Factorio Runtime DocsVersion 2.0.26

ClassLuaCircuitNetworkchanged

A circuit network associated with a given entity, connector, and wire type.

Members

get_signal(signal) int
entity :: R LuaEntity

The entity this circuit network reference is associated with.

The entity this circuit network reference is associated with.

wire_type :: R defines.wire_type

The wire type this network is associated with.

The wire type this network is associated with.

wire_connector_id new :: R defines.wire_connector_id

Wire connector ID on associated entity this network was gotten from.

Wire connector ID on associated entity this network was gotten from.

signals :: R array[Signal] ?

The circuit network signals last tick. [...]

The circuit network signals last tick. [...]

network_id :: R uint

The circuit networks ID.

The circuit networks ID.

connected_circuit_count :: R uint

The number of circuits connected to this network.

The number of circuits connected to this network.

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. [...]

Methods

get_signal(signal) → int

Parameters

signal :: SignalID

The signal to read.

The signal to read.

Return values

→ int

The current value of the signal.

Attributes

entity :: Read LuaEntity  

The entity this circuit network reference is associated with.


wire_type :: Read defines.wire_type  

The wire type this network is associated with.


wire_connector_id :: Read defines.wire_connector_id   new

Wire connector ID on associated entity this network was gotten from.


signals :: Read array[Signal]  ?

The circuit network signals last tick. nil if there were no signals last tick.


network_id :: Read uint  

The circuit networks ID.


connected_circuit_count :: Read uint  

The number of circuits connected to this network.


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.

Classes

Concepts

Events

Defines