typed-factorio 2.13.0 → 2.14.0
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package/package.json
CHANGED
@@ -493,7 +493,7 @@ declare module "factorio:prototype" {
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493
493
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*
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494
494
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* Only loaded if `layers` is not defined.
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495
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*
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496
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-
* Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error
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496
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+
* Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error. Modders can ignore this property.
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497
497
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* @see {@link https://lua-api.factorio.com/1.1.110/prototypes/AnimationPrototype.html#load_in_minimal_mode Online documentation}
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*/
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load_in_minimal_mode?: bool
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@@ -4830,7 +4830,7 @@ declare module "factorio:prototype" {
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/**
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* **Default:** `max double`
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*
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4833
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-
* The maximum flying speed of the robot, in tiles/tick. Useful to limit the impact of {@
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4833
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+
* The maximum flying speed of the robot, including bonuses, in tiles/tick. Useful to limit the impact of {@link WorkerRobotSpeedModifier worker robot speed research}.
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* @see {@link https://lua-api.factorio.com/1.1.110/prototypes/FlyingRobotPrototype.html#max_speed Online documentation}
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*/
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max_speed?: double
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@@ -7749,7 +7749,7 @@ declare module "factorio:prototype" {
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/**
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* Specifies the kind of prototype this is.
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*
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-
* For a list of all types
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* For a list of all possible types, see the {@linkplain https://lua-api.factorio.com/1.1.110/prototypes.html prototype overview}.
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* @see {@link https://lua-api.factorio.com/1.1.110/prototypes/PrototypeBase.html#type Online documentation}
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*/
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type: keyof PrototypeMap
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@@ -9132,6 +9132,10 @@ declare module "factorio:prototype" {
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*/
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export interface RobotWithLogisticInterfacePrototype extends FlyingRobotPrototype {
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type: "construction-robot" | "logistic-robot"
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9135
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+
/**
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9136
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* The robot's cargo carrying capacity. Can be increased by {@link WorkerRobotStorageModifier worker robot cargo size research}.
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9137
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* @see {@link https://lua-api.factorio.com/1.1.110/prototypes/RobotWithLogisticInterfacePrototype.html#max_payload_size Online documentation}
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+
*/
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9139
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max_payload_size: ItemCountType
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cargo_centered: Vector
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/**
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@@ -10560,7 +10564,7 @@ declare module "factorio:prototype" {
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*
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* Only loaded if `layers` is not defined.
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*
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-
* Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error
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+
* Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error. Modders can ignore this property.
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* @see {@link https://lua-api.factorio.com/1.1.110/prototypes/SpritePrototype.html#load_in_minimal_mode Online documentation}
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*/
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load_in_minimal_mode?: bool
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@@ -11066,7 +11070,7 @@ declare module "factorio:prototype" {
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*/
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icons?: readonly IconData[]
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/**
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-
* Path to the icon file. If this and `
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* Path to the icon file. If this and `icons` is not set, the `material_background` in `variants` is used as the icon.
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*
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* Only loaded if `icons` is not defined.
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* @see {@link https://lua-api.factorio.com/1.1.110/prototypes/TilePrototype.html#icon Online documentation}
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@@ -5549,15 +5549,17 @@ declare module "factorio:prototype" {
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readonly type: "horizontal_scrollbar_style"
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}
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/**
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-
* Icon layering follows the following rules:
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* One layer of an icon. Icon layering follows the following rules:
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*
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-
* - The rendering order of the individual
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* - The rendering order of the individual icon layers follows the array order: Later added icon layers (higher index) are drawn on top of previously added icon layers (lower index).
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*
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* - Only the first icon layer will display a shadow.
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*
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* - When the final icon is displayed with transparency (e.g. a faded out alert), the icon layer overlap may look {@linkplain https://forums.factorio.com/viewtopic.php?p=575844#p575844 undesirable}.
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*
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-
* -
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* - When the final icon is displayed with a shadow (e.g. an item on the ground or on a belt when item shadows are turned on), each icon layer will {@linkplain https://forums.factorio.com/84888 cast a shadow} and the shadow is cast on the layer below it.
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*
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* - The final icon will always be resized in GUI based on the first icon layer's size, but won't be resized when displayed on machines in alt-mode. For example: recipe first icon layer is size 128, scale 1, the icon group will be displayed at resolution /4 to fit the 32px GUI boxes, but will be displayed 4 times as large on buildings.
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*
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* - Shift values are based on final size (`icon_size * scale`) of the first icon layer.
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* @example
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@@ -5647,13 +5649,17 @@ declare module "factorio:prototype" {
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/**
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* **Default:** `0`
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*
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* Icons of reduced size will be used at decreased scale.
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* Icons of reduced size will be used at decreased scale. If an icon doesn't specify custom mipmaps, the game will automatically generate them.
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* @see {@link https://lua-api.factorio.com/1.1.110/types/IconData.html#icon_mipmaps Online documentation}
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*/
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icon_mipmaps?: IconMipMapType
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}
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/**
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* Icons of reduced size will be used at decreased scale. 0 or 1 mipmaps is a single image.
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* Icons of reduced size will be used at decreased scale. 0 or 1 mipmaps is a single image.
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*
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* If an icon doesn't specify custom mipmaps, the game will automatically generate {@linkplain https://factorio.com/blog/post/fff-291 icon mipmaps} for it.
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*
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* For custom mipmaps, the file must contain half-size images with a geometric-ratio, for each mipmap level. Each next level is aligned to the upper-left corner, with no extra padding. Example sequence: `128x128@(0,0)`, `64x64@(128,0)`, `32x32@(192,0)` is three mipmaps.
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*
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* See {@linkplain https://factorio.com/blog/post/fff-291 here} for more about the visual effects of icon mipmaps.
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* @see {@link https://lua-api.factorio.com/1.1.110/types/IconMipMapType.html Online documentation}
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@@ -10946,7 +10952,7 @@ declare module "factorio:prototype" {
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/**
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* **Default:** `false`
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*
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-
* Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error
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* Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error. Modders can ignore this property.
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* @see {@link https://lua-api.factorio.com/1.1.110/types/SpriteParameters.html#load_in_minimal_mode Online documentation}
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*/
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load_in_minimal_mode?: bool
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@@ -3391,7 +3391,7 @@ declare module "factorio:runtime" {
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*/
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selected_gun_index?: uint
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/**
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-
* Energy stored in the entity
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* Energy stored in the entity's energy buffer (energy stored in electrical devices etc.). Always 0 for entities that don't have the concept of energy stored inside.
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* @example
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* game.player.print("Machine energy: " .. game.player.selected.energy .. "J")
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* game.player.selected.energy = 3000
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@@ -3435,7 +3435,7 @@ declare module "factorio:runtime" {
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* {@link https://lua-api.factorio.com/1.1.110/classes/LuaEntity.html#LuaEntity.neighbours > Differs depending on the type of entity:}
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* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaEntity.html#LuaEntity.neighbours Online documentation}
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*/
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-
readonly neighbours
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+
readonly neighbours?: Record<string, LuaEntity[]> | LuaEntity[][] | LuaEntity
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/**
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* The belt connectable neighbours of this belt connectable entity. Only entities that input to or are outputs of this entity.
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*
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@@ -5027,7 +5027,7 @@ declare module "factorio:runtime" {
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*/
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drop_target?: LuaEntity
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/**
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* Energy stored in the entity
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* Energy stored in the entity's energy buffer (energy stored in electrical devices etc.). Always 0 for entities that don't have the concept of energy stored inside.
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* @example
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* game.player.print("Machine energy: " .. game.player.selected.energy .. "J")
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* game.player.selected.energy = 3000
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@@ -5050,7 +5050,7 @@ declare module "factorio:runtime" {
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* {@link https://lua-api.factorio.com/1.1.110/classes/LuaEntity.html#LuaEntity.neighbours > Differs depending on the type of entity:}
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* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaEntity.html#LuaEntity.neighbours Online documentation}
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*/
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-
readonly neighbours
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readonly neighbours?: Record<string, LuaEntity[]> | LuaEntity[][] | LuaEntity
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/**
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* Fluidboxes of this entity.
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* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaEntity.html#LuaEntity.fluidbox Online documentation}
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@@ -12999,7 +12999,7 @@ declare module "factorio:runtime" {
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*/
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readonly player?: LuaPlayer
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/**
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* Get a table of all the players that currently exist. This sparse table allows you to find players by indexing it with either their `name` or `index`. Iterating this table with `pairs()` will
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* Get a table of all the players that currently exist. This sparse table allows you to find players by indexing it with either their `name` or `index`. Iterating this table with `pairs()` will provide the `index`es as the keys. Iterating with `ipairs()` will not work at all.
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*
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* If only a single player is required, {@link LuaGameScript#get_player LuaGameScript::get_player} should be used instead, as it avoids the unnecessary overhead of passing the whole table to Lua.
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* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaGameScript.html#LuaGameScript.players Online documentation}
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@@ -19002,12 +19002,12 @@ declare module "factorio:runtime" {
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* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaModSettingPrototype.html#LuaModSettingPrototype.mod Online documentation}
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*/
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readonly mod: string
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readonly setting_type:
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readonly setting_type: "startup" | "runtime-global" | "runtime-per-user"
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/**
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* The default value of this setting.
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* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaModSettingPrototype.html#LuaModSettingPrototype.default_value Online documentation}
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*/
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-
readonly default_value: boolean | double | int | string
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readonly default_value: boolean | double | int | string | Color
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/**
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* The minimum value for this setting. `nil` if this setting type doesn't support a minimum.
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* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaModSettingPrototype.html#LuaModSettingPrototype.minimum_value Online documentation}
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@@ -20746,7 +20746,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -20795,7 +20795,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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* If this should be drawn below sprites and entities. Rich text does not support this option.
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* If this should be drawn below sprites and entities. Rich text does not support this option. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -20865,7 +20865,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -20919,7 +20919,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -20973,7 +20973,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -21031,7 +21031,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -22040,7 +22040,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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-
* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -22089,7 +22089,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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-
* If this should be drawn below sprites and entities. Rich text does not support this option.
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* If this should be drawn below sprites and entities. Rich text does not support this option. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -22159,7 +22159,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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-
* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -22213,7 +22213,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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-
* If this should be drawn below sprites and entities.
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+
* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -22267,7 +22267,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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-
* If this should be drawn below sprites and entities.
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* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -22325,7 +22325,7 @@ declare module "factorio:runtime" {
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*/
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readonly visible?: boolean
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/**
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-
* If this should be drawn below sprites and entities.
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+
* If this should be drawn below sprites and entities. Defaults to false.
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*/
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readonly draw_on_ground?: boolean
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/**
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@@ -23954,7 +23954,7 @@ declare module "factorio:runtime" {
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/**
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* Gets the current per-player settings for the given player, indexed by prototype name. Returns the same structure as {@link LuaPlayer#mod_settings LuaPlayer::mod_settings}. This table becomes invalid if its associated player does.
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*
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-
* Even though this attribute is
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+
* Even though this attribute is a getter, individual settings can be changed by overwriting their {@link ModSetting} table. Mods can only change their own settings. Using the in-game console, all player settings can be changed.
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* @example
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* -- Change the value of the "active_lifestyle" setting
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* settings.get_player_settings(player_index)["active_lifestyle"] = {value = true}
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@@ -23981,9 +23981,9 @@ declare module "factorio:runtime" {
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*/
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readonly global: LuaCustomTable<string, ModSetting>
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/**
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-
* The default player mod settings for this map, indexed by prototype name.
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+
* The **default** player mod settings for this map, indexed by prototype name. Changing these settings only affects the default settings for future players joining the game.
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|
*
|
23986
|
-
*
|
23986
|
+
* Individual settings can be changed by overwriting their {@link ModSetting} table. Mods can only change their own settings. Using the in-game console, all player settings can be changed.
|
23987
23987
|
* @see {@link https://lua-api.factorio.com/1.1.110/classes/LuaSettings.html#LuaSettings.player Online documentation}
|
23988
23988
|
*/
|
23989
23989
|
readonly player: LuaCustomTable<string, ModSetting>
|