
An abstract base class for behaviors that support switching the entity on or off based on some condition.
| 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 | :: RW boolean | 
 | 
| 
 | ||
| circuit_condition | :: RW CircuitConditionDefinition? | The circuit condition. [...] | 
| The circuit condition. [...] | ||
| connect_to_logistic_network | :: RW boolean | 
 | 
| 
 | ||
| logistic_condition | :: RW CircuitConditionDefinition? | The logistic condition. [...] | 
| The logistic condition. [...] | ||
| get_circuit_network(wire_connector_id) | → 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. | ||

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

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

The circuit condition. Writing nil clears the circuit condition.
-- Tell an entity to be active (for example a lamp to be lit) when it receives a
-- circuit signal of more than 4 chain signals.
a_behavior.circuit_condition = {
  comparator=">",
  first_signal={type="item", name="rail-chain-signal"},
  constant=4
}

true if this should connect to the logistic network.

The logistic condition. Writing nil clears the logistic condition.
-- Tell an entity to be active (for example a lamp to be lit) when the logistics
-- network it's connected to has more than four chain signals.
a_behavior.logistic_condition = {
  comparator=">",
  first_signal={type="item", name="rail-chain-signal"},
  constant=4
}

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