LuaCircuitNetwork
A circuit network associated with a given entity, connector, and wire type.
LuaCircuitNetwork
The wire type this network is associated with.
The circuit connector ID on the associated entity this network was gotten from.
The circuit networks ID.
The number of circuits connected to this network.
The class name of this object.
The circuit connector ID on the associated entity this network was gotten from.
The number of circuits connected to this network.
The circuit networks ID.
The class name of this object.
The wire type this network is associated with.
get_signal(signal)
→
int
entity
:: LuaEntity
[Read]
The entity this circuit network reference is associated with
wire_type
:: defines.wire_type
[Read]
The wire type this network is associated with.
circuit_connector_id
:: defines.circuit_connector_id
[Read]
The circuit connector ID on the associated entity this network was gotten from.
signals
:: array[Signal]
[Read]
The circuit network signals last tick. nil
if there are no signals.
network_id
:: uint
[Read]
The circuit networks ID.
connected_circuit_count
:: uint
[Read]
The number of circuits connected to this 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.