Control behavior for constant combinators.
set_signal(index, signal?) |
Sets the signal at the given index. |
|
Sets the signal at the given index. |
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get_signal(index) | → Signal |
Gets the signal at the given index. |
Gets the signal at the given index. |
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help() | → string |
All methods and properties that this object supports. |
All methods and properties that this object supports. |
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parameters [RW] | :: array[ConstantCombinatorParameters]? |
This constant combinator's parameters. |
This constant combinator's parameters. |
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enabled [RW] | :: boolean |
Turns this constant combinator on and off. |
Turns this constant combinator on and off. |
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signals_count [R] | :: uint |
The number of signals this constant combinator supports. |
The number of signals this constant combinator supports. |
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valid [R] | :: boolean |
Is this object valid? |
Is this object valid? |
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object_name [R] | :: string |
The class name of this object. |
The class name of this object. |
Inherited from LuaControlBehavior: type, entity, get_circuit_network |
All methods and properties that this object supports.
This constant combinator's parameters. nil
if the item_slot_count of the combinator's prototype is 0
.
Writing nil
clears the combinator's parameters.
Turns this constant combinator on and off.
The number of signals this constant combinator supports.
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.
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.