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The radar is used to continually scan sectors. It is has a high [[Electric network|power]] demand and is a priority target of [[Enemies]]. It keeps a small area (7x7 chunks, ca. 221x221 tiles <ref>based on the central tile of radar structure chunk is in. This value is confirmed for 0.9.x </ref> ) updated about all enemy movements.
{{Languages}}
{{:Infobox:Radar}}
The '''radar''' reveals the map for the force it belongs to. They continuously reveal a small area around them, and slowly scan a much larger area. They also transmit signals to other radars on the same surface.


Radar explores one unexplored [[chunk]] when the sector scanning progress finishes up to distance of 14 chunks. It slowly discovers a large area of the map. In other words: As long as you provide the radar with enough energy, it reveals a [[chunk]] every (???) seconds.
A radar can be continuously powered by eight [[solar panel]]s and six [[accumulator]]s. Seven solar panels and five accumulators is the most efficient; it gives the radar full power for all but a short time in the morning, and never dips below the 20% power threshold for nearby scanning.


When the radar finishes the sector process, it finds the chunk in the area that wasn't scanned for the '''longest time''' and rescan it.
Despite being categorized as a military building, radars will not be attacked by [[enemies]] unless they block their path to another target, which means that radars can be safely placed in biter-infested areas without needing to be defended. The radar will show enemy lifeforms and structures, as well as [[Railway#Trains|trains]], [[Car|cars]], and other [[player]]s in the scanned area.
In the start these are the chunks that are not charted at all and they get discovered.
Once the radar discovers all the chunks in the area, it will start updating chunks again.


So it is always possible, to build more radars, to get more frequent update of the surrounding area.
== Continuous coverage ==


See also
The radar continuously reveals an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Map_structure#Tile|tiles]]), centered on the chunk the radar occupies. This range can be seen on the minimap when placing the radar. This nearby area is updated as a single pulse, approximately every second if the radar is fully powered. At reduced power levels, this pulse will happen less frequently, which can lead to 'blinking' on the player's map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations without accumulators.


* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3362 long term radar behavior].
A radar can keep an area constantly revealed if supplied with as little as 25 kW, though the area will appear periodically dimming when zoomed out on the map. A single [[solar panel]] can supply two radars, and one isolating [[accumulator]] can supply around 10.
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=3925 Self sufficient radar outpost].
 
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&t=5793 Self defending independent radar layout].
[[Player]]s, [[roboport]]s, and [[spidertron]]s similarly chart an area of 5x5 chunks (160x160 tiles) around them, so radars are not necessary in the areas with roboport coverage.
 
=== Vehicles and remote control ===
 
[[Car]]s and [[tank]]s remain visible in the fog of war as white triangles with red border. Their position will be up-to-date.
 
Tanks in visible chunks can be remotely entered and controlled. They cannot be entered when out of radar range, but can still be controlled if driven into that area, though lack of detail may make navigation difficult. If a tank is exited while outside radar range, it will become impossible to remotely enter until coverage is provided.
 
[[Train]]s are always visible and can be entered and remotely controlled even when outside of radar range.
 
Since [[spidertron]]s provide their own radar coverage, they can always be entered.
 
== Exploration coverage ==
 
Radars also periodically scan chunks in a much bigger range of 29x29. The radar charts one distant chunk every time the sector scanning progress bar fills. This takes 33.333 seconds if the radar is receiving full power. The bar can be seen in the mouse-over panel. Once a chunk is scanned, it is revealed for 10 seconds. The last known state of the chunk will be visible on the player's map as a dim image that cannot be zoomed into. This allows the radars to slowly reveal the terrain, resources, and [[enemies]] in a large area.
 
The radars will scan the unexplored (black) chunks first. They will prioritize the top-left chunk, then follow clockwise. If all chunks are revealed, they will re-scan the longest-ago revealed chunk. The actual chunk is picked when the scan is complete, so multiple radars can work in tandem to scan the area faster. Since the radar draws 300 kW of power and a scan takes 33.333 seconds, it takes 300 kW * 33.333 seconds = 10 MJ of energy to scan one chunk. Supplying less power will slow exploration down accordingly. With a total number of 792 chunks (29×29 − 7×7), it takes one radar 7 hours 20 minutes to complete one full scan cycle without interference.
 
Keep in mind that only the last known state of the chunk is shown on the map. For example, if expansions are enabled, it is possible for the enemies to create a new nest in a previously scanned chunk; it won't be visible until the chunk is revealed again (by a radar re-scan or otherwise). This is true regardless of how the chunk was revealed, but is most noticeable with radars.
 
Firing [[artillery]] also reveals chunks along the projectile's path, which can be used as a faster but costlier method of charting.
 
[[File:radar_revealing_sectors.gif|thumb|220px|none|Animation of chunks in the upper-right area being revealed by radars.]]
 
== Circuit network ==
A radar can send wireless signals to other radars. With regard to circuit connection, a radar has two modes of operation: Surface and Universe.
 
A Surface mode radar has a [[circuit network]] connection to every other Surface mode radar on the same surface. Any circuit signal sent into such a radar is output from every other such radar. On each surface, one can think of there being two surface-wide networks for radars, namely red and green.
 
A Universe mode radar is connected to every other radar with the same channel anywhere in the universe.
 
When the radar loses power, it loses its circuit connection. The output signal can only be seen in connected objects like electric poles, because the radar does not have a GUI.
 
== Quality ==
 
[[Quality]]{{SA}} radars both reveal a bigger area continuously and can explore a bigger area.


{| class="wikitable"
{| class="wikitable"
| '''Recipe:''' || {{icon|iron-plate|10|Iron plate}} + {{icon|iron-gear-wheel|5|Iron gear wheel}} + {{icon|electronic-circuit|5|Electronic circuit}} + {{icon|time icon|0.5|time}} => {{icon|radar|1|Radar}}
! !! Common !! Uncommon !! Rare !! Epic !! Legendary
|-
| Continuous range || 3 || 4 || 5 || 6 || 8
|-
|-
| '''Total raw:''' || {{icon|iron-plate|25|Iron plate}} {{icon|copper-plate|7.5|Copper plate}}
| Continuous chunk area || 7x7 || 9x9 || 11x11 || 13x13 || 17x17
|-
|-
| '''Max power:''' || 300 kW ([[Electric network|electric]])
| Exploration range || 14 || 15 || 16 || 17 || 19
|-
|-
| Exploration chunk area || 29x29 || 31x31 || 33x33 || 35x35 || 39x39
|-
| Total exploration chunks || 792 || 880 || 968 || 1056 || 1232
|-
| Full scan time || 7 hours 20 minutes || ~8 hours 9 minutes || ~9 hours || ~9 hours 46 minutes || ~11 hours 24 minutes
|}
|}
== Gallery ==
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]
== History ==
{{history|2.1.7|
* Added "universe" mode of operation to radar circuit connections for transfer of cross-surface signals.
}}
{{history|2.0.7|
* All radars on a surface are now connected to a single circuit network.
* Enemies no longer actively target radars.}}
{{history|0.17.0|
* When holding radar in cursor, area covered by existing radars is also highlighted on minimap.}}
{{history|0.15.0|
* Radar now allows remote view via map.}}
{{history|0.12.17|
* Updated icons.}}
{{history|0.11.11|
* Radar ignores chunks outside the map radius.}}
{{history|0.10.0|
* New graphics.}}
{{history|0.9.0|
* Halved radar electricity consumption.}}
{{history|0.7.3|
* Radar continues refreshing chunks after all chunks in range have been discovered.}}
{{history|0.5.1|
* New Graphics}}
{{history|0.1.0|
* Introduced}}


== See also ==
== See also ==
* [[Electric network]]
* [[Enemies]]
* [[Enemies]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&t=3362 Long-term radar behavior]


== Notes ==
{{CombatNav}}
 
{{C|Defense}}
<references />
 
[[Category: Items]] [[Category: Electric network]] [[Category: Weapons]]

Latest revision as of 13:17, 17 August 2026

Radar

Recipe

0.5
+
5
+
5
+
10
1

Total raw

9.25
+
7.5
+
25

Map color

Health

Normal quality 250
Uncommon 325 Rare 400
Epic 475 Legendary 625

Resistances

Fire: 0/70%
Impact: 0/30%

Stack size

50

Rocket capacity

50

Radar coverage distance

Continuous:

Normal quality 3
Uncommon 4 Rare 5
Epic 6 Legendary 8

Exploration:
Normal quality 14
Uncommon 15 Rare 16
Epic 17 Legendary 19

Dimensions

3×3

Energy consumption

300.0 kW (electric)

Mining time

0.1

Prototype type

radar

Internal name

radar

Required technologies

Produced by

Consumed by

Object description

The radar reveals the map for the force it belongs to. They continuously reveal a small area around them, and slowly scan a much larger area. They also transmit signals to other radars on the same surface.

A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power for all but a short time in the morning, and never dips below the 20% power threshold for nearby scanning.

Despite being categorized as a military building, radars will not be attacked by enemies unless they block their path to another target, which means that radars can be safely placed in biter-infested areas without needing to be defended. The radar will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.

Continuous coverage

The radar continuously reveals an area of 7×7 chunks (224×224 tiles), centered on the chunk the radar occupies. This range can be seen on the minimap when placing the radar. This nearby area is updated as a single pulse, approximately every second if the radar is fully powered. At reduced power levels, this pulse will happen less frequently, which can lead to 'blinking' on the player's map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations without accumulators.

A radar can keep an area constantly revealed if supplied with as little as 25 kW, though the area will appear periodically dimming when zoomed out on the map. A single solar panel can supply two radars, and one isolating accumulator can supply around 10.

Players, roboports, and spidertrons similarly chart an area of 5x5 chunks (160x160 tiles) around them, so radars are not necessary in the areas with roboport coverage.

Vehicles and remote control

Cars and tanks remain visible in the fog of war as white triangles with red border. Their position will be up-to-date.

Tanks in visible chunks can be remotely entered and controlled. They cannot be entered when out of radar range, but can still be controlled if driven into that area, though lack of detail may make navigation difficult. If a tank is exited while outside radar range, it will become impossible to remotely enter until coverage is provided.

Trains are always visible and can be entered and remotely controlled even when outside of radar range.

Since spidertrons provide their own radar coverage, they can always be entered.

Exploration coverage

Radars also periodically scan chunks in a much bigger range of 29x29. The radar charts one distant chunk every time the sector scanning progress bar fills. This takes 33.333 seconds if the radar is receiving full power. The bar can be seen in the mouse-over panel. Once a chunk is scanned, it is revealed for 10 seconds. The last known state of the chunk will be visible on the player's map as a dim image that cannot be zoomed into. This allows the radars to slowly reveal the terrain, resources, and enemies in a large area.

The radars will scan the unexplored (black) chunks first. They will prioritize the top-left chunk, then follow clockwise. If all chunks are revealed, they will re-scan the longest-ago revealed chunk. The actual chunk is picked when the scan is complete, so multiple radars can work in tandem to scan the area faster. Since the radar draws 300 kW of power and a scan takes 33.333 seconds, it takes 300 kW * 33.333 seconds = 10 MJ of energy to scan one chunk. Supplying less power will slow exploration down accordingly. With a total number of 792 chunks (29×29 − 7×7), it takes one radar 7 hours 20 minutes to complete one full scan cycle without interference.

Keep in mind that only the last known state of the chunk is shown on the map. For example, if expansions are enabled, it is possible for the enemies to create a new nest in a previously scanned chunk; it won't be visible until the chunk is revealed again (by a radar re-scan or otherwise). This is true regardless of how the chunk was revealed, but is most noticeable with radars.

Firing artillery also reveals chunks along the projectile's path, which can be used as a faster but costlier method of charting.

Animation of chunks in the upper-right area being revealed by radars.

Circuit network

A radar can send wireless signals to other radars. With regard to circuit connection, a radar has two modes of operation: Surface and Universe.

A Surface mode radar has a circuit network connection to every other Surface mode radar on the same surface. Any circuit signal sent into such a radar is output from every other such radar. On each surface, one can think of there being two surface-wide networks for radars, namely red and green.

A Universe mode radar is connected to every other radar with the same channel anywhere in the universe.

When the radar loses power, it loses its circuit connection. The output signal can only be seen in connected objects like electric poles, because the radar does not have a GUI.

Quality

Quality radars both reveal a bigger area continuously and can explore a bigger area.

Common Uncommon Rare Epic Legendary
Continuous range 3 4 5 6 8
Continuous chunk area 7x7 9x9 11x11 13x13 17x17
Exploration range 14 15 16 17 19
Exploration chunk area 29x29 31x31 33x33 35x35 39x39
Total exploration chunks 792 880 968 1056 1232
Full scan time 7 hours 20 minutes ~8 hours 9 minutes ~9 hours ~9 hours 46 minutes ~11 hours 24 minutes

Gallery

The coverage area of a radar and the player.

History

  • 2.1.7:
    • Added "universe" mode of operation to radar circuit connections for transfer of cross-surface signals.
  • 2.0.7:
    • All radars on a surface are now connected to a single circuit network.
    • Enemies no longer actively target radars.
  • 0.17.0:
    • When holding radar in cursor, area covered by existing radars is also highlighted on minimap.
  • 0.15.0:
    • Radar now allows remote view via map.
  • 0.11.11:
    • Radar ignores chunks outside the map radius.
  • 0.9.0:
    • Halved radar electricity consumption.
  • 0.7.3:
    • Radar continues refreshing chunks after all chunks in range have been discovered.

See also