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        <description>BUILDING_FUNCTION

 API documentation

	*  BUILDING_FUNCTION_CANDLE_WORKSHOP_EXTENSION
	*  BUILDING_FUNCTION_COMMON_WARES_TOWER
	*  BUILDING_FUNCTION_MONASTERY_CLOISTER
	*  BUILDING_FUNCTION_STONEMASON_INPUT_IMPROVEMENT

BUILDING_FUNCTION_ACCOMMODATION

 API documentation

	*  BUILDING_FUNCTION_CASTLE_BARRACK_ASSIGNABLE</description>
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        <description>Changelog

Foundation Full Release (1.11)

	*  Full Changelog
	*  1.11.0.17 Changelog
	*  1.11.0.14 Changelog
	*  1.11.0.12 Changelog
	*  1.11.0.8 Changelog

Foundation 1.10

	*  Full Changelog
	*  1.10.3.12 Changelog
	*  1.10.3.11 Changelog
	*  1.10.3.10 Changelog
	*  1.10.3.8 Changelog
	*  1.10.3.6 Changelog
	*  1.10.3.4 Changelog
	*  1.10.3.3 Changelog
	*  1.10.3.1 Changelog
	*  1.10.2.15 modding 4 Changelog
	*  1.10.2.15 modding 3 Changelog
	*  1.10.2.15 modding 2 Changelog

Foundation 1.9

…</description>
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        <title>class-info</title>
        <link>https://www.polymorph.games/foundation/modding/class-info?rev=1771887572&amp;do=diff</link>
        <description>Class Info

This is a table defining a custom class to be registered with the mod:registerClass() function.


{
    TypeName = &quot;MY_TYPE_NAME&quot;,
    ParentType = &quot;ASSET&quot;,
    Properties = {
        { Name = &quot;Property1&quot;, Type = &quot;string&quot;, Default = &quot;SomeString&quot; },
        { Name = &quot;Property2&quot;, Type = &quot;list&lt;RESOURCE_QUANTITY_PAIR&gt;&quot; },
        { Name = &quot;Property3&quot;, Type = &quot;integer&quot;, Default = 1, Flags = { &quot;SAVE_GAME&quot; } }
    }
    
}</description>
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        <title>custom-data - [Step 1: Defining a DATA Object using a Lua Table] </title>
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        <description>DATA classes are the most basic type in Foundation that all other types are based on.

For reference all available pure DATA classes can be found in this section of the API.

Creating &amp; Using a Custom DATA Object

Step 1: Defining a DATA Object using a Lua Table</description>
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        <description>BUILDING_FUNCTION classes are registerable types in Foundation that define what purpose  a certain BUILDING_PART will serve in the game.

For reference all available BUILDING_FUNCTION classes can be found in this section of the API.

Creating &amp; Using a Custom BUILDING_FUNCTION

Step 1: Defining a BUILDING_FUNCTION Class using a Lua Table</description>
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        <title>custom-asset - [Step 1: Defining an ASSET Object using a Lua Table] </title>
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        <description>ASSET classes are the basic registerable types in Foundation.

For reference all available ASSET classes can be found in this section of the API.

Creating &amp; Using a Custom ASSET Object

Step 1: Defining an ASSET Object using a Lua Table

To create a custom ASSET object we will need to make use of the</description>
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        <description>Mod Management Functions

All these functions are available on your mod object

dofile

Loads and runs a Lua script

Returns the file&#039;s return values

[...] myMod:dofile(scriptPath [, args...])
 Name  Type  Description  scriptPath  string  the relative path to the file, inside the mod directory</description>
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        <description>Mod IO Functions

All these functions are available on your mod object

fileExists

Checks if a file exists in the mod directory.

Returns true if the file is inside the mod directory and exists, false otherwise

boolean myMod:fileExists(filePath)
 Name</description>
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        <title>version-library</title>
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        <description>Version Library

cmp

Compare two version numbers

Returns:

	*  0 if version1 == version2
	*  -1 if version1 &lt; version2
	*  1 if version1 &gt; version2

integer version.cmp(version1, version2)
 Name  Type  Description  version1  string    version2  string</description>
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        <description>Foundation Library Functions

createMod

Creates and returns a new mod

void foundation.createMod()

----------

isModEnabled

Checks if a mod is enabled

Returns true if the mod is found and it is enabled, false otherwise

boolean foundation.isModEnabled</description>
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