15 @@ interface ItemStackLocation {
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/**
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* Localised strings are a way to support translation of in-game text. It is an array where the first element is the key and the remaining elements are parameters that will be substituted for placeholders in the template designated by the key.
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*
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* The key identifies the string template. For example, `"gui-alert-tooltip.attack"` (for the template `"__1__
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* objects are being damaged"`; see the file `data/core/locale/en.cfg`).
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*
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* The template can contain placeholders such as `__1__` or `__2__`. These will be replaced by the respective parameter in the LocalisedString. The parameters themselves can be other localised strings, which will be processed recursively in the same fashion. Localised strings can not be recursed deeper than 20 levels and can not have more than 20 parameters.
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*
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* As a special case, when the key is just the empty string, all the parameters will be concatenated (after processing, if any are localised strings). If there is only one parameter, it will be used as is.
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*
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*
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* Furthermore, when an API function expects a localised string, it will also accept a regular string (i.e. not a table) which will not be translated, as well as a number or boolean, which will be converted to their textual representation.
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* @example
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* In the English translation, this will print `"No ammo"`; in the Czech translation, it will print `"Bez munice"`:
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* ```
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'name': string
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}
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/**
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* @param name - The item. `nil` clears the filter.
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*/
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interface LogisticParameters {
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'max'?: number
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'min'?: number
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* The item. `nil` clears the filter.
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*/
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'name'?: string
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}
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/**
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* @param count_max - Maximum amount of loot to drop.
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* @param count_min - Minimum amount of loot to drop.
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/**
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* A floating point number specifying an amount.
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*
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* For backwards compatibility, MapGenSizes can also be specified as one of the following strings, which will be converted to a number (when queried, a number will always be returned):
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*
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* - `"none"` - equivalent to `0`
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* - `"very-low"`, `"very-small"`, `"very-poor"` - equivalent to `1/2`
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*/
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type MapGenSize = number | 'none' | 'very-low' | 'very-small' | 'very-poor' | 'low' | 'small' | 'poor' | 'normal' | 'medium' | 'regular' | 'high' | 'big' | 'good' | 'very-high' | 'very-big' | 'very-good'
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/**
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* Coordinates of an entity on a map. This uses the same format as {@link Position | Position}, meaning it can be specified either with or without explicit keys.
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interface MapPosition {
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'x': number
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'y': number
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}
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/**
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* Various game-related settings. Updating any of the attributes will immediately take effect in the game engine.
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* @param max_failed_behavior_count - If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters getting stuck within their own base.
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/**
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* This is a set of flags given as a dictionary{@link [string | string} → {@link boolean | boolean}]. When a flag is set, it is present in the dictionary with the value `true`. Unset flags aren't present in the dictionary at all.
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*
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* To write to this, use an array{@link [string | string}] of the mouse buttons that should be possible to use with on button.
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*
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* When setting flags, the flag `"left-and-right"` can also be set which will set `"left"` and `"right"` true.
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*
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* Possible flags when reading are:
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* - `"left"`
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* - `"right"`
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* @param direct_distance_to_consider_short_request - The maximum direct distance in tiles before a request is no longer considered short. Defaults to `100`.
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* @param enemy_with_different_destination_collision_penalty - A penalty that is applied for another unit that is too close and either not moving or has a different goal. Defaults to `30`.
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* @param extended_collision_penalty - The collision penalty for collisions in the extended bounding box but outside the entity's actual bounding box. Defaults to `3`.
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* @param fwd2bwd_ratio -
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* @param fwd2bwd_ratio - The pathfinder performs a step of the backward search every `fwd2bwd_ratio`'th step. The minimum allowed value is `2`, which means symmetric search. The default value is `5`.
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* @param general_entity_collision_penalty - The general collision penalty with other units. Defaults to `10`.
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* @param general_entity_subsequent_collision_penalty - The collision penalty for positions that require the destruction of an entity to get to. Defaults to `3`.
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* @param goal_pressure_ratio - When looking at which node to check next, their heuristic value is multiplied by this ratio. The higher it is, the more the search is directed straight at the goal. Defaults to `2`.
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*/
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'extended_collision_penalty': number
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/**
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* The pathfinder performs a step of the backward search every `fwd2bwd_ratio`'th step. The minimum allowed value is `2`, which means symmetric search. The default value is `5`.
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*/
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/**
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}
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interface PersonalLogisticParameters {
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}
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/**
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* @param result - The tile prototype.
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*/
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/**
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* The smooth orientation. It is a {@link float | float} in the range `[0, 1)` that covers a full circle, starting at the top and going clockwise. This means a value of `0` indicates "north", a value of `0.5` indicates "south".
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*
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* For example then, a value of `0.625` would indicate "south-west", and a value of `0.875` would indicate "north-west".
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type RealOrientation = number
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/**
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* A value between 0 and 255 inclusive represented by one of the following named {@link string | string} or string version of the value (for example `"27"` and `"decals"` are both valid). Higher values are rendered on top of lower values.
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*
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* - `"water-tile"`: 15
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/**
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* A sound defined by a {@link string | string}. It can be either the name of a {@link sound prototype | https://wiki.factorio.com/Prototype/Sound} defined in the data stage or a path in the form `"type/name"`. The latter option can be sorted into three categories.
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*
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* The utility and ambient types each contain general use sound prototypes defined by the game itself.
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* - `"utility"` - Uses the {@link UtilitySounds | https://wiki.factorio.com/Prototype/UtilitySounds} prototype. Example: `"utility/wire_connect_pole"`
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* - `"ambient"` - Uses {@link AmbientSound | https://wiki.factorio.com/Prototype/AmbientSound} prototypes. Example: `"ambient/resource-deficiency"`
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*
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* The following types can be combined with any tile name as long as its prototype defines the
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* corresponding sound.
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* - `"tile-walking"` - Uses {@link Tile::walking_sound | https://wiki.factorio.com/Prototype/Tile#walking_sound}. Example: `"tile-walking/concrete"`
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* - `"tile-build-small"` - Uses {@link Tile::build_sound | https://wiki.factorio.com/Prototype/Tile#build_sound}. Example: `"tile-build-small/concrete"`
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* - `"tile-build-medium"` - Uses {@link Tile::build_sound | https://wiki.factorio.com/Prototype/Tile#build_sound}
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* - `"tile-build-large"` - Uses {@link Tile::build_sound | https://wiki.factorio.com/Prototype/Tile#build_sound}
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*
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* The following types can be combined with any entity name as long as its prototype defines the
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* corresponding sound.
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* - `"entity-build"` - Uses {@link Entity::build_sound | https://wiki.factorio.com/Prototype/Entity#build_sound}. Example: `"entity-build/wooden-chest"`
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*/
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type SoundPath = string
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/**
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* Defines which slider in the game's sound settings affects the volume of this sound. Furthermore, some sound types are mixed differently than others, e.g. zoom level effects are applied.
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*/
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declare enum SoundType {
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|
2853
2885
|
'alert',
|
|
2854
2886
|
'ambient',
|
|
@@ -2876,6 +2908,7 @@ interface SpawnPointDefinition {
|
|
|
2876
2908
|
|
|
2877
2909
|
/**
|
|
2878
2910
|
* It is specified by {@link string | string}. It can be either the name of a {@link sprite prototype | https://wiki.factorio.com/Prototype/Sprite} defined in the data stage or a path in form "type/name".
|
|
2911
|
+
*
|
|
2879
2912
|
* The supported types are:
|
|
2880
2913
|
* - `"item"` - for example "item/iron-plate" is the icon sprite of iron plate
|
|
2881
2914
|
* - `"entity"` - for example "entity/small-biter" is the icon sprite of the small biter
|
|
@@ -3012,6 +3045,7 @@ interface TrainSchedule {
|
|
|
3012
3045
|
|
|
3013
3046
|
/**
|
|
3014
3047
|
* @param rail - Rail to path to. Ignored if `station` is present.
|
|
3048
|
+
* @param rail_direction - When a train is allowed to reach rail target from any direction it will be `nil`. If rail has to be reached from specific direction, this value allows to choose the direction. This value corresponds to [LuaEntity::connected_rail_direction](LuaEntity::connected_rail_direction) of a TrainStop.
|
|
3015
3049
|
* @param station - Name of the station.
|
|
3016
3050
|
* @param temporary - Only present when the station is temporary, the value is then always `true`.
|
|
3017
3051
|
*/
|
|
@@ -3020,6 +3054,10 @@ interface TrainScheduleRecord {
|
|
|
3020
3054
|
* Rail to path to. Ignored if `station` is present.
|
|
3021
3055
|
*/
|
|
3022
3056
|
'rail'?: LuaEntity
|
|
3057
|
+
/**
|
|
3058
|
+
* When a train is allowed to reach rail target from any direction it will be `nil`. If rail has to be reached from specific direction, this value allows to choose the direction. This value corresponds to {@link LuaEntity::connected_rail_direction | LuaEntity::connected_rail_direction} of a TrainStop.
|
|
3059
|
+
*/
|
|
3060
|
+
'rail_direction'?: defines.rail_direction
|
|
3023
3061
|
/**
|
|
3024
3062
|
* Name of the station.
|
|
3025
3063
|
*/
|
package/dist/defines.d.ts
CHANGED
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
// Factorio API reference https://lua-api.factorio.com/latest/index.html
|
|
3
3
|
// Generated from JSON source https://lua-api.factorio.com/latest/runtime-api.json
|
|
4
4
|
// Definition source https://github.com/sguest/factorio-types
|
|
5
|
-
// Factorio version 1.1.
|
|
5
|
+
// Factorio version 1.1.49
|
|
6
6
|
// API version 1
|
|
7
7
|
|
|
8
8
|
declare namespace defines {
|
package/dist/events.d.ts
CHANGED
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
// Factorio API reference https://lua-api.factorio.com/latest/index.html
|
|
3
3
|
// Generated from JSON source https://lua-api.factorio.com/latest/runtime-api.json
|
|
4
4
|
// Definition source https://github.com/sguest/factorio-types
|
|
5
|
-
// Factorio version 1.1.
|
|
5
|
+
// Factorio version 1.1.49
|
|
6
6
|
// API version 1
|
|
7
7
|
|
|
8
8
|
/**
|
|
@@ -274,6 +274,7 @@ interface on_cutscene_cancelled extends event {
|
|
|
274
274
|
}
|
|
275
275
|
/**
|
|
276
276
|
* Called when a cutscene is playing, each time it reaches a waypoint in that cutscene.
|
|
277
|
+
*
|
|
277
278
|
* This refers to an index in the table previously passed to set_controller which started the cutscene.
|
|
278
279
|
* @remarks
|
|
279
280
|
* Due to implementation omission, waypoint_index is 0-based.
|
|
@@ -541,6 +542,9 @@ interface on_forces_merging extends event {
|
|
|
541
542
|
}
|
|
542
543
|
/**
|
|
543
544
|
* Called when a game is created from a scenario. This is fired for every mod, even when the scenario's save data already includes it. In those cases however, {@link LuaBootstrap::on_init | LuaBootstrap::on_init} is not fired.
|
|
545
|
+
* @remarks
|
|
546
|
+
* This event is not fired when the scenario is loaded via the map editor.
|
|
547
|
+
*
|
|
544
548
|
*/
|
|
545
549
|
interface on_game_created_from_scenario extends event {
|
|
546
550
|
}
|
package/dist/global.d.ts
CHANGED
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
// Factorio API reference https://lua-api.factorio.com/latest/index.html
|
|
3
3
|
// Generated from JSON source https://lua-api.factorio.com/latest/runtime-api.json
|
|
4
4
|
// Definition source https://github.com/sguest/factorio-types
|
|
5
|
-
// Factorio version 1.1.
|
|
5
|
+
// Factorio version 1.1.49
|
|
6
6
|
// API version 1
|
|
7
7
|
|
|
8
8
|
/**
|