Factorio Runtime Docs

Class LuaConstantCombinatorControlBehavior extends LuaControlBehavior

Control behavior for constant combinators.

Members

set_signal(index, signal)

Sets the signal at the given index

Sets the signal at the given index

get_signal(index)  → Signal

Gets the signal at the given index.

Gets the signal at the given index.

help()  → string

All methods and properties that this object supports.

All methods and properties that this object supports.

parameters [RW] :: array[ConstantCombinatorParameters]?

This constant combinator's parameters.

This constant combinator's parameters.

enabled [RW] :: boolean

Turns this constant combinator on and off.

Turns this constant combinator on and off.

signals_count [R] :: uint

The number of signals this constant combinator supports

The number of signals this constant combinator supports

valid [R] :: boolean

Is this object valid?

Is this object valid?

object_name [R] :: string

The class name of this object.

The class name of this object.

Inherited from LuaControlBehavior: type, entity, get_circuit_network

Methods

set_signal(index, signal)

Sets the signal at the given index

Parameters

index :: uint
signal :: Signal

get_signal(index)  → Signal

Gets the signal at the given index. Returned Signal will not contain signal if none is set for the index.

Parameters

index :: uint

help()  → string

All methods and properties that this object supports.

Attributes

parameters :: array[ConstantCombinatorParameters]? Read/Write

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.


enabled :: boolean Read/Write

Turns this constant combinator on and off.


signals_count :: uint Read

The number of signals this constant combinator supports


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.

Classes

Events

Concepts

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Builtin types

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