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# Factorio Runtime Docs Version 2.0.7

## Class LuaRailEnd new

Utility object that binds to a rail entity and rail_direction to allow easier traversal over rails

## Members

make_copy() | → LuaRailEnd | Creates a copy of this LuaRailEnd object.
Creates a copy of this LuaRailEnd object.
flip_direction() |  | Moves to opposite end on the rail this object points to
Moves to opposite end on the rail this object points to
move_forward(connection_direction) | → boolean | Moves forward by 1 rail to the specified connection direction
Moves forward by 1 rail to the specified connection direction
move_natural() | → boolean | Moves forward by 1 rail in the natural direction. [...]
Moves forward by 1 rail in the natural direction. [...]
move_to_segment_end() |  | Moves forward until a rail segment boundary is reached. [...]
Moves forward until a rail segment boundary is reached. [...]
get_rail_extensions(planner_item) | → array[RailExtensionData] | Returns all possible rail extensions from this position as defined by the planner item.
Returns all possible rail extensions from this position as defined by the planner item.
rail | :: R LuaEntity | Rail to which this RailEnd is binding to.
Rail to which this RailEnd is binding to.
direction | :: R defines.rail_direction | Which end of the rail this RailEnd is binding to.
Which end of the rail this RailEnd is binding to.
location | :: R RailLocation | Location of the rail end
Location of the rail end
out_signal_location | :: R RailLocation | Location of an outgoing signal, which goes to the right relative to the rail end movement.
Location of an outgoing signal, which goes to the right relative to the rail end movement.
alternative_out_signal_location | :: R RailLocation? | Location of the alternative outgoing signal, which goes to the right relative to the rail end movement. [...]
Location of the alternative outgoing signal, which goes to the right relative to the rail end movement. [...]
in_signal_location | :: R RailLocation | Location of an incoming signal, which goes to the left relative to the rail end movement.
Location of an incoming signal, which goes to the left relative to the rail end movement.
alternative_in_signal_location | :: R RailLocation? | Location of the alternative incoming signal, which goes to the right relative to the rail end movement. [...]
Location of the alternative incoming signal, which goes to the right relative to the rail end movement. [...]
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

### make_copy() → LuaRailEnd

Creates a copy of this LuaRailEnd object.

### flip_direction()

Moves to opposite end on the rail this object points to

### move_forward(connection_direction) → boolean

Moves forward by 1 rail to the specified connection direction

#### Parameters

connection_direction | :: defines.rail_connection_direction |

#### Return values

→ boolean | If the move was successful. False if there is no rail connected in given connection_direction

### move_natural() → boolean

Moves forward by 1 rail in the natural direction. Natural direction is a move in the direction taken by the train over rail connection related to this rail end. If there are no trains, the natural direction is straight if straight connected rail exists, otherwise it is right if right connected rail exists, otherwise it is left if left connected rail exists. Natural direction is not defined if there are no rails connected to this end and this method will fail.

#### Return values

→ boolean | If the move was successful. False only when there are no rails connected on this end

### move_to_segment_end()

Moves forward until a rail segment boundary is reached. If this rail end is at the segment boundary, it will not move at all. When a rail segment is cyclical, it will reach the rail segment boundary at some arbitrary position unless the segment boundary is well defined by presence of rail signals, train stop or other rails connecting to the rails loop.

### get_rail_extensions(planner_item) → array[RailExtensionData]

Returns all possible rail extensions from this position as defined by the planner item.

#### Parameters

planner_item | :: ItemID | Rail planner that defines possible rail extensions
Rail planner that defines possible rail extensions

## Attributes

### rail :: Read LuaEntity

Rail to which this RailEnd is binding to.

### direction :: Read defines.rail_direction

Which end of the rail this RailEnd is binding to.

### location :: Read RailLocation

Location of the rail end

### out_signal_location :: Read RailLocation

Location of an outgoing signal, which goes to the right relative to the rail end movement.

### alternative_out_signal_location :: Read RailLocation?

Location of the alternative outgoing signal, which goes to the right relative to the rail end movement. Not all places have alternative outgoing signal spot, so when it is not available, a nil will be given instead

### in_signal_location :: Read RailLocation

Location of an incoming signal, which goes to the left relative to the rail end movement.

### alternative_in_signal_location :: Read RailLocation?

Location of the alternative incoming signal, which goes to the right relative to the rail end movement. Not all places have alternative incoming signal spot, so when it is not available, a nil will be given instead

### 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.