Space Engineers

Space Engineers

Exploration Farm (No Saving)
19 Comments
abordoli  [author] 3 Mar, 2015 @ 4:12pm 
I had two derelict stations on my list as "Impossible to Find"....

Well, I just found one of the two in-game.....lol. "Station 531"!!!!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=402248984

The last one to find IS: Platform 5546 (The Floating Rocks Resort)
Here is a link to the page where I forced it into the game without its asteroid:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=400578227

I hope to actually find it in-game and publish it as a "world" complete with the asteroid.
Arcamean 3 Mar, 2015 @ 4:07pm 
Thank you Abor I appreciate that I haven't had much time to play my server yet because I've been busy with moving. Probably wont get to really sit down and hunt till Thursday at least lol but the admins on Thanes are really cool people.
abordoli  [author] 3 Mar, 2015 @ 12:16pm 
I just published a faster "Exploration Farm" world:

"Exploration Farm (50km Range Version) I": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=402156178
abordoli  [author] 3 Mar, 2015 @ 12:08pm 
@Arcamean : I gave several methods in the above description text and all but the first use at least one mod. If you can't convince the server admin to at least add Midpace's "/scan" Mod, then your odds of running into a derelict by chance are astronomically low unless you investigate EVERY glittering speck around you (more often than not, derelicts spawn in pairs so look for two glittering specks side by side).

I CAN tell you, however, that within a cube of space 100kmx100kmx100km, there ARE, on average, a half-dozen to a dozen derelicts. This is based on my observations using the "Mega-Ultra-Turbo (ludicrously fast) Methodology ("cheat city")" method.

I'd also be more than happy to join your server and assist in finding some derelicts for you.
-A
Arcamean 2 Mar, 2015 @ 9:07pm 
Any advise for finding something like this on a multiplayer server where you can't simply add in?
abordoli  [author] 28 Feb, 2015 @ 3:05pm 
Added two add'l methodologies that were in testing mode:

Mega-Ultra-Turbo (ludicrously fast) Methodology ("cheat city")

-AND-

Ultima-Mega-Ultra-Turbo (instantaneus) Methodolgy ("ruinous and no fun")
abordoli  [author] 26 Feb, 2015 @ 4:14pm 
Add a link to the exact same world (called: "Exploration Farm (GPS Version)"):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=399347585

In the description you will find a listing of the ships/stations GPS-pin-pointed so far.

I also believe that since I found a ship of the new batch during today's update in THAT world (after updating the game), that new ships WILL add themselves automatically to existing worlds...
abordoli  [author] 26 Feb, 2015 @ 10:58am 
In the world that I have offered, my goal is to GPS coordinate the closest blue-print of each of the current 42 derelict ships in relation to the world's center (0,0,0). I will update the world frequently.
abordoli  [author] 26 Feb, 2015 @ 10:57am 
Consider them both to be one combined false statement as I will address it one fixed statement that is correct:
-When you create your own world, the locations of derelict ships AND what derelict ships will spawn there is FIXED and permanent. Even if you claim/delete the ship, another copy of that exact derelict ship will re-spawn there. The problem this presents is that if you're travelling in a "circle", you're just going to keep finding the same ships missing out on the "ultra-rare" types. In addition, when you do leave an area, the ships will no longer show that they exist in your "world", however, if you return to that location they WILL respawn.
abordoli  [author] 26 Feb, 2015 @ 10:57am 
Below I had made two statements that I have proven to be false:
-Derelict ships/stations do not spawn into the game based on whether you reach a certain set of coordinates, rather they are spawned in based on "travel distance". Technically, you could fly back and forth in a rather small (say 30km) area of space and find every ship/station possible in the game.
-Once a derelict ship/station has "procedurally spawned" into your "world", it will remain there until claimed or deleted.

(cont...)


abordoli  [author] 24 Feb, 2015 @ 11:11am 
Homing in on Derelicts (cont...)
Given this knowledge of the Cartesian Coordinate system and its four quadrants you can use it to determine whether you should point right/left and up/down in order to correct your direction (a.k.a. "vector") so that a subsequent issue of the "/scan" (/scan2) commands gets you the results that you are looking for.

If anyone would like a demonstration of this, friend me and I can join you in your copy of THIS "world".
abordoli  [author] 24 Feb, 2015 @ 11:07am 
Note: The comment section places the newest comment at the top so if reading the added information (below) does not flow/make-sense, read from the bottom up.
abordoli  [author] 24 Feb, 2015 @ 11:06am 
Homing in on Derelicts (cont...)
In this manner you will be able to your prior result and know whether or not your course directional changes are getting you closer or farther away. There is a method that you can use to know in what general direction you need to go up/down and left/right, but it requires knowledge of the 4 quadrants of a Cartesian Coordinate graph and in which quadrants the X's and Y's are positive and negative. Briefly, in the top-right quadrant, X's and Y's are positive. In the top-left quadrant, X's are negative, but Y's remain positive. In the bottom-left quadrant, both X's and Y's are negative. In the bottom-right quadrant, X's are positive while Y's remain negative.
abordoli  [author] 24 Feb, 2015 @ 11:05am 
Homing in on Derelicts (cont...)
Your objective is to point your vehicle such that when you do another "/scan", your results approach "Elevation: 0 ; Azimuth: 0" (you will never get them to be exactly 0, but as close to 0 as possible, the better as this means that all you have to do is fly forward to get closer to your destination with the "Range" being the distance that you are away from it). I personally use the "/scan2" command copied into my clipboard (this is a separate clipboard than the one that is used for blue-prints) and I copy it so that I can easily hit <ENTER> to open the chat console, CTRL-V to paste it and then hit <ENTER> again to issue the command.
abordoli  [author] 24 Feb, 2015 @ 11:04am 
Homing in on Derelicts (cont...)
This system assumes a sphere with a center point at its core so imagine being at that center point inside a "Transparent Earth" and being given directions as to how to reach a location on the surface of the Earth. At this time, the "/scan" mod gives you "relative directions" much like if you asked a strangerfor directions and instead of giving you surface directions along roads, they told you where to point your vehicle towards relative to the current position that your vehicle is currently pointing. So instead of saying, "point up 36 degrees and point right 54 degrees", the "/scan" mod will say "Elevation: -36 ; Azimuth: -54".
abordoli  [author] 24 Feb, 2015 @ 11:03am 
Homing in on Derelicts (this is subject to change as the Mod used is about to be updated to make things easier):
Currently, once a derelict ship/station has been found using "Midspace's /scan Mod" you are given three pieces of information: Range, Elevation & Asimuth.
-Range: A simple concept to understand. You will find that derelicts spawn into your world 20km away. When you "/scan", however, the range might be less, but that's only because you've travelled a bit before you did that "/scan".
-Elevation & Azimuth: I will discuss these two together as they go hand-in-hand and use the exact same "degree" system. We all know that arcs on a circle are measured in degrees and that we use degrees for lattitude and longtitude to locate places on our Earth.
abordoli  [author] 24 Feb, 2015 @ 11:00am 
Tips/Info (cont...)
-To make scanning with the "/scan" (or "/scan2") command faster, copy the command so that you can easily CTRL-V after hitting <ENTER> to paste it.-To keep your world uncluttered for easier scanning of your next batch of finds, delete spawned in ships/stations after you have blue-printed them or have determined that it is a blueprint that you already have. To do this, point your cross-hair at the ship at hit CTRL-X to "cut" the object out of the "world".
-Use "/scan2" instead of "/scan" as it displays the results in the chat area instead of opening a "window". When you do this successively, you will have a results to compare so that you can see if your directional changes are getting you closer to the target direction (also called a "vector")
-To make scanning with the "/scan" (or "/scan2") command faster, copy the command so that you can easily CTRL-V after hitting <ENTER> to paste it.
abordoli  [author] 24 Feb, 2015 @ 10:59am 
Tips/Info (cont...)
-To keep your world uncluttered for easier scanning of your next batch of finds, delete spawned in ships/stations after you have blue-printed them or have determined that it is a blueprint that you already have. To do this, point your cross-hair at the ship at hit CTRL-X to "cut" the object out of the "world".
-Use "/scan2" instead of "/scan" as it displays the results in the chat area instead of opening a "window". When you do this successively, you will have a results to compare so that you can see if your directional changes are getting you closer to the target direction (also called a "vector")
abordoli  [author] 24 Feb, 2015 @ 10:58am 
Tips/Info:
-As a rule, you should blue-print (CTRL-B) a ship/station that you have never seen before BEFORE entering the ship and playing with it. This way, you have a pristine copy of the ship in case you accidentally damage it.
-Derelict ships/stations do not spawn into the game based on whether you reach a certain set of coordinates, rather they are spawned in based on "travel distance". Technically, you could fly back and forth in a rather small (say 30km) area of space and find every ship/station possible in the game.
-Once a derelict ship/station has "procedurally spawned" into your "world", it will remain there until claimed or deleted.