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# Factorio Runtime Docs Version 2.0.7

## Class LuaAssemblingMachineControlBehavior extends LuaGenericOnOffControlBehavior new

Control behavior for assembling machines.

## Members

circuit_set_recipe | :: RW boolean | `true` if the assembling machine sets its recipe from the circuit network.
`true` if the assembling machine sets its recipe from the circuit network.
circuit_read_contents | :: RW boolean | `true` if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.
`true` if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.
circuit_read_ingredients | :: RW boolean | `true` if the assembling machine outputs ingredients of current recipe as a signals to circuit network.
`true` if the assembling machine outputs ingredients of current recipe as a signals to circuit network.
circuit_read_recipe_finished | :: RW boolean | `true` if the the assembling machine sends a signal when the recipe finishes.
`true` if the the assembling machine sends a signal when the recipe finishes.
circuit_recipe_finished_signal | :: RW SignalID? | The signal sent when the assembling machine finishes a recipe.
The signal sent when the assembling machine finishes a recipe.
circuit_read_working | :: RW boolean | `true` if the the assembling machine sends a signal when it is working.
`true` if the the assembling machine sends a signal when it is working.
circuit_working_signal | :: RW SignalID? | The signal sent when the assembling machine is working.
The signal sent when the assembling machine is working.
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. [...]

Inherited from LuaGenericOnOffControlBehavior

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 new | :: RW boolean | `true` if this entity enable/disable state is controlled by circuit condition
`true` if this entity enable/disable state is controlled by circuit condition
circuit_condition | :: RW CircuitConditionDefinition | The circuit condition. [...]
The circuit condition. [...]
connect_to_logistic_network changed | :: R boolean | `true` if this should connect to the logistic network.
`true` if this should connect to the logistic network.
logistic_condition changed | :: R CircuitConditionDefinition | The logistic condition. [...]
The logistic condition. [...]

Inherited from LuaControlBehavior

get_circuit_network(wire_connector_id) changed | → 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.

## Attributes

### circuit_set_recipe :: Read|Write boolean

`true` if the assembling machine sets its recipe from the circuit network.

### circuit_read_contents :: Read|Write boolean

`true` if the assembling machine reads its ingredients contents, product contents, materials in crafting and trash inventories.

### circuit_read_ingredients :: Read|Write boolean

`true` if the assembling machine outputs ingredients of current recipe as a signals to circuit network.

### circuit_read_recipe_finished :: Read|Write boolean

`true` if the the assembling machine sends a signal when the recipe finishes.

### circuit_recipe_finished_signal :: Read|Write SignalID?

The signal sent when the assembling machine finishes a recipe.

### circuit_read_working :: Read|Write boolean

`true` if the the assembling machine sends a signal when it is working.

### circuit_working_signal :: Read|Write SignalID?

The signal sent when the assembling machine is working.

### 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.