factorio-types 1.2.9 → 1.2.11
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 +66 -8
- package/dist/concepts.d.ts +2 -2
- 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 +2 -2
- package/dist/types.d.ts +25 -2
- 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 2.0.17
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// API version 6
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declare namespace runtime {
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@@ -4813,6 +4813,12 @@ interface LuaControl {
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* @returns The number of items that were actually removed.
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*/
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remove_item(this: void, items: ItemStackIdentification): uint;
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/**
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* Sets if this characer or player is driving. Returns if the player or character is still driving.
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* @param driving True for enter-vehicle, false for leave.
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* @param force If true, the player will be ejected and left at the position of the car if normal "leave" is not possible.
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*/
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set_driving(this: void, driving: bool, force?: bool): void;
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/**
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* Create an arrow which points at this entity. This is used in the tutorial. For examples, see `control.lua` in the campaign missions.
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*/
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@@ -5809,6 +5815,10 @@ 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 +9539,6 @@ 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 +9758,8 @@ 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 +9778,8 @@ 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 +9811,12 @@ 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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@@ -9832,7 +9848,7 @@ interface LuaGameScript {
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*/
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readonly difficulty: defines.difficulty;
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/**
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-
* The currently active set of difficulty settings. Even though this property is marked as read-only, the members of the dictionary that is returned can be modified mid-game.
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* The currently active set of difficulty settings. Even though this property is marked as read-only, the members of the dictionary that is returned can be modified mid-game.
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* @example ```
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-- This will set the technology price multiplier to 12.
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game.difficulty_settings.technology_price_multiplier = 12
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@@ -11615,7 +11631,7 @@ 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 +12048,10 @@ 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 +12841,44 @@ 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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* @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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// 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 2.0.17
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// API version 6
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declare namespace runtime {
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@@ -6236,7 +6236,7 @@ string | /**
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'item-in-inserter-hand' | /**
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* 130
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*/
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'above-
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'above-inserters' | /**
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* 131
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*/
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'wires' | /**
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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 2.0.17
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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 2.0.17
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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 2.0.17
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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 2.0.17
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// API version 6
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/**
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package/dist/prototypes.d.ts
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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 2.0.17
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// API version 6
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declare namespace prototype {
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interface ResourceCategory extends Prototype {
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}
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/**
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* A mineable/gatherable entity.
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* A mineable/gatherable entity.
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* @example ```
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{
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type = "resource",
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package/dist/types.d.ts
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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 2.0.17
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// API version 6
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declare namespace prototype {
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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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@@ -8126,7 +8127,7 @@ interface RecipeTints {
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*
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* Note: `decals` is used as special marker for {@link DecorativePrototype::render_layer | prototype:DecorativePrototype::render_layer}. When used elsewhere, the sprites will draw over the terrain.
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*/
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-
type RenderLayer = 'zero' | 'background-transitions' | 'under-tiles' | 'decals' | 'above-tiles' | 'ground-layer-1' | 'ground-layer-2' | 'ground-layer-3' | 'ground-layer-4' | 'ground-layer-5' | 'lower-radius-visualization' | 'radius-visualization' | 'transport-belt-integration' | 'resource' | 'building-smoke' | 'rail-stone-path-lower' | 'rail-stone-path' | 'rail-tie' | 'decorative' | 'ground-patch' | 'ground-patch-higher' | 'ground-patch-higher2' | 'rail-chain-signal-metal' | 'rail-screw' | 'rail-metal' | 'remnants' | 'floor' | 'transport-belt' | 'transport-belt-endings' | 'floor-mechanics-under-corpse' | 'corpse' | 'floor-mechanics' | 'item' | 'transport-belt-reader' | 'lower-object' | 'transport-belt-circuit-connector' | 'lower-object-above-shadow' | 'lower-object-overlay' | 'object-under' | 'object' | 'cargo-hatch' | 'higher-object-under' | 'higher-object-above' | 'train-stop-top' | 'item-in-inserter-hand' | 'above-
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|
+
type RenderLayer = 'zero' | 'background-transitions' | 'under-tiles' | 'decals' | 'above-tiles' | 'ground-layer-1' | 'ground-layer-2' | 'ground-layer-3' | 'ground-layer-4' | 'ground-layer-5' | 'lower-radius-visualization' | 'radius-visualization' | 'transport-belt-integration' | 'resource' | 'building-smoke' | 'rail-stone-path-lower' | 'rail-stone-path' | 'rail-tie' | 'decorative' | 'ground-patch' | 'ground-patch-higher' | 'ground-patch-higher2' | 'rail-chain-signal-metal' | 'rail-screw' | 'rail-metal' | 'remnants' | 'floor' | 'transport-belt' | 'transport-belt-endings' | 'floor-mechanics-under-corpse' | 'corpse' | 'floor-mechanics' | 'item' | 'transport-belt-reader' | 'lower-object' | 'transport-belt-circuit-connector' | 'lower-object-above-shadow' | 'lower-object-overlay' | 'object-under' | 'object' | 'cargo-hatch' | 'higher-object-under' | 'higher-object-above' | 'train-stop-top' | 'item-in-inserter-hand' | 'above-inserters' | 'wires' | 'under-elevated' | 'elevated-rail-stone-path-lower' | 'elevated-rail-stone-path' | 'elevated-rail-tie' | 'elevated-rail-screw' | 'elevated-rail-metal' | 'elevated-lower-object' | 'elevated-object' | 'elevated-higher-object' | 'fluid-visualization' | 'wires-above' | 'entity-info-icon' | 'entity-info-icon-above' | 'explosion' | 'projectile' | 'smoke' | 'air-object' | 'air-entity-info-icon' | 'light-effect' | 'selection-box' | 'higher-selection-box' | 'collision-selection-box' | 'arrow' | 'cursor';
|
|
8130
8131
|
/**
|
|
8131
8132
|
* Defines the amount of an item required to research one unit of a {@link technology | prototype:TechnologyPrototype}. The first member of the tuple is the name of a {@link ToolPrototype | prototype:ToolPrototype} and the second is the amount. Amount must not be 0.
|
|
8132
8133
|
* @example ```
|
|
@@ -12526,6 +12527,10 @@ interface WorkingVisualisation {
|
|
|
12526
12527
|
*/
|
|
12527
12528
|
draw_when_state_filter_matches?: bool;
|
|
12528
12529
|
east_animation?: Animation;
|
|
12530
|
+
/**
|
|
12531
|
+
* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
|
|
12532
|
+
*/
|
|
12533
|
+
east_fog_mask?: FogMaskShapeDefinition;
|
|
12529
12534
|
east_position?: Vector;
|
|
12530
12535
|
east_secondary_draw_order?: int8;
|
|
12531
12536
|
effect?: 'flicker' | 'uranium-glow' | 'none';
|
|
@@ -12533,11 +12538,21 @@ interface WorkingVisualisation {
|
|
|
12533
12538
|
enabled_in_animated_shift_during_transition?: bool;
|
|
12534
12539
|
enabled_in_animated_shift_during_waypoint_stop?: bool;
|
|
12535
12540
|
fadeout?: bool;
|
|
12541
|
+
/**
|
|
12542
|
+
* Loaded only if at least one of north_fog_mask, east_fog_mask, south_fog_mask, west_fog_mask is not specified.
|
|
12543
|
+
*
|
|
12544
|
+
* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
|
|
12545
|
+
*/
|
|
12546
|
+
fog_mask?: FogMaskShapeDefinition;
|
|
12536
12547
|
frame_based_on_shift_animation_progress?: bool;
|
|
12537
12548
|
light?: LightDefinition;
|
|
12538
12549
|
mining_drill_scorch_mark?: bool;
|
|
12539
12550
|
name?: string;
|
|
12540
12551
|
north_animation?: Animation;
|
|
12552
|
+
/**
|
|
12553
|
+
* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
|
|
12554
|
+
*/
|
|
12555
|
+
north_fog_mask?: FogMaskShapeDefinition;
|
|
12541
12556
|
north_position?: Vector;
|
|
12542
12557
|
north_secondary_draw_order?: int8;
|
|
12543
12558
|
render_layer?: RenderLayer;
|
|
@@ -12558,10 +12573,18 @@ interface WorkingVisualisation {
|
|
|
12558
12573
|
*/
|
|
12559
12574
|
secondary_draw_order?: int8;
|
|
12560
12575
|
south_animation?: Animation;
|
|
12576
|
+
/**
|
|
12577
|
+
* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
|
|
12578
|
+
*/
|
|
12579
|
+
south_fog_mask?: FogMaskShapeDefinition;
|
|
12561
12580
|
south_position?: Vector;
|
|
12562
12581
|
south_secondary_draw_order?: int8;
|
|
12563
12582
|
synced_fadeout?: bool;
|
|
12564
12583
|
west_animation?: Animation;
|
|
12584
|
+
/**
|
|
12585
|
+
* If defined, animation in this visualisation layer will be used only as mask for fog effect and will not render in world.
|
|
12586
|
+
*/
|
|
12587
|
+
west_fog_mask?: FogMaskShapeDefinition;
|
|
12565
12588
|
west_position?: Vector;
|
|
12566
12589
|
west_secondary_draw_order?: int8;
|
|
12567
12590
|
}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "factorio-types",
|
|
3
|
-
"version": "1.2.
|
|
3
|
+
"version": "1.2.11",
|
|
4
4
|
"description": "Typescript declarations for the Factorio mod API",
|
|
5
5
|
"main": "index.d.ts",
|
|
6
6
|
"repository": "https://github.com/sguest/factorio-types.git",
|
|
@@ -23,7 +23,7 @@
|
|
|
23
23
|
"src/**/*.d.ts",
|
|
24
24
|
"dist/**/*.d.ts"
|
|
25
25
|
],
|
|
26
|
-
"factorioVersion": "2.0.
|
|
26
|
+
"factorioVersion": "2.0.17",
|
|
27
27
|
"dependencies": {
|
|
28
28
|
"lua-types": "^2.13.1"
|
|
29
29
|
},
|