In other languages: Deutsch Français Русский Українська 简体中文

Radar: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
No edit summary
(Big change, added more details on nearby scanning and condensed other paragraphs into existing ones.)
Line 9: Line 9:
|producers    =manual + assembling machine 2 + assembling machine 3
|producers    =manual + assembling machine 2 + assembling machine 3
}}
}}
The radar is used to continually scan sectors. It is has a high [[Electric network|power]] demand. It uses 77% of the power generated by one [[Boiler]], so a radar produces indirectly more [[Pollution]], which attracts more biters. The radar itself doesn't attract biters and has to be defended like belts or solar panels. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6008&p=53660#p53660 Let's see your clever builds].
The radar is used to remotely explore a large piece of the map and to provide a smaller area of remote vision on the player's map. It is has a high [[Electric network|power]] demand of 300kW so a radar indirectly creates more [[Pollution]] when powered by [[Boiler]]s and steam engines, which attracts more biters. The radar will be attacked by enemies that come within very close range like turrets, but will not attract biters from long range like polluting structures do. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6008&p=53660#p53660 Let's see your clever builds].


The radar is used to scan continuously the radar area and to steadily explore land.
The radar continuously scans a nearby 7x7 area to provide constant monitoring of nearby enemies, but will also slowly explore a much larger 29x29 chunk area. It will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.


== Scanning ==
== Nearby Pulse Scanning ==


Radar continuously scans a 7x7 [[Chunk]] (224x224 [[Tile]]s), based on the central tile of radar structure chunk is in. This is area is updated within seconds and will for example show all enemy movements. It shows also trains, cars and other players in this scanned area.
Radar continuously scans a 7x7 [[Chunk]] (224x224 [[Tile]]s), 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.  


== Exploring ==
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 on incoming waves of aliens. 20% power can be achieved by a single solar panel, or by using one isolating accumulator for every 5 radars. Reduced power also slows down the long-range scan.


Radar explores (= scans) one [[Chunk]] every sector scanning progress finishes (open the radar to see this progress).
== Long Range Survey Scanning ==


* It scans the unexplored country first.
Radars explore (= scan) one far away [[Chunk]] every time the sector scanning progress bar fills, about every ~33.5 (?) seconds at 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.
* This is done in an 29*29 chunks around the Radar.
* If everything is explored, it repeats the scan process by scanning those chunk, which was scanned the longest time ago.


By doing this, slowly discovers a large area of the map.
* It scans the unexplored country first, represented by pitch black areas on the map.
 
* This is done in an 29*29 chunks around the Radar, excluding the nearby 7x7 chunk.
=== In other words ===
* If everything is already explored it continues to scan by re-scanning the oldest scanned chunk within range; one of the long range 'darkened' chunks on the map.
 
* Multiple additional radars will smartly share long-range chunks, reducing the amount of time it takes to complete the long-range survey scan.
* As long as you provide the radar with enough energy, it reveals a [[chunk]] every ~33.5 (?) seconds.
* When the radar finishes the sector process, it finds the chunk in the area that wasn't scanned for the '''longest time''' and rescans it.
* In the beginning 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.


'''It is possible, that the natives will build a new nest or village, while you are not scanning the area. Don't be surprised!
'''It is possible, that the natives will build a new nest or village, while you are not scanning the area. Don't be surprised!


'''So it is always possible, to build more radars, to get more frequent update of the surrounding area.
'''So it is always possible, to stack more radars, to get more frequent update of the surrounding area.


== See also ==
== See also ==

Revision as of 22:44, 12 April 2016

Template:Machinery The radar is used to remotely explore a large piece of the map and to provide a smaller area of remote vision on the player's map. It is has a high power demand of 300kW so a radar indirectly creates more Pollution when powered by Boilers and steam engines, which attracts more biters. The radar will be attacked by enemies that come within very close range like turrets, but will not attract biters from long range like polluting structures do. See Let's see your clever builds.

The radar continuously scans a nearby 7x7 area to provide constant monitoring of nearby enemies, but will also slowly explore a much larger 29x29 chunk area. It will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.

Nearby Pulse Scanning

Radar continuously scans a 7x7 Chunk (224x224 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.

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 on incoming waves of aliens. 20% power can be achieved by a single solar panel, or by using one isolating accumulator for every 5 radars. Reduced power also slows down the long-range scan.

Long Range Survey Scanning

Radars explore (= scan) one far away Chunk every time the sector scanning progress bar fills, about every ~33.5 (?) seconds at 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.

  • It scans the unexplored country first, represented by pitch black areas on the map.
  • This is done in an 29*29 chunks around the Radar, excluding the nearby 7x7 chunk.
  • If everything is already explored it continues to scan by re-scanning the oldest scanned chunk within range; one of the long range 'darkened' chunks on the map.
  • Multiple additional radars will smartly share long-range chunks, reducing the amount of time it takes to complete the long-range survey scan.

It is possible, that the natives will build a new nest or village, while you are not scanning the area. Don't be surprised!

So it is always possible, to stack more radars, to get more frequent update of the surrounding area.

See also