Logistic cell of a particular LuaEntity. A "Logistic Cell" is the given name for settings and properties used by what would normally be seen as a "Roboport". A logistic cell however doesn't have to be attached to the roboport entity (the character has one for the personal roboport).
is_in_logistic_range (position) → boolean
Is a given position within the logistic range of this cell?
is_in_construction_range (position) → boolean
Is a given position within the construction range of this cell?
help () → string
All methods and properties that this object supports.
logistic_radius :: float[Read]
Logistic radius of this cell.
logistics_connection_distance :: float[Read]
Logistic connection distance of this cell.
construction_radius :: float[Read]
Construction radius of this cell.
stationed_logistic_robot_count :: uint[Read]
Number of stationed logistic robots in this cell.
stationed_construction_robot_count :: uint[Read]
Number of stationed construction robots in this cell.
mobile :: boolean[Read]
true if this is a mobile cell. In vanilla, only the logistic cell created by a character's personal roboport is mobile.
transmitting :: boolean[Read]
true if this cell is active.
charge_approach_distance :: float[Read]
Radius at which the robots hover when waiting to be charged.
charging_robot_count :: uint[Read]
Number of robots currently charging.
to_charge_robot_count :: uint[Read]
Number of robots waiting to charge.
owner :: LuaEntity[Read]
This cell's owner.
logistic_network :: LuaLogisticNetwork[Read]
The network that owns this cell or
neighbours :: array[LuaLogisticCell][Read]
charging_robots :: array[LuaEntity][Read]
Robots currently being charged.
to_charge_robots :: array[LuaEntity][Read]
Robots waiting to charge.
valid :: boolean[Read]
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 :: string[Read]
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.