factorio-types 1.2.9 → 1.2.10
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 +59 -7
- package/dist/concepts.d.ts +1 -1
- package/dist/datacollection.d.ts +1 -1
- package/dist/defines.d.ts +1 -1
- package/dist/events.d.ts +1 -1
- package/dist/global.d.ts +1 -1
- package/dist/prototypes.d.ts +1 -1
- package/dist/types.d.ts +24 -1
- package/package.json +2 -2
package/dist/classes.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 2.0.
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// Factorio version 2.0.16
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// API version 6
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declare namespace runtime {
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@@ -5809,6 +5809,10 @@ interface LuaEntity extends LuaControl {
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* @param index If provided, only returns the `LuaLogisticPoint` specified by this index.
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*/
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get_logistic_point(this: void, index?: defines.logistic_member_index): (LuaLogisticPoint | Record<defines.logistic_member_index, LuaLogisticPoint>) | null;
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/**
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* Gives logistic sections of this entity if it uses logistic sections.
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*/
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get_logistic_sections(this: void): LuaLogisticSections | null;
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/**
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* Get all offers in a market as an array.
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*/
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@@ -9529,10 +9533,6 @@ interface LuaGameScript {
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* Disables replay saving for the current save file. Once done there's no way to re-enable replay saving for the save file without loading an old save.
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*/
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disable_replay(this: void): void;
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/**
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* Enables tip triggers in custom scenarios, that unlock new tips and show notices about unlocked tips.
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*/
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enable_tip_triggers_in_custom_scenarios(this: void): void;
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/**
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* Force a CRC check. Tells all peers to calculate their current CRC, which are then compared to each other. If a mismatch is detected, the game desyncs and some peers are forced to reconnect.
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*/
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@@ -9752,6 +9752,8 @@ interface LuaGameScript {
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* @param table.show_entity_info Whether to include entity info ("Alt mode") or not. Defaults to `false`.
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* @param table.show_cursor_building_preview When `true` and when `player` is specified, the building preview for the item in the player's cursor will also be rendered. Defaults to `false`.
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* @param table.anti_alias Whether to render in double resolution and downscale the result (including GUI). Defaults to `false`.
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* @param table.hide_clouds If `true` cloud shadows on ground won't be rendered. Defaults to `false`.
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* @param table.hide_fog If `true` fog effect and foreground space dust effect won't be rendered. Defaults to `false`.
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* @param table.quality The `.jpg` render quality as a percentage (from 0% to 100% inclusive), if used. A lower value means a more compressed image. Defaults to `80`.
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* @param table.allow_in_replay Whether to save the screenshot even during replay playback. Defaults to `false`.
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* @param table.daytime Overrides the current surface daytime for the duration of screenshot rendering.
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@@ -9770,6 +9772,8 @@ interface LuaGameScript {
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show_entity_info?: boolean;
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show_cursor_building_preview?: boolean;
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anti_alias?: boolean;
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hide_clouds?: boolean;
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hide_fog?: boolean;
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quality?: int;
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allow_in_replay?: boolean;
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daytime?: double;
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@@ -9801,6 +9805,12 @@ interface LuaGameScript {
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* @param player The player to unmute.
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*/
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unmute_player(this: void, player: PlayerIdentification): void;
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/**
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* If the tips are allowed to be activated in this scenario, it is false by default.
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*
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* Can't be modified in a simulation (menu screen, tips and tricks simulation, factoriopedia simulation etc.)
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*/
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allow_tip_activation: boolean;
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/**
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* True by default. Can be used to disable autosaving. Make sure to turn it back on soon after.
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*/
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@@ -11615,7 +11625,7 @@ interface LuaItemCommon {
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* @param table.surface Surface to create from
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* @param table.force Force to use for the creation
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* @param table.area The bounding box
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-
* @param table.always_include_tiles When true, blueprintable tiles are always included in the blueprint. When false they're only included if no entities exist in the setup area.
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* @param table.always_include_tiles When true, blueprintable tiles are always included in the blueprint. When false they're only included if no entities exist in the setup area. Defaults to false.
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* @param table.include_entities When true, entities are included in the blueprint. Defaults to true.
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* @param table.include_modules When true, modules are included in the blueprint. Defaults to true.
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* @param table.include_station_names When true, station names are included in the blueprint. Defaults to false.
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@@ -12032,6 +12042,10 @@ interface LuaItemPrototype extends LuaPrototypeBase {
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* The prototype of this armor's equipment grid, if any.
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*/
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readonly equipment_grid?: LuaEquipmentGridPrototype;
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/**
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* The durability message key used when displaying the durability of this tool in Factoriopedia.
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*/
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readonly factoriopedia_durability_description_key?: string;
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/**
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* The filter mode used by this item with inventory.
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*/
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@@ -12821,6 +12835,44 @@ interface LuaLogisticSection {
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*/
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readonly valid: boolean;
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}
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/**
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* Logistic sections of an entity.
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*/
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interface LuaLogisticSections {
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/**
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* Adds a new logistic section if possible.
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* @param group The group to assign this section to.
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* @returns Logistic section if added.
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*/
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add_section(this: void, group?: string): LuaLogisticSection | null;
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/**
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* Gets section on the selected index, if it exists.
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* @param section_index Index of the section.
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*/
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get_section(this: void, section_index: uint): LuaLogisticSection | null;
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/**
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* Removes the given logistic section if possible. Removal may fail if the section index is out of range or the section is not {@link manual | runtime:LuaLogisticSection::is_manual}.
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* @param section_index Index of the section.
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* @returns Whether section was removed.
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*/
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remove_section(this: void, section_index: uint): boolean;
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/**
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* The class name of this object. Available even when `valid` is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.
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*/
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readonly object_name: string;
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/**
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* All logistic sections of this entity.
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*/
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readonly sections: LuaLogisticSection[];
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/**
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* Amount of logistic sections this entity has.
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*/
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readonly sections_count: uint;
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/**
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* Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be `false`. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
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*/
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readonly valid: boolean;
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}
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/**
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* Control behavior for mining drills.
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*/
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@@ -14666,7 +14718,7 @@ interface LuaRecord {
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* @param table.surface Surface to create from
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* @param table.force Force to use for the creation
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* @param table.area The bounding box
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* @param table.always_include_tiles When true, blueprintable tiles are always included in the blueprint. When false they're only included if no entities exist in the setup area.
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* @param table.always_include_tiles When true, blueprintable tiles are always included in the blueprint. When false they're only included if no entities exist in the setup area. Defaults to false.
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* @param table.include_entities When true, entities are included in the blueprint. Defaults to true.
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* @param table.include_modules When true, modules are included in the blueprint. Defaults to true.
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* @param table.include_station_names When true, station names are included in the blueprint. Defaults to false.
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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 2.0.
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// Factorio version 2.0.16
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// API version 6
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declare namespace runtime {
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package/dist/datacollection.d.ts
CHANGED
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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/prototype-api.json
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// Definition source https://github.com/sguest/factorio-types
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// Factorio version 2.0.
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// Factorio version 2.0.16
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// API version 6
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declare namespace prototype {
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package/dist/defines.d.ts
CHANGED
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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 2.0.
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// Factorio version 2.0.16
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// API version 6
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declare namespace defines {
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package/dist/events.d.ts
CHANGED
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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 2.0.
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// Factorio version 2.0.16
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// API version 6
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declare namespace runtime {
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package/dist/global.d.ts
CHANGED
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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 2.0.
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// Factorio version 2.0.16
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// API version 6
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/**
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package/dist/prototypes.d.ts
CHANGED
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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/prototype-api.json
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// Definition source https://github.com/sguest/factorio-types
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// Factorio version 2.0.
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// Factorio version 2.0.16
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// API version 6
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declare namespace prototype {
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package/dist/types.d.ts
CHANGED
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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/prototype-api.json
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// Definition source https://github.com/sguest/factorio-types
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// Factorio version 2.0.
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// Factorio version 2.0.16
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// API version 6
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declare namespace prototype {
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@@ -2424,6 +2424,7 @@ interface ChartUtilityConstants {
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artillery_range_color: Color;
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blue_signal_color: Color;
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chart_construction_robot_color: Color;
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chart_deconstruct_active_color: Color;
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chart_deconstruct_tint: Color;
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chart_delivery_to_me_logistic_robot_color: Color;
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chart_logistic_robot_color: Color;
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@@ -12526,6 +12527,10 @@ interface WorkingVisualisation {
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*/
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draw_when_state_filter_matches?: bool;
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east_animation?: Animation;
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/**
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* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
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*/
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east_fog_mask?: FogMaskShapeDefinition;
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east_position?: Vector;
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east_secondary_draw_order?: int8;
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effect?: 'flicker' | 'uranium-glow' | 'none';
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@@ -12533,11 +12538,21 @@ interface WorkingVisualisation {
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enabled_in_animated_shift_during_transition?: bool;
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enabled_in_animated_shift_during_waypoint_stop?: bool;
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fadeout?: bool;
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/**
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* Loaded only if at least one of north_fog_mask, east_fog_mask, south_fog_mask, west_fog_mask is not specified.
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*
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* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
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*/
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fog_mask?: FogMaskShapeDefinition;
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frame_based_on_shift_animation_progress?: bool;
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light?: LightDefinition;
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mining_drill_scorch_mark?: bool;
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name?: string;
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north_animation?: Animation;
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/**
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* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
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*/
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north_fog_mask?: FogMaskShapeDefinition;
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north_position?: Vector;
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north_secondary_draw_order?: int8;
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render_layer?: RenderLayer;
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*/
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secondary_draw_order?: int8;
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south_animation?: Animation;
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/**
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* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
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*/
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south_fog_mask?: FogMaskShapeDefinition;
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south_position?: Vector;
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south_secondary_draw_order?: int8;
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synced_fadeout?: bool;
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west_animation?: Animation;
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/**
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* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
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*/
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west_fog_mask?: FogMaskShapeDefinition;
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west_position?: Vector;
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west_secondary_draw_order?: int8;
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}
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package/package.json
CHANGED
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{
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"name": "factorio-types",
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"version": "1.2.
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"version": "1.2.10",
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"description": "Typescript declarations for the Factorio mod API",
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"main": "index.d.ts",
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"repository": "https://github.com/sguest/factorio-types.git",
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@@ -23,7 +23,7 @@
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23
23
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"src/**/*.d.ts",
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24
24
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"dist/**/*.d.ts"
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25
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],
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26
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-
"factorioVersion": "2.0.
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26
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+
"factorioVersion": "2.0.16",
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27
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"dependencies": {
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28
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"lua-types": "^2.13.1"
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29
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},
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