Factorio Runtime DocsVersion 2.0.14

ClassLuaDeciderCombinatorControlBehaviorextendsLuaCombinatorControlBehaviorchanged

Control behavior for decider combinators.

Members

get_condition(index) newDeciderCombinatorCondition

Gets the condition at index.

Gets the condition at index.

set_condition(index, condition) new

Sets the condition at index.

Sets the condition at index.

add_condition(condition, index?) new

Adds a new condition.

Adds a new condition.

remove_condition(index) new

Removes the condition at index.

Removes the condition at index.

get_output(index) newDeciderCombinatorOutput

Gets the output at index.

Gets the output at index.

set_output(index, output) new

Sets the output at index.

Sets the output at index.

add_output(output, index?) new

Adds a new output.

Adds a new output.

remove_output(index) new

Removes the output at index.

Removes the output at index.

parameters :: RW DeciderCombinatorParameters

This decider combinator's parameters. [...]

This decider combinator's parameters. [...]

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_signal_last_tick(signal) int?

Gets the value of a specific signal sent by this combinator behavior last tick or nil if the signal didn't exist.

Gets the value of a specific signal sent by this combinator behavior last tick or nil if the signal didn't exist.

signals_last_tick :: R array[Signal]

The circuit network signals sent by this combinator last tick.

The circuit network signals sent by this combinator last tick.

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.

Methods

get_condition(index) → DeciderCombinatorConditionnew

Gets the condition at index.

Parameters

index :: uint

Index of condition to get.

Index of condition to get.


set_condition(index, condition) new

Sets the condition at index.

Parameters

index :: uint

Index of condition to modify.

Index of condition to modify.

condition :: DeciderCombinatorCondition

Data to set selected condition to.

Data to set selected condition to.


add_condition(condition, index?) new

Adds a new condition.

Parameters

condition :: DeciderCombinatorCondition

New condition to insert.

New condition to insert.

index :: uint?

Index to insert new condition at. If not specified, appends to the end.

Index to insert new condition at. If not specified, appends to the end.


remove_condition(index) new

Removes the condition at index.

Parameters

index :: uint

Index of condition to remove.

Index of condition to remove.


get_output(index) → DeciderCombinatorOutputnew

Gets the output at index.

Parameters

index :: uint

Index of output to get.

Index of output to get.


set_output(index, output) new

Sets the output at index.

Parameters

index :: uint

Index of output to modify.

Index of output to modify.

output :: DeciderCombinatorOutput

Data to set selected output to.

Data to set selected output to.


add_output(output, index?) new

Adds a new output.

Parameters

output :: DeciderCombinatorOutput

New output to insert.

New output to insert.

index :: uint?

Index to insert new output at. If not specified, appends to the end.

Index to insert new output at. If not specified, appends to the end.


remove_output(index) new

Removes the output at index.

Parameters

index :: uint

Index of output to remove.

Index of output to remove.

Attributes

parameters :: Read|Write DeciderCombinatorParameters  

This decider combinator's parameters. Writing nil clears the combinator's parameters.


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