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# Factorio Runtime Docs Version 2.0.7

## Class LuaRailSignalBaseControlBehavior extends LuaControlBehavior new

Control behavior for rail signals and rail chain signals.

## Members

red_signal | :: RW SignalID? |
orange_signal | :: RW SignalID? |
green_signal | :: RW SignalID? |
blue_signal | :: RW SignalID? |
close_signal | :: RW boolean | If this will close the rail signal based off the circuit condition.
If this will close the rail signal based off the circuit condition.
read_signal | :: RW boolean | If this will read the rail signal state.
If this will read the rail signal state.
circuit_condition | :: RW CircuitConditionDefinition | The circuit condition when controlling the signal through the circuit network.
The circuit condition when controlling the signal through the circuit 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. [...]

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

### red_signal :: Read|Write SignalID?

### orange_signal :: Read|Write SignalID?

### green_signal :: Read|Write SignalID?

### blue_signal :: Read|Write SignalID?

### close_signal :: Read|Write boolean

If this will close the rail signal based off the circuit condition.

### read_signal :: Read|Write boolean

If this will read the rail signal state.

### circuit_condition :: Read|Write CircuitConditionDefinition

The circuit condition when controlling the signal through the circuit 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.