Space Engineers

Space Engineers

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Material Scanner
   
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Type: Mod
Mod category: Block, Script, Other
File Size
Posted
Updated
480.435 KB
21 Jan, 2022 @ 10:30pm
14 Oct, 2024 @ 5:29pm
12 Change Notes ( view )

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Material Scanner

In 1 collection by Patrick
Rule Changes / Additions
26 items
Description
Version 2
  • Complete rewrite
  • Complete multiplayer re-architecture
  • Improved game mechanics
Identify material composition of grids
Multiplayer / Dedicated Server / Single Player

Short range scanner that identifies the composition of grids. Works with vanilla and modded building materials, e.g., "tech." Perfect for determining if a wreckage contains rare materials.

Design Specifications
  • Scans any grid
  • Detects any material desired
  • Scanner must be pointed at the target
  • TSS can be used to display scanner results on any LCD
  • Large grid and small grid scanners

Use the Bandwidth slider to adjust the block's behavior.
  • High bandwidth allows the detection of more types of materials in a single scan, however the scanning distance is very short.
  • Low bandwidth limits the detection to fewer types of materials per scan, however the scanning distance is much farther.
LCDs can be set to display the scan results from any scanner on the ship.

Is the juice worth the squeeze?
What have they got in their nasty pockets? Cargo Scanner
How bad is their bite? Weapon Scanner


Configurable Options
Your configuration file is located here after you initially create your game.
~AppData\Roaming\SpaceEngineers\Saves\76561199002779266\{save game name}\Storage\Material Scanner_MaterialScanner

Minimum Range
(kilometers) This is the scanner's range when set to its highest bandwidth. Default is 1 kilometer

Maxmimum Range
(kilometers) This is the scanner's range when set to its lowest bandwidth. Default is 3 kilometers

Small Grid Range Factor
(scalar) A range modifier applied to small-grid material scanners. Default is 0.35

Beam Width
(meters) This is the diameter of the scanning "beam" that projects from the end of the scanner. Only objects within this beam will be scanned. Default is 100 meters

Minimum Detection Probability
(percentage as 0-1.0) The lowest probability of detecting each material in a grid. This value is used when set to the lowest bandwidth. Default is 0.7

Maximum Detection Probability
(percentage as 0-1.0) The highest probability of detecting each material in a grid. This value is used when set to the highest bandwidth. Default is 1

Normal Power Usage
(MW) The power used by the scanner when idle. Default is 0.35 MW

Work Power Usage
(MW) The power used by the scanners when conducting a scan. Default is 3.5 MW

Small Grid Power Factor
(scalar) The power used by the scanners when conducting a scan. Default is 0.25

Work Duration
(seconds) How long the scanner must "scan" before it produces results. Default is 7 seconds

Cooldown Duration
(seconds) How long the scanner must cool down before it can be used again. Default is 5 seconds

Analysis Speed
(blocks scanned per second) After the scan, the data is analysed. This duration this step depends on the size of the target(s) scanned. This value is in large-grid blocks. A small-grid block is considered 1/125 of a block. Default is 250 large-grid blocks per second

Component Selection Rows
(row count) This is the size of the component selection area in the terminal view of the scanner. Default value is 9 rows

Detectable Components
This is a list of every construction material defined in the game. This includes modded materials. If you change your mods, this list will update.

Each entry allows you to change the displayed name for each material, e.g., instead of "steel plates" you could put "sheet metal." Each entry also specifies the bandwidth required to detect the component. The display name and bandwidth required are displayed in the scanner's terminal screen in the component window.

Default values
  • Steel plate -> 1 bandwidth
  • Display, Construction, Interior Plate, Girder, Small Tube, Large Tube, Bulletproof Glass, Computer, Radio Communication component, Detector -> 2 bandwidth
  • Metal Grid, Motor, Reactor, Explosives, Solar Cell, Power Cell -> 3 bandwidth
  • Superconductor, Thrust, Gravity Generator, Medical - > 4 bandwidth
  • Modded components -> 5 bandwidth

Bug Reports
Discord[discord.gg]
I don't troubleshoot, give technical advice, or have discussions in the comment section. That's what the Discord is for. Comments get lost to time, but discord histories can be searched and referenced.

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20 Comments
jamstraz 29 Mar @ 6:32pm 
Are we supposed to be able to do manual scans? because I tried from my hotbar and it crashed, or are they just passive like in the video
Patrick  [author] 11 Apr, 2022 @ 3:17pm 
@Blue64, I can tell you that you will not be able to replicate this behavior in a Programmable block. The mod API can do many things the PB API cannot do.

With respect to the source code, I have not made this code public and I do not have any plans to do so in the future. Making code public in no way makes it easier to maintain. Regardless, I have no difficulty maintaining my code in the first place. I appreciate your effort to be helpful, however.

If you would like to discus mod or PB programming, or have other questions, please jump on the discord linked in the description.
Blue64 11 Apr, 2022 @ 2:40pm 
Where can we find a copy of this code? I want to check if this can help me script something like this from a Programmable Block. Perhaps there might be a copy of this code published from you in the future? This would help you maintain your code easier too. If not using Steam, then perhaps a GitHub URL?
Jim 30 Mar, 2022 @ 7:10pm 
Oh, I just tracked down that spectrography mod, perfect! These in combo really make the game next level fun!
Patrick  [author] 30 Mar, 2022 @ 1:02pm 
Thank you, Jim! I probably won't do an ore scanner, as they are already mods for long range ore detectors, and there is the excellent spectography mod. But I appreciate the suggestion!
Jim 29 Mar, 2022 @ 9:25pm 
Really love this selection of mods! Wondering if it's possible to round them out with an asteroid scanner to see the composition from a distance?
Either way, great mods for immersion, thanks!
Patrick  [author] 29 Jan, 2022 @ 5:15pm 
@CptFouker, you are welcome!
FoG | CptFouker 29 Jan, 2022 @ 2:55pm 
thanks very much :) i really like the desig and tuch you have made :)
Patrick  [author] 29 Jan, 2022 @ 6:47am 
Thanks. I don't publish many of my builds. I hope it doesn't suck too much.
vano03voin 29 Jan, 2022 @ 6:40am 
u so sweet)