Factorio API Docs

1.1.69 <>

Class LuaGenericOnOffControlBehavior extends LuaControlBehavior - abstract

An abstract base class for behaviors that support switching the entity on or off based on some condition.

help()
string

All methods and properties that this object supports.


:: boolean
[R]

If the entity is currently disabled because of the control behavior.


[RW]

The circuit condition.


[RW]

The logistic condition.


:: boolean
[RW]

true if this should connect to the logistic network.


:: boolean
[R]

Is this object valid?


:: string
[R]

The class name of this object.


Methods

help() → string

All methods and properties that this object supports.

Attributes

disabled :: boolean [Read]

If the entity is currently disabled because of the control behavior.


circuit_condition :: CircuitConditionDefinition [Read/Write]

The circuit condition. Writing nil clears the circuit condition.

Example

Tell an entity to be active (e.g. a lamp to be lit) when it receives a circuit signal of more than 4 chain signals.

a_behavior.circuit_condition = {condition={comparator=">",
                                           first_signal={type="item", name="rail-chain-signal"},
                                           constant=4}}

logistic_condition :: CircuitConditionDefinition [Read/Write]

The logistic condition. Writing nil clears the logistic condition.

Example

Tell an entity to be active (e.g. a lamp to be lit) when the logistics network it's connected to has more than four chain signals.

a_behavior.logistic_condition = {condition={comparator=">",
                                            first_signal={type="item", name="rail-chain-signal"},
                                            constant=4}}

connect_to_logistic_network :: boolean [Read/Write]

true if this should connect to the logistic network.


valid :: boolean [Read]

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.


object_name :: string [Read]

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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