The radius of the area constantly revealed by this radar, in chunks. The radius of the area this radar can chart, in chunks. This value doesn't have any effect on sector scanning. For example if you set energy_usage to 100kW, setting energy_per_nearby_scan to 100kJ will cause nearby scan happen once per second. If you are making radar with high range, you should set this value such that nearby scan is performed once a second or so. If you want to make a radar that updates map more in real time, you should keep its range low. You can just paste in your blueprint string and get a URL to share. Today, I'm proud to introduce to you my answer to this problem: FactorioBin. Performance warning: nearby scan causes recharting of many chunks, which is expensive operation. The Factorio community deserves a way to post blueprints that is as quick and easy as Pastebin, but which understands what they are and won't delete them. The amount of energy the radar has to consume for nearby scan to be performed. This value doesn't have any effect on nearby scanning. The amount of energy it takes to scan a sector. This prototype inherits all the properties from Prototype/EntityWithOwner. RadiusVisualisationSpecification (optional) ItemToPlace or table of ItemToPlace (optional) Icons, icon, icon_size (IconSpecification) Inherited from Prototype/EntityWithHealthĮxplosionDefinition or table of ExplosionDefinition (optional) Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/RadarĪllow_run_time_change_of_is_military_target
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