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Radar: Difference between revisions

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m (→‎Nearby Pulse Scanning: edited for readability)
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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 provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. Radar has a high [[Electric network|power]] demand (300kW) so a radar indirectly contributes to [[Pollution]] when powered by [[Boiler]]s and [[Steam engine|steam engines]]. 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.  
The radar will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.
 
[http://www.factorioforums.com/forum/viewtopic.php?f=8&t=6008&p=53660#p53660 Forum Radar Build Thread]
 


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 ==
== Nearby Pulse Scanning ==

Revision as of 12:26, 8 July 2016

Template:Machinery The radar is used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. Radar has a high power demand (300kW) so a radar indirectly contributes to Pollution when powered by Boilers and steam engines. 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. The radar will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.

Forum Radar Build Thread


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. 20% power can be achieved by a single solar panel, or by using one isolating accumulator for every 5 radars.

Long Range Survey Scanning

Radar will scan one distant 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.

  • It scans the unexplored chunks first, represented by the black areas on the map.
  • 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 29x29 chunks around the Radar, excluding the nearby 7x7 chunk.
    • With a total number of 797 chunks (29x29 - 7x7), 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, don't be taken unawares.

See also