Control behavior for inserters.
Inherits from LuaGenericOnOffControlBehavior « LuaControlBehavior |
circuit_set_filters | :: RW boolean |
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circuit_read_hand_contents | :: RW boolean |
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circuit_hand_read_mode | :: RW defines.control_behavior.inserter.hand_read_mode | The hand read mode for the inserter. |
The hand read mode for the inserter. | ||
circuit_set_stack_size | :: RW boolean | If the stack size of the inserter is set through the circuit network or not. |
If the stack size of the inserter is set through the circuit network or not. | ||
circuit_stack_control_signal | :: RW SignalID? | The signal used to set the stack size of the inserter. |
The signal used to set the stack size of the inserter. | ||
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 | :: RW boolean |
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circuit_condition | :: RW CircuitConditionDefinition | The circuit condition. [...] |
The circuit condition. [...] | ||
connect_to_logistic_network | :: RW boolean |
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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. |
true
if filters are set from circuit network
true
if the contents of the inserter hand should be sent to the circuit network
The hand read mode for the inserter.
If the stack size of the inserter is set through the circuit network or not.
The signal used to set the stack size of the inserter.
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.