A radar.
EntityWithOwnerPrototypeEnergyfalsefalseThe amount of energy this radar uses.
energy_usage = "300kW"
EnergyfalsefalseThe amount of energy it takes to scan a sector. This value doesn't have any effect on nearby scanning.
energy_per_sector = "10MJ"
EnergyfalsefalseThe amount of energy the radar has to consume for nearby scan to be performed. This value doesn't have any effect on sector scanning.
Performance warning: nearby scan causes re-charting 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 to happen once per second.
energy_per_nearby_scan = "250kJ"
EnergySourcefalsefalseThe energy source for this radar.
RotatedSpritetruefalseSpritetruefalseuint32falsefalseThe radius of the area this radar can chart, in chunks.
uint32falsefalseThe radius of the area constantly revealed by this radar, in chunks.
doubletruefalseThe maximum circuit wire distance for this entity.
booleantruefalsebooleantruefalseCircuitConnectorDefinitiontruefalseColortruefalsedoubletruefalsebooleantruefalseIf set to true, radars on the same surface will connect to other radars on the same surface using hidden wires with radar origin.
booleantruefalsefloattruefalseMust be between 0 and 1. Must be larger than or equal to energy_fraction_to_disconnect.
floattruefalseMust be between 0 and 1. Must be less than or equal to energy_fraction_to_connect.
booleantruetrueWhether this prototype should be a high priority target for enemy forces. See Military units and structures.