I don't remember seeing this mentioned anywhere. It's not in the 2.0 patch notes, and after a quick search, none of the 2.0 FFFs mention it.
It makes me wonder what other stealth changes exist in 2.0
In any case, the Radar and Military Targets pages are inaccurate
(I did also just request a wiki account to contribute these changes, but I thought I'd mention it here as well since the change is not mentioned in the patch notes, which is interesting)
Radars are no longer military targets
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Re: Radars are no longer military targets
Even more interesting, the lua-api site is incorrect? https://lua-api.factorio.com/latest/pro ... otype.html
At the bottom, the is_military_target override is listed as true, but in the in-game ctrl-shift-f menu, it's false.
At the bottom, the is_military_target override is listed as true, but in the in-game ctrl-shift-f menu, it's false.
Re: Radars are no longer military targets
Nothing interesting, docs say about default values and how they change between types but radar is not using a default, it has value given explicitly on the prototype.Regnizigre wrote: ↑Sat Nov 23, 2024 3:58 am Even more interesting, the lua-api site is incorrect? https://lua-api.factorio.com/latest/pro ... otype.html
At the bottom, the is_military_target override is listed as true, but in the in-game ctrl-shift-f menu, it's false.
Screenshot 2024-11-22 205552.png
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Re: Radars are no longer military targets
I see, I guess it's just confusing then, that the in-game info shows false, even though it's true. Or am I misinterpreting your response?
To confirm, are radars military targets in 2.0?
To confirm, are radars military targets in 2.0?
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Re: Radars are no longer military targets
I just tested in-game and radars were definitely ignored by nearby biters, which means the in-game info is accurate, and this was changed in 2.0.
However I'm still confused by this on the radar lua-api page
Is this overridden at runtime then?
However I'm still confused by this on the radar lua-api page
Code: Select all
is_military_target :: bool optional
Default: true
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Re: Radars are no longer military targets
No, it's overriden here: https://github.com/wube/factorio-data/b ... .lua#L2834Regnizigre wrote: ↑Sat Nov 23, 2024 4:41 am I just tested in-game and radars were definitely ignored by nearby biters, which means the in-game info is accurate, and this was changed in 2.0.
However I'm still confused by this on the radar lua-api page
Is this overridden at runtime then?Code: Select all
is_military_target :: bool optional Default: true
Re: Radars are no longer military targets
Ctrl-shift-f tells the truth as it shows values as they are after loading prototypes.
The only reason why this could be confusing is that in base game there is only one radar defined and we decided to change this using data stage rather than by abusing our ability to change defaults. If by reading lua docs you would learn that RecipePrototype has energy_required default of 0.5, by seeing engine recipe have a different value then would it be confusing or obvious since different recipes can have different crafting times?
The only reason why this could be confusing is that in base game there is only one radar defined and we decided to change this using data stage rather than by abusing our ability to change defaults. If by reading lua docs you would learn that RecipePrototype has energy_required default of 0.5, by seeing engine recipe have a different value then would it be confusing or obvious since different recipes can have different crafting times?
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Re: Radars are no longer military targets
I see, that makes sense. Thanks!