Prototype/Radar: Difference between revisions

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{{Prototype property|energy_per_sector|[[Types/Energy|Energy]]}}
{{Prototype property|energy_per_sector|[[Types/Energy|Energy]]}}
The amount of energy it takes to scan a sector.
The amount of energy it takes to scan a sector. This value doesn't have any effect on nearby scanning.


{{Prototype property|energy_per_nearby_scan|[[Types/Energy|Energy]]}}
{{Prototype property|energy_per_nearby_scan|[[Types/Energy|Energy]]}}
The amount of energy the radar has to consume for nearby scan to be performed.
Performance warning: nearby scan causes recharting of many chunks, which is expensive operation. If you want to make a radar that updates map more in real time, you should keep its range low. If you are making radar with high range, you should set this value such that nearby scan is performed once a second or so. For example if you set energy_usage to 100kW, setting energy_per_nearby_scan to 100kJ will cause nearby scan happen once per second. This value doesn't have any effect on sector scanning.


{{Prototype property|energy_source|[[Types/EnergySource|EnergySource]]}}
{{Prototype property|energy_source|[[Types/EnergySource|EnergySource]]}}

Revision as of 09:07, 22 August 2019

Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Radar


A radar.


Prototype/Radar — radar
energy_per_nearby_scan::Energy
energy_per_sector::Energy
energy_source::EnergySource
energy_usage::Energy
max_distance_of_nearby_sector_revealed::uint32
max_distance_of_sector_revealed::uint32
pictures::RotatedSprite
radius_minimap_visualisation_color::Color (optional)
rotation_speed::double (optional)
Inherited from Prototype/EntityWithOwner
allow_run_time_change_of_is_military_target::bool (optional)
is_military_target::bool (optional)
Inherited from Prototype/EntityWithHealth
alert_when_damaged::bool (optional)
attack_reaction::AttackReaction (optional)
corpse::string or table of strings (optional)
create_ghost_on_death::bool (optional)
damaged_trigger_effect::TriggerEffect (optional)
dying_explosion::ExplosionDefinition or table of ExplosionDefinition (optional)
dying_trigger_effect::TriggerEffect (optional)
healing_per_tick::float (optional)
hide_resistances::bool (optional)
integration_patch::Sprite4Way (optional)
integration_patch_render_layer::RenderLayer (optional)
loot::Loot (optional)
max_health::float (optional)
random_corpse_variation::bool (optional)
repair_sound::Sound (optional)
repair_speed_modifier::float (optional)
resistances::Resistances (optional)
Inherited from Prototype/Entity
icons, icon, icon_size (IconSpecification)::IconSpecification
additional_pastable_entities::table of string (optional)
alert_icon_scale::float (optional)
alert_icon_shift::vector (optional)
allow_copy_paste::bool (optional)
autoplace::AutoplaceSpecification (optional)
build_base_evolution_requirement::double (optional)
build_grid_size::uint8 (optional)
build_sound::Sound (optional)
close_sound::Sound (optional)
collision_box::BoundingBox (optional)
collision_mask::CollisionMask (optional)
created_effect::Trigger (optional)
created_smoke::CreateTrivialSmokeEffectItem (optional)
drawing_box::BoundingBox (optional)
emissions_per_second::double (optional)
enemy_map_color::Color (optional)
fast_replaceable_group::string (optional)
flags::EntityPrototypeFlags (optional)
friendly_map_color::Color (optional)
hit_visualization_box::BoundingBox (optional)
map_color::Color (optional)
map_generator_bounding_box::BoundingBox (optional)
minable::MinableProperties (optional)
mined_sound::Sound (optional)
mining_sound::Sound (optional)
next_upgrade::string (optional)
open_sound::Sound (optional)
placeable_by::ItemToPlace or table of ItemToPlace (optional)
protected_from_tile_building::bool (optional)
radius_visualisation_specification::RadiusVisualisationSpecification (optional)
remains_when_mined::string or table of string (optional)
remove_decoratives::string (optional)
rotated_sound::Sound (optional)
selectable_in_game::bool (optional)
selection_box::BoundingBox (optional)
selection_priority::uint8 (optional)
shooting_cursor_size::double (optional)
sticker_box::BoundingBox (optional)
subgroup::string (optional)
tile_height::uint32 (optional)
tile_width::uint32 (optional)
trigger_target_mask::TriggerTargetMask (optional)
vehicle_impact_sound::Sound (optional)
water_reflection::WaterReflectionDefinition (optional)
working_sound::WorkingSound (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

Mandatory properties

This prototype inherits all the properties from Prototype/EntityWithHealth.

energy_usage

Type: Energy
The amount of energy this radar uses.

energy_per_sector

Type: Energy
The amount of energy it takes to scan a sector. This value doesn't have any effect on nearby scanning.

energy_per_nearby_scan

Type: Energy
The amount of energy the radar has to consume for nearby scan to be performed. Performance warning: nearby scan causes recharting of many chunks, which is expensive operation. If you want to make a radar that updates map more in real time, you should keep its range low. If you are making radar with high range, you should set this value such that nearby scan is performed once a second or so. For example if you set energy_usage to 100kW, setting energy_per_nearby_scan to 100kJ will cause nearby scan happen once per second. This value doesn't have any effect on sector scanning.

energy_source

Type: EnergySource
The energy source for this radar.

pictures

Type: RotatedSprite

max_distance_of_sector_revealed

Type: uint32

max_distance_of_nearby_sector_revealed

Type: uint32

Optional properties

radius_minimap_visualisation_color

Type: Color

rotation_speed

Type: double
Default: 0.01