Control behavior for constant combinators.
add_section(group?) new | → LuaLogisticSection? | Adds a new logistic section to this constant combinator if possible. |
Adds a new logistic section to this constant combinator if possible. | ||
remove_section(section_index) new | → boolean | Removes the given logistic section if possible. [...] |
Removes the given logistic section if possible. [...] | ||
get_section(section_index) new | → LuaLogisticSection? | Gets section on the selected index, if it exists. |
Gets section on the selected index, if it exists. | ||
enabled | :: RW boolean | Turns this constant combinator on and off. |
Turns this constant combinator on and off. | ||
sections new | :: R array[LuaLogisticSection] | All logistic sections of this constant combinator. |
All logistic sections of this constant combinator. | ||
sections_count new | :: R uint | Amount of logistic sections this constant combinator has. |
Amount of logistic sections this constant combinator has. | ||
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. [...] |
get_circuit_network(wire_connector_id) changed | → LuaCircuitNetwork? | |
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. |
Adds a new logistic section to this constant combinator if possible.
group | :: string? | The group to assign this section to. |
The group to assign this section to. |
→ LuaLogisticSection? | Logistic section if added. |
Gets section on the selected index, if it exists.
section_index | :: uint | Index of the section. |
Index of the section. |
Turns this constant combinator on and off.
All logistic sections of this constant combinator.
Amount of logistic sections this constant combinator has.
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.