Factorio Runtime DocsVersion 2.1.8

LuaSelectorCombinatorControlBehavior - Runtime Docs

ClassLuaSelectorCombinatorControlBehaviorextendsLuaCombinatorControlBehavior

Control behavior for selector combinators.

Inherits from LuaCombinatorControlBehavior « LuaControlBehavior

Members

parameters :: RW SelectorCombinatorParameters

The selector combinator parameters. [...]

The selector combinator 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) int32?

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) LuaCircuitNetwork?
input_networks new :: RW CircuitNetworkSelection?

Which circuit networks (red/green) to read signals from. [...]

Which circuit networks (red/green) to read signals from. [...]

output_networks new :: RW CircuitNetworkSelection?

Which circuit networks (red/green) to send signals to. [...]

Which circuit networks (red/green) to send signals to. [...]

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.

Attributes

parameters :: Read|Write SelectorCombinatorParameters

The selector combinator parameters. parameters may be nil in order to clear the 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.

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