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{{:Infobox:Radar}}
{{:Infobox:Radar}}
The radar reveals the map for the force it belongs to.
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.


It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[pollution]] when powered by [[boiler]]s and [[Steam engine|steam engines]]. 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 all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning.
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.


Despite being categorized as a military building, the radar will not be attacked by [[enemies]] unless it blocks 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.
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.


== Nearby pulse scanning ==
== Continuous coverage ==


The radar continuously charts an area of 7×7 [[Map_structure#Chunk|chunks]] (224×224 [[Map_structure#Tile|tiles]]), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, 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.
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.


At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.
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.


The [[roboport]] also charts a 5×5 area.
[[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.


=== Remote control ===
=== Vehicles and remote control ===


[[Tank]]s and [[spidertron]]s cannot be entered when out of radar range, but can still be controlled and exited.
[[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.


== Long range survey scanning ==
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.


The radar charts one distant [[Map_structure#Chunk|chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.
[[Train]]s are always visible and can be entered and remotely controlled even when outside of radar range.


* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren't generated at the time of the scan.
Since [[spidertron]]s provide their own radar coverage, they can always be entered.
* One chunk scan takes 10 MJ of energy to complete. Since the radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk.
* This is done in an area of 29×29 chunks around the radar, excluding the nearby 7×7 chunks.
** 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.
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.


'''It is possible that a new alien nest will appear in a previously scanned chunk; just because you don't see it on the map, doesn't mean it is not there.
== Exploration coverage ==


== 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.


Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with [[blueprint]]s and [[deconstruction planner]]s possible.
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.


[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]
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.


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


Every radar has a [[circuit network]] connection to every other radar on that surface. Any circuit signal sent into a radar is output from every other radar on the surface. 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.
[[File:radar_revealing_sectors.gif|thumb|220px|none|Animation of chunks in the upper-right area being revealed by radars.]]


== Charting ==
== 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.


If a [[Map_structure#Chunk|chunk]] is '''scanned''' by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).
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.  


This procedure is called "charting".
A Universe mode radar is connected to every other radar with the same channel anywhere in the universe.


[[File:radar_revealing_sectors.gif|thumb|220px|Animation of chunks in the upper-right area being revealed by radars.]]
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.


=== Charting process ===
== Quality ==


If the contents of a chunk changes between two ticks, the content of that chunk is "charted" into the map. The map is just a bitmap, a picture. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.
[[Quality]]{{SA}} radars both reveal a bigger area continuously and can explore a bigger area.


Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered <abbr title="Updates Per Second">UPS</abbr> or <abbr title="Frames Per Second">FPS</abbr>.
{| class="wikitable"
! !! 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
|}


=== Charting decay time / fog of war ===
== Gallery ==


Once a scan for a chunk is triggered, it keeps actively charted for '''10 seconds'''. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]


If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is no longer updated. What you see after that time is the last charted picture for that chunk (also called "fog of war").
== History ==
{{history|2.1.7|
* Added "universe" mode of operation to radar circuit connections for transfer of cross-surface signals.
}}


=== Charting of vehicles ===
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally move after the charting stops.
Vehicles are shown as a circle, with an arrow pointing in the direction that they're facing.
=== Invisible (black) parts of the map ===
The [[Map_generator#Invisible_chunks_.28fog_of_war.29|map generator]] creates a "border" of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.
== History ==
{{history|2.0.7|
{{history|2.0.7|
* All radars on a surface are now connected to a single circuit network.
* All radars on a surface are now connected to a single circuit network.

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