Radars are no longer military targets

Anything related to the content on our wiki (https://wiki.factorio.com/)

Moderator: Bilka

Regnizigre
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Aug 05, 2014 3:08 am
Contact:

Radars are no longer military targets

Post by Regnizigre »

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)
Regnizigre
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Aug 05, 2014 3:08 am
Contact:

Re: Radars are no longer military targets

Post by Regnizigre »

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
Screenshot 2024-11-22 205552.png (174.67 KiB) Viewed 233 times
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 3055
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: Radars are no longer military targets

Post by boskid »

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
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
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Aug 05, 2014 3:08 am
Contact:

Re: Radars are no longer military targets

Post by Regnizigre »

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?
Regnizigre
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Aug 05, 2014 3:08 am
Contact:

Re: Radars are no longer military targets

Post by Regnizigre »

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

Code: Select all

is_military_target :: bool optional 
Default: true
Is this overridden at runtime then?
IsaacOscar
Filter Inserter
Filter Inserter
Posts: 265
Joined: Sat Nov 09, 2024 2:36 pm
Contact:

Re: Radars are no longer military targets

Post by IsaacOscar »

Regnizigre 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

Code: Select all

is_military_target :: bool optional 
Default: true
Is this overridden at runtime then?
No, it's overriden here: https://github.com/wube/factorio-data/b ... .lua#L2834
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 3055
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: Radars are no longer military targets

Post by boskid »

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?
Regnizigre
Burner Inserter
Burner Inserter
Posts: 9
Joined: Tue Aug 05, 2014 3:08 am
Contact:

Re: Radars are no longer military targets

Post by Regnizigre »

I see, that makes sense. Thanks!
Post Reply

Return to “Wiki Talk”