Space Engineers

Space Engineers

Radiation Detection (pseudo radar) UPDATED
31 Comments
hyprcoob 10 Nov, 2021 @ 8:13pm 
Hey, so this gives us the tools necessary to use this in a script?
jonn19  [author] 25 Apr, 2021 @ 7:00am 
Hi Mattler, in theory the mod already does this (and I've just updated so it's less server impact and faster to update.) The detection range is based on how much power your reactors are outputting, so controlled burns or proportional thrust at less than 100%, will be less visible than 100% "press W" thrust. If you show the emission range on a cocpit/LCD (assuming you're conversant with PBs) and try playing with the thrust percentages you'll see what I mean.
Mattler~~ 9 Mar, 2021 @ 5:23pm 
hey man! love the idea of this mod. though i must ask, would it be possible to add thrusters to the list of blocks that increase emission? we are planing on using this mod for a gamemode with stealth and it'd be awesome if it would track thrusters in addition to reactors forcing people to do controlled burns instead of holding W. Cheers o/
HUBERT THE ROCK 22 Sep, 2020 @ 11:56am 
i did not get the instructions that well
can you explain them more simple
ThePropheticWarrior 14 Sep, 2020 @ 6:48pm 
This mod already has some of this, but posting it to give Modders more ideas: I would love to use multiple (perhaps 4 or 5) sensors on a rotating rotor and/or rotating dish, like in real world! It would also be awesome to have the option of selecting one directional sector at a time (different radar consoles looking at different sectors, like Fighters use) - and main for (all sectors) general viewing, as well as passive/active modes - like in the real world! It would also be nice to implement this in planet/wall maps! I'm going to also suggest this in the other radar mods - perhaps some cooperation can be done between the Modders - and the Community!
Eliana 23 Jul, 2020 @ 8:37am 
Any way to make it have a tag? I use a few scripts and so my lcd's are mostly taken up. I made a new for this radar but it flashes on all lcd's XD including the ones in use
jonn19  [author] 2 May, 2020 @ 9:24pm 
Due to (I think) an update that previously linked pastebin code is now crashing PBs. I've updated here: http://pastebin.com/078G0Q5n
This will output any detected locations on LCDs/cockpit screens/etc. It's pretty quick and dirty but should explain how to grab the list of locations.
jonn19  [author] 18 Apr, 2020 @ 6:23am 
OK so now a config file will be generated in the /Storage/2051825134_IndustrialAutomaton folder within your game save folder, with four options on range calculation, and the option to have radiation leaking on reactor damage (thanks for the suggestion Can't Man.)
Only one range option can be active, highest in list takes precedence.
If you liked it the way it was before... good news, nothing will change unless you change it.
jonn19  [author] 18 Apr, 2020 @ 5:00am 
Nah, can't, man.

Sorry haha you had that coming, though. Yeah not a bad idea, not especially hard to implement. Dunno if it's particularly nice to make it harder to run away from a fight, but if you're on the giving rather than receiving end it would be fun. When I get time I might make a config file, then people can opt for a linear rather than logarithmic equation too (even though I think balance is best as is.)
Lex 17 Apr, 2020 @ 8:36am 
Could you include a function where damaged reactors produce more "leaked" radiation, I feel like that would be a very neat mechanic to make more intense combat as your damaged vessels would be detectable to other players at a greater range.
Andrew Murray 14 Apr, 2020 @ 5:08am 
Good Day Jonn19 I tried to set up the program block using the script you linked in the comments it compiled fine but I must be missing something cause I get errors running the script is there anything I need to change in the script to make it work? i want to use it on my salvage ship to find drifting NPC ships that still have reactors running
Zatch E'Olivers(Zeo)[FR] 14 Apr, 2020 @ 4:42am 
Ah,okay. so Dilithium reactor is going to be radioactive... and it's cannon, not the kind of radiation we expect, but there is it.
thanks for your answer.
that's a very inteligent way to calculate !
hope the best for you, Jonn19.
also,sorry about my use of english. ^^'
jonn19  [author] 14 Apr, 2020 @ 1:03am 
Hi Koger. I'm not planning to make this into a block, and for balance I don't think it would be great to have that kind of range. There are plenty of radar block mods out there; a quick search turned up https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=444539430 which looks configurable up to really long distances.
Zatch the mod calculates visibility distance based on three simple calculations:
If there's no inventory (i.e uranium, in vanilla reactors) it's zero output
If the power output is 0-10% of max, but it has inventory, it's 10% of max output
If the power output is over 10% of max, it's the actual output
Any modded reactors with no inventory won't generate radiation.
Koger 13 Apr, 2020 @ 10:09am 
Also is it possible make the programming done by A Moded Block so it could work on multiplayer servers without scripts
Koger 13 Apr, 2020 @ 10:06am 
Could you make a Version with much longer range or maybe A block four longer range detection so you could 500k four A very large base 80k large ship 30k medium small ship A lot longer range for reaching deep in to space
Zatch E'Olivers(Zeo)[FR] 13 Apr, 2020 @ 6:06am 
quick question, how your Mod see reactor from other mod ?
like, some moded reactor from Star Trek don't emit radiation so...
it's anyway, a good mechanic ! when somebody (maybe) add some scripted HUD to work with, that's can be more complex.
Zatch E'Olivers(Zeo)[FR] 13 Apr, 2020 @ 6:03am 
That's remind me about the game Pulsar: Lost Colony ! ^^
jonn19  [author] 13 Apr, 2020 @ 5:03am 
Thanks Starkiller. I have a tiny brain so over-complicated solutions don't work well for me :)

I am planning on implementing it in AI code so NPCs will only use functions that any player can use, yet still be able to intelligently track down signals and generally not look totally dumb.
Starkiller 13 Apr, 2020 @ 12:42am 
Another excellent solution. It doesnt seem to be over-complicated, but still is a very good gameplay mechanic. I dare say Keen should implement it in some form.
jonn19  [author] 12 Apr, 2020 @ 9:04pm 
Thanks for comments. Morpheus the ranges are pretty minimal, a turret will detect a grid further than the examples you gave (aside from fuelled large grid large reactors) so not too hard to work around. Those big guys put out so much power that changing threshhold will really make small grids impossible to detect.
Mazen good question. Script checks to see if reactors hold any inventory (doesn't check type,) so any modded reactors deriving from base Reactor type, and which do have fuel cells of some description, will give the same results. Hydrogen engines don't give out radiation.
Mazen IIXIS 12 Apr, 2020 @ 6:38pm 
I have a question regarding this, it said it detects reactors that use uranium as fuel, but not other kind of reactors that don't use uranium?
Molten Carnage 12 Apr, 2020 @ 8:16am 
I like this idea but I feel that being idle shouldn't give away your position. Perhaps a higher threshold to allow stationary large ships that are not using anything more than life support, doors, and light and small ships to be powered with one small grid small reactor in flight before being detected?
Hesa_Heart 10 Apr, 2020 @ 8:40pm 
thank you
jonn19  [author] 10 Apr, 2020 @ 7:47pm 
Hi Hesa_Heart. Programmable Blocks are quite powerful and useful, I encourage you to spend some time watching tutorials as their use is beyond the scope of a comments section!

I have made a very simple script which will check for any contacts every second and a half, and then display the results in GPS format on any text panels it finds. Just copy-paste it into a programmable block, make sure any LCD panels are set to Text (it works with the main LCD in any cockpits too) and you're set. The info will also be stored in the programmable blocks' own CustomData field to make it easy to copy the GPS points and paste into your GPS screen.

http://pastebin.com/NJ6MKSYs is where the code is for now.
V L A X 10 Apr, 2020 @ 4:15pm 
Fantastic idea
Hesa_Heart 10 Apr, 2020 @ 3:28pm 
i love the idea but im missing something and since i dont use this block often how do i make this work ?
jonn19  [author] 10 Apr, 2020 @ 4:51am 
Haha for sure! Glad you like it. I don't think it's OP given anything you see beyond a few km is more than likely going to be able to defend itself :) Plus it's only GPS coords, no details.
blub9529 10 Apr, 2020 @ 2:59am 
Great work! Will test this out in my survival world.
Now imagine this mod on a survival server, and you pick up a grid from over 20 KM out, approaching... "Bring my brown pants", indeed
jonn19  [author] 8 Apr, 2020 @ 9:17pm 
I changed the range calculation to a logarithmic function which can be found in the change notes.There is no longer a cap, but you'll probably only give off emissions detectable over 10km away by charging jump drives on large grids with 3+ large reactors. Also 'tis the season for virtual chocolate so there's an Easter egg, seek and ye shall find.
Firesworn 8 Apr, 2020 @ 9:57am 
I like the idea of doing a variable detection range. Something we can set between 1KM and 25KM.
jonn19  [author] 8 Apr, 2020 @ 4:11am 
What do people think about pushing the detection range up? I've tested to 25km and there's no reason it won't work for any range, but would 10km or 25km unbalance the game?

Obviously you'd need to have a pretty heavy-duty grid to be pulling so much power you'd be visible from that far out.