Factorio Runtime DocsVersion 2.0.26

ClassLuaLogisticSectionsnew

Logistic sections of an entity.

Members

add_section(group?) LuaLogisticSection?

Adds a new logistic section if possible.

Adds a new logistic section if possible.

remove_section(section_index) boolean

Removes the given logistic section if possible. [...]

Removes the given logistic section if possible. [...]

get_section(section_index) LuaLogisticSection?

Gets section on the selected index, if it exists.

Gets section on the selected index, if it exists.

sections :: R array[LuaLogisticSection]

All logistic sections of this entity.

All logistic sections of this entity.

sections_count :: R uint

Amount of logistic sections this entity has.

Amount of logistic sections this entity 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. [...]

Methods

add_section(group?) → LuaLogisticSection?

Adds a new logistic section if possible.

Parameters

group :: string?

The group to assign this section to.

The group to assign this section to.

Return values

→ LuaLogisticSection?

Logistic section if added.


remove_section(section_index) → boolean

Removes the given logistic section if possible. Removal may fail if the section index is out of range or the section is not manual.

Parameters

section_index :: uint

Index of the section.

Index of the section.

Return values

→ boolean

Whether section was removed.


get_section(section_index) → LuaLogisticSection?

Gets section on the selected index, if it exists.

Parameters

section_index :: uint

Index of the section.

Index of the section.

Attributes

sections :: Read array[LuaLogisticSection]  

All logistic sections of this entity.


sections_count :: Read uint  

Amount of logistic sections this entity has.


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.

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