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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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*/
@@ -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.
* 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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*/
@@ -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.
* 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}.
* 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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*/
@@ -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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