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# Factorio Runtime Docs Version 2.0.7

## Class LuaCircuitNetwork changed

A circuit network associated with a given entity, connector, and wire type.

## Members

get_signal(signal) | → int |
entity | :: R LuaEntity | The entity this circuit network reference is associated with.
The entity this circuit network reference is associated with.
wire_type | :: R defines.wire_type | The wire type this network is associated with.
The wire type this network is associated with.
wire_connector_id new | :: R defines.wire_connector_id | Wire connector ID on associated entity this network was gotten from.
Wire connector ID on associated entity this network was gotten from.
signals | :: R array[Signal] ? | The circuit network signals last tick. [...]
The circuit network signals last tick. [...]
network_id | :: R uint | The circuit networks ID.
The circuit networks ID.
connected_circuit_count | :: R uint | The number of circuits connected to this network.
The number of circuits connected to this network.
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

### get_signal(signal) → int

#### Parameters

signal | :: SignalID | The signal to read.
The signal to read.

#### Return values

→ int | The current value of the signal.

## Attributes

### entity :: Read LuaEntity

The entity this circuit network reference is associated with.

### wire_type :: Read defines.wire_type

The wire type this network is associated with.

### wire_connector_id :: Read defines.wire_connector_id new

Wire connector ID on associated entity this network was gotten from.

### signals :: Read array[Signal] ?

The circuit network signals last tick. `nil` if there were no signals last tick.

### network_id :: Read uint

The circuit networks ID.

### connected_circuit_count :: Read uint

The number of circuits connected to this network.

### 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.