Factorio Runtime DocsVersion 2.0.14

ClassLuaAssemblingMachineControlBehaviorextendsLuaGenericOnOffControlBehaviornew

Control behavior for assembling machines.

Members

circuit_set_recipe :: RW boolean

true if the assembling machine sets its recipe from the circuit network.

true if the assembling machine sets its recipe from the circuit network.

circuit_read_contents :: RW boolean

true if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.

true if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.

circuit_read_ingredients :: RW boolean

true if the assembling machine outputs ingredients of current recipe as a signals to circuit network.

true if the assembling machine outputs ingredients of current recipe as a signals to circuit network.

circuit_read_recipe_finished :: RW boolean

true if the the assembling machine sends a signal when the recipe finishes.

true if the the assembling machine sends a signal when the recipe finishes.

circuit_recipe_finished_signal :: RW SignalID?

The signal sent when the assembling machine finishes a recipe.

The signal sent when the assembling machine finishes a recipe.

circuit_read_working :: RW boolean

true if the the assembling machine sends a signal when it is working.

true if the the assembling machine sends a signal when it is working.

circuit_working_signal :: RW SignalID?

The signal sent when the assembling machine is working.

The signal sent when the assembling machine is working.

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. [...]

disabled :: R boolean

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

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

circuit_enable_disable new :: RW boolean

true if this entity enable/disable state is controlled by circuit condition

true if this entity enable/disable state is controlled by circuit condition

circuit_condition :: RW CircuitConditionDefinition

The circuit condition. [...]

The circuit condition. [...]

connect_to_logistic_network changed :: R boolean

true if this should connect to the logistic network.

true if this should connect to the logistic network.

logistic_condition changed :: R CircuitConditionDefinition

The logistic condition. [...]

The logistic condition. [...]

Inherited from LuaControlBehavior
get_circuit_network(wire_connector_id) changedLuaCircuitNetwork?
type :: R defines.control_behavior.type

The concrete type of this control behavior.

The concrete type of this control behavior.

entity :: R LuaEntity

The entity this control behavior belongs to.

The entity this control behavior belongs to.

Attributes

circuit_set_recipe :: Read|Write boolean  

true if the assembling machine sets its recipe from the circuit network.


circuit_read_contents :: Read|Write boolean  

true if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.


circuit_read_ingredients :: Read|Write boolean  

true if the assembling machine outputs ingredients of current recipe as a signals to circuit network.


circuit_read_recipe_finished :: Read|Write boolean  

true if the the assembling machine sends a signal when the recipe finishes.


circuit_recipe_finished_signal :: Read|Write SignalID  ?

The signal sent when the assembling machine finishes a recipe.


circuit_read_working :: Read|Write boolean  

true if the the assembling machine sends a signal when it is working.


circuit_working_signal :: Read|Write SignalID  ?

The signal sent when the assembling machine is working.


valid :: Read boolean  

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 :: Read string  

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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