...Or some other way to deactivate them by scrip.
LuaEntity has a field active, which controls whether an entity is active. Transport belts have a deactivated state (where the belt is disabled by circuit network) already. This interface request is to make deactivating a belt through the "active" field perform a similar deactivation.
Alternatively, I'd like to request that transport belt entities receive an API to let me deactivate belts - I can imagine that "active" might have internal semantics that would cause problems when if it's used for deactivating transport belts.
Also, the documentation reads "Entities that are not active naturally can't be set to be active (setting it to be active will do nothing)", and I'd like to request that a list of entity types that do not respond to "active" be added to the documentation. If preferable, I can submit this request in the appropriate place.
Make transport belt entities react to the active field
Place to ask discuss and request the modding support of Factorio. Don't request mods here.
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