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# Factorio Runtime Docs Version 2.0.7

## Class LuaGenericOnOffControlBehavior extends LuaControlBehavior abstract changed

An abstract base class for behaviors that support switching the entity on or off based on some condition.

## Members

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

### disabled :: Read boolean

If the entity is currently disabled because of the control behavior.

### circuit_enable_disable :: Read|Write boolean new

`true` if this entity enable/disable state is controlled by circuit condition

### circuit_condition :: Read|Write CircuitConditionDefinition

The circuit condition. Writing `nil` clears the circuit condition.

#### Example

    -- Tell an entity to be active (for example a lamp to be lit) when it receives a
    -- circuit signal of more than 4 chain signals.
    a_behavior.circuit_condition = {condition={
      comparator=">",
      first_signal={type="item", name="rail-chain-signal"},
      constant=4}
    }

### connect_to_logistic_network :: Read boolean changed

`true` if this should connect to the logistic network.

### logistic_condition :: Read CircuitConditionDefinition changed

The logistic condition. Writing `nil` clears the logistic condition.

#### Example

    -- Tell an entity to be active (for example a lamp to be lit) when the logistics
    -- network it's connected to has more than four chain signals.
    a_behavior.logistic_condition = {condition={
      comparator=">",
      first_signal={type="item", name="rail-chain-signal"},
      constant=4}
    }