Kuxynator's Radar Shop
<BETA Version>
- Flex Radar a rework of Scanning Radar/Scanning Radar (Blueprintable)
- Observer Radar - a radar for nearby scan 3x3, 5x5, 9x9, ..., 65x65
- Chunkyfied Radar - a vanilla like radar but with 4/8, 8/16, 16/32 radius (not in stock, ordered)
- Scanning Radar - - a radar thats scans random chunks (not in stock, ordered)
- Explorer - a radar that slowly explores unknown sectors with unlimited (adjustable) range (not in stock, ordered)
To make it more interesting, Not all radar types are available at the same time. You can choose your type in the technology tree.
Flex Radar
A radar that actually scans in a sweeping arc. Massive power requirements that scale with area scanned and speed.
Very flexibly customizable at runtime.
Connect signals to modify the behavior.
The initial scan can be quite slow as the game generates map data.
Scanning too much map area can bloat your game.
See DeleteEmptyChunks if you need to slim it back down.
375,000 chunks takes about 9GB of memory which is 3/4 of a full scan with a radius of 400
Features
- Circular ara (full, sector, annulus, annular sector)
- complete sweep line scan (not chunk by chunk )
- customizable with circuit network signals (speed, radius angle)
- Fast symetric algorithm (independent of the tile position)
- dynamic power consumption calculation (depends on speed and distance)
- Raises custom event
script_raised_sector_scanned
- compatible with Orbital Ion Cannon
Circuit network
N
Near radius (in chunks, 0: default)F R
Far Radius (in chunks, 18: default)W
Width (length) of the beam, alternative value to Near radius or Far radiusD
Direction (1: clockwise, -1: couter-clockwise)B
Begin angle of a cirular sectorE
End angle of a cirular sectorS
Speed (1: slow, 100: max, 5: defauilt)
90° North cirular sector:
B
: -135, E
:-45 (or also B
: 225, E
: 405)
180° South (Q1+Q2):
B
: 0, E
:180
90 North-East (Q4):
B
: -90, E
: 0
Anulus thickness 3:
N
: 10, F
: 13 -or- N
: 10, W
: 3 (no F
!) -or- F
: 13, W
: 3 (no N
!)
custom event
For mod developers who need on_sector_scanned.
if prototypes.custom_event.script_raised_sector_scanned then
--- @param event EventData.on_sector_scanned
script.on_event(prototypes.custom_event.script_raised_sector_scanned.event_id, function(event)
...
end)
end
event: same fields as in EventData.on_sector_scanned
name
int :: the event_id
radar
LuaEntity :: the entity raising the event
chunk_position
ChunkPosition :: position of scanned chunk
area
MapPosition :: scanned area
tick
int :: game ticks
mod_name
string? :: name of the raising mod [optional]
Known Limitations
- consuming CPU-time and UPS but very optimized
- only clockwise is implemented
- the sweep line is not always equally thick or hass gaps if the speed is set too slow
Chunkyfied Radar
(not in stock, ordered)
Scanning Radar
(not in stock, ordered)
Observer (Near Field) Radar
A radar for nearby scan with an square area of 3x3, 5x5, 9x9, 17x17, 33x33, 65x65
The power consumption is slightly lower than if you were to build individual radars.
A further power saving is achieved by completely deactivating the sectorscan.
Explorer
(not in stock, ordered)
Credits
Scanning Radar by Strath
Scanning Radar (Blueprintable) by Hares