factorio-types 0.0.39 → 0.0.41

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@@ -2,9 +2,10 @@
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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 1.1.89
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+ // Factorio version 1.1.90
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  // API version 4
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+ declare namespace runtime {
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  /**
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  * Depending on the value of `filter`, the table may take additional fields. `filter` may be one of the following:
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  * @remarks
@@ -6258,3 +6259,5 @@ interface DefaultTilePrototypeFilter extends BaseTilePrototypeFilter {
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  filter: 'minable' | 'autoplace' | 'blueprintable' | 'item-to-place'
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  }
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+
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+ }
package/dist/core.d.ts CHANGED
@@ -8,14 +8,13 @@ declare const table: {
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  };
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  declare const data: {
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- // data-phase type info not currently supported because API docs are long-since not updated
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- raw: any,
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+ raw: prototype.dataCollection,
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  extend(values: any[]): void,
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  };
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  declare const global: { [key: string]: any };
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- declare function log(str: LocalisedString): void;
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+ declare function log(str: runtime.LocalisedString): void;
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  declare function table_size(tbl: object): number;
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package/dist/defines.d.ts CHANGED
@@ -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 1.1.89
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+ // Factorio version 1.1.90
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  // API version 4
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  declare namespace defines {
@@ -1124,21 +1124,69 @@ declare namespace defines {
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  straight,
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  }
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  }
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+ /**
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+ * The various parts of the launch sequence of the rocket silo.
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+ */
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  enum rocket_silo_status {
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+ /**
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+ * The next state is `rocket_ready` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting prepared for launch.
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+ */
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  arms_advance,
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+ /**
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+ * The next state is `rocket_flying` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting launched.
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+ */
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  arms_retract,
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+ /**
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+ * The rocket silo is crafting rocket parts. When there are enough rocket parts, the silo will switch into the `create_rocket` state.
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+ */
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  building_rocket,
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+ /**
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+ * The next state is `lights_blinking_open`. The rocket silo rocket entity gets created.
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+ */
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  create_rocket,
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+ /**
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+ * The next state is `building_rocket`.
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+ */
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  doors_closing,
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+ /**
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+ * The next state is `rocket_rising` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting prepared for launch.
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+ */
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  doors_opened,
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+ /**
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+ * The next state is `doors_opened`. The rocket is getting prepared for launch.
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+ */
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  doors_opening,
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+ /**
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+ * The next state is `arms_retract` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting launched.
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+ */
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  engine_starting,
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+ /**
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+ * The next state is `engine_starting` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting launched.
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+ */
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  launch_started,
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+ /**
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+ * The next state is `launch_started`.
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+ */
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  launch_starting,
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+ /**
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+ * The next state is `doors_closing`.
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+ */
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  lights_blinking_close,
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+ /**
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+ * The next state is `doors_opening`. The rocket is getting prepared for launch.
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+ */
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  lights_blinking_open,
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+ /**
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+ * The next state is `lights_blinking_close`. The rocket is getting launched.
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+ */
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  rocket_flying,
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+ /**
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+ * The rocket launch can be started by the player. When the launch is started, the silo switches into the `launch_starting` state.
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+ */
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  rocket_ready,
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+ /**
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+ * The next state is `arms_advance` or if the rocket is destroyed in this state then the next state will be `lights_blinking_close`. The rocket is getting prepared for launch.
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+ */
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  rocket_rising,
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  }
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  enum shooting {