Space Engineers

Space Engineers

Cargo Scanner
54 Comments
TheGeneralZinn 7 Nov, 2024 @ 6:20pm 
Good evening Pat I was curious if you might be able to make a mod that would hide empty cargo by default? TheGeneralZinn
Patrick  [author] 24 Feb, 2024 @ 9:03am 
That issue has been fixed. Please report crashes and bugs on the Discord linked in the description above.
ABitCrazy 23 Feb, 2024 @ 2:55am 
Game unable to load due to error after updating 2/22/2024 patch from dedicated server. Server can boot up normally but client cannot load after the latest update. Please check. Client log as below as following:

2024-02-23 18:33:57.871 - Thread: 1 -> [TBD] SESSION > RequestConfigFromServer [BEGIN]
2024-02-23 18:33:57.871 - Thread: 1 -> [TBD] SESSION > RequestConfigFromServer [COMPLETE]
2024-02-23 18:33:57.871 - Thread: 1 -> ERROR: Loading screen failed
2024-02-23 18:33:57.872 - Thread: 1 -> Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.
at CargoScanner.CargoScannerSession.LoadData()
(... too long to copy)
Patrick  [author] 27 Aug, 2023 @ 1:23pm 
Yes
DlriumTrgger 27 Aug, 2023 @ 12:57pm 
does this still use the beacon model?
Patrick  [author] 9 Feb, 2023 @ 4:57pm 
Hi LeviOz! I'm glad you like it!

Unfortunately, due to the limitations of how the Terminal UI works in Space Engineers, it's not possible to make the LCD script work with blocks that have multiple displays while keeping the UI somewhat intuitive.
LeviOz 9 Feb, 2023 @ 4:19pm 
Great mod! Making a large scanning station to work with it.

However, with displays on seats and the sci-fi button panel there is an option to select it, but it doesn't have the option to select which scanner to use. Because of this it doesn't work at all with those displays.
Would it be possible to add this to those kinds of screens as well? Thanks.
jagodragon 31 Dec, 2022 @ 3:02pm 
For some reason the LCD script isn't working for me. I have all the "experimental" game features turned on as well as every thing else and this is the only mode loaded.
Patrick  [author] 1 Mar, 2022 @ 5:45pm 
@silver.talon I don't know, I don't have access to an EOS server to try it. Please let me know if you try it out!
silver.talon 1 Mar, 2022 @ 4:36pm 
Hey Patrick, quick question, is this xbox friendly if I put it on a EOS server?
noviastar 22 Feb, 2022 @ 5:53pm 
In base game please. LCDs need love
EpicN The Empty 20 Feb, 2022 @ 6:56pm 
The X-Wing games come to mind with this mod.
Krampusz123 20 Feb, 2022 @ 1:21pm 
this is excelent, knowing it is compatible with IO mod is phenomenal, you should also colaborate with modder that made all ships spawn loot inside them, the possibilities for survival and pirate roleplay are endless.
Patrick  [author] 1 Feb, 2022 @ 6:35pm 
You bet!
Qyron 1 Feb, 2022 @ 6:32pm 
Thats excellent thank you!
Patrick  [author] 1 Feb, 2022 @ 6:30pm 
Yep, it is compatible with Industrial Overhaul and all modded ores. It will not have problems scanning them.
Qyron 1 Feb, 2022 @ 3:42pm 
Is this compatible with industrial overhaul? Will it have problems scanning new ores/items?
Patrick  [author] 19 Jan, 2022 @ 8:22am 
Yes. If you are having problems, feel free to join the discord linked above and file a bug report.
Apex 19 Jan, 2022 @ 4:18am 
this working ?
Patrick  [author] 7 Jan, 2022 @ 9:23am 
I saw you joined the discord. Can you post a logfile please?
Med 7 Jan, 2022 @ 7:37am 
Game crash when trying to spawn the scanner in creative or as an admin. Similar to the member below, G menu makes the game crashes. Not suitable for a server yet.
Patrick  [author] 6 Jan, 2022 @ 11:16pm 
Sounds good. I've added a discord link above. Feel free to follow that and paste your log in the channel for the cargo scanner, along with any additional information you think might be relevant.
ceilyurie 6 Jan, 2022 @ 7:47pm 
I wiull have to recreate crasha nd find it, arf
Patrick  [author] 4 Jan, 2022 @ 7:20pm 
Can you send me a log file? Please reach out to me on Discord. Patrickq#8415
ceilyurie 4 Jan, 2022 @ 5:55pm 
crashes game when adding to g menu
Patrick  [author] 1 Jan, 2022 @ 9:24am 
Hm. Odd. Please join the Keen discord and @me or DM me from there. You can find me in the #modding-programming channel. Look for patrickq
MrBlingbling 1 Jan, 2022 @ 8:29am 
i added you but your name don't exist so i used Patrick#8415
Patrick  [author] 1 Jan, 2022 @ 8:00am 
Faction doesn't matter. Please reach out to me on Discord. Patrickq#8415
MrBlingbling 1 Jan, 2022 @ 7:53am 
Hey, we try to implement this Mod at our Server but we don't get any Data! He is scanning all time but no Output! Or does it only work if the Ship is not in your Faction?!
Patrick  [author] 31 Dec, 2021 @ 3:09pm 
@black_dragon1230 I'm glad to hear it! I glad you like it!
black_dragon1230 31 Dec, 2021 @ 2:50pm 
@Patrick this has litterally changed my game play alot. Thank you so much for this mod.
Patrick  [author] 30 Dec, 2021 @ 8:51am 
@EnjoyCoke thanks! That's high praise :D
EnjoyCoke 30 Dec, 2021 @ 8:38am 
This is fucking awesome and we need it incorporated into the core game!
Patrick  [author] 30 Dec, 2021 @ 12:42am 
@C4PTRAMPAGE, What they say is correct. You might want to read through the section preceding the part you quoted, to see the explanation of what Sensitivity is and how it works.

> High sensitivity is more likely to detect items, and produces more accurate results, however the scanning distance is *very short*.
> Low sensitivity has a higher chance of missing items, however the scanning distance is much *farther*.
C4PTRAMPAGE 29 Dec, 2021 @ 4:53pm 
you might want to read through these in your description carefully to make sure they actually say what you want them to

Minimum Range
(kilometers) This is the scanner's range when set to its *highest* sensitivity.
Default is 5 km

Maxmimum Range
(kilometers) This is the scanner's range when set to its *lowest* sensitivity.
Default is 25 km
Patrick  [author] 29 Dec, 2021 @ 3:10pm 
@LeeTheFlea, that's the general idea. I hope it works for ya! :)

@EnjoyCoke, it's a modded block (not a script, not a plugin). Add the mod to your game and then you can build a cargo scanner on your ships. If you want to know how to use the cargo scanner, including the LCD script, just watch the little video in the description. It shows how to do everything. Hope it works for you!
EnjoyCoke 29 Dec, 2021 @ 2:09pm 
How does this work? A plugin? This is no mere script, I'm guessing?
LeeTheFlea 29 Dec, 2021 @ 2:04pm 
Xwing v Tie cargo inspection mission vibes!!
Patrick  [author] 29 Dec, 2021 @ 8:27am 
@Trinity 5150, thanks! :D
Trinity 5150 29 Dec, 2021 @ 7:18am 
This is cool. Reminds me of some of the tools in Elite Dangerous :)
Patrick  [author] 28 Dec, 2021 @ 6:26pm 
@stanis1979 That's a very cool idea! It's a bit out of scope for this mod, since the mod doesn't mess with factions or reputation, and there are no vanilla "police" factions, or vanilla "contraband" items -- I'd have to define all that and all the behaviors as well. It sounds like you may be using EEM, which does have those things. I'll mention your idea to the creators. :)
Stanis 28 Dec, 2021 @ 10:43am 
One more question. Can you do so - that when the player scans a neutral NPC ship. If criminal goods were found. Would the NPC ship's faction change to - would pirates and the NPC ship fly away from the player or attack the player?
Stanis 28 Dec, 2021 @ 10:38am 
Hi. Thanks for this mod! Any moder can easily add custom goods to the station trade - for example: weapons, drugs, slaves. Can you add functionality to your mod so that the ships of the police faction scan and when illegal (criminal) goods are found - the reputation would fall and the police would attack the player?
Patrick  [author] 28 Dec, 2021 @ 8:11am 
@Abisius, you can click the LCD and the full scan results are displayed in the text area. Full results are also located in the Custom Data field of the scanner itself.
Abisius Xarvenius Carbensius 28 Dec, 2021 @ 7:49am 
@Patrick
i have soemtimes 10 or 11 grids for mmes spawns that ar elarge grids in a range of up to 2km to me, outgoing form what they have loaded this could basically overload the display area of any lcd
Patrick  [author] 28 Dec, 2021 @ 6:47am 
@Abisius, what did you mean by "could have interesting outcomes if you have a few grids near you" then? If you think its too much information or too much of an advantage, I would consider adjusting the config ranges to 0.5 and 2. You could also drop the probabilities down to 0.35 and 0.9, and set the broadcast factor to 10.

The default values are intended to be rather friendly to the player. But I made them configurable so SP players and server admins could balance the cost/benefit to their vision of how they want their game to be.
Abisius Xarvenius Carbensius 28 Dec, 2021 @ 6:35am 
@Patrick
have seen 2 ships ther ebut it could also have been depending on orientation so that there were 8 ships all around but only 2 in the viewangle of the scanner
Patrick  [author] 28 Dec, 2021 @ 6:32am 
@Abisius
Yes, every grid in range. If you look in the images or watch the tutorial video, you'll see that it's showing two ships and their contents.
Abisius Xarvenius Carbensius 28 Dec, 2021 @ 12:14am 
@Patrick
so it scans every grid in range?
could have interresting outcomes if you have a few grids near you.
Patrick  [author] 27 Dec, 2021 @ 9:52pm 
@What.. No, it does not use raycasting.

@Abisius There is no need to designate a target. It scans within the range set in the config (modified by the sensitivity slider in the terminal). The default ranges are 5 km (high sensitivity) and 25 km (low sensitivity). They can be modified in the config, which is in the save game folder under Storage.