Baseless/prototypes/conditional.lua

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local function RegisterConditionals(conditionals)
for key, value in pairs(conditionals) do
if Baseless.Needs[key] then
Baseless.RegisterIfNew(value)
end
end
end
RegisterConditionals {
AmmoType = Baseless.Make.AmmoCategory(),
EquipmentType = Baseless.Make.EquipmentCategory(),
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Fluid = Baseless.Make.Fluid(),
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FuelType = Baseless.Make.FuelCategory(),
GunItem = Baseless.Make.Gun(),
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ModuleType = Baseless.Make.ModuleCategory(),
Particle = Baseless.Make.Particle(),
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RailEntity = { Baseless.Make.CurvedRail(), Baseless.Make.StraightRail()} ,
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RecipeType = Baseless.Make.RecipeCategory(),
ResourceType = Baseless.Make.ResourceCategory(),
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RocketEntity = Baseless.Make.RocketSiloRocket(),
UnitEntity = Baseless.Make.Unit(),
}