LuaBurner
A reference to the burner energy source owned by a specific LuaEntity or LuaEquipment.
The owner of this burner energy source
The fuel inventory.
The burnt result inventory.
The maximum heat (maximum energy) that this burner can store.
The amount of energy left in the currently-burning fuel item.
The currently burning item.
The fuel categories this burner uses.
The class name of this object.
The burnt result inventory.
The currently burning item.
The fuel categories this burner uses.
The maximum heat (maximum energy) that this burner can store.
The fuel inventory.
The class name of this object.
The owner of this burner energy source
The amount of energy left in the currently-burning fuel item.
help
()
→
string
All methods and properties that this object supports.
owner
:: LuaEntity or
LuaEquipment
[Read]
The owner of this burner energy source
inventory
:: LuaInventory
[Read]
The fuel inventory.
burnt_result_inventory
:: LuaInventory
[Read]
The burnt result inventory.
heat
:: double
[Read/Write]
The current heat (energy) stored in this burner.
heat_capacity
:: double
[Read]
The maximum heat (maximum energy) that this burner can store.
remaining_burning_fuel
:: double
[Read/Write]
The amount of energy left in the currently-burning fuel item.
Writing to this will silently do nothing if there's no LuaBurner::currently_burning set.
currently_burning
:: LuaItemPrototype?
[Read/Write]
The currently burning item.
Writing to this automatically handles correcting LuaBurner::remaining_burning_fuel.
fuel_categories
:: dictionary[string → boolean]
[Read]
The fuel categories this burner uses.
The value in the dictionary is meaningless and exists just to allow for easy lookup.
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.