Starbound

Starbound

Advanced Proximity Sensor
56 Comments
zoomah  [author] 2 Jul, 2022 @ 5:38pm 
I stated it before and I say it again:
It's literally years since i touched Starbound

after saying that: it is impossible that this sensor influences other sensors, since it doesn't override ANY Vanilla script. I cant tell you anything about side-effects with other mods tho. I don't know the mod-list you're using. And yeah... i'm not interested in it. The mod is here as is. I won't touch it, i wont maintain it.
Kerik 6 Feb, 2022 @ 5:47pm 
alright, thanks for replying though!
zoomah  [author] 6 Feb, 2022 @ 4:31pm 
No idea... but it's literally years since i touched Starbound
Kerik 5 Feb, 2022 @ 10:16am 
would it be possible to make a damage sensor?
trying to set up metroid bubble doors
Nachi 12 Aug, 2021 @ 11:00am 
Good, would have been better if we can change the timer too but np
RizzCarlton 18 May, 2020 @ 12:58pm 
Amazingingly, exactly what I needed to make my double tram elevator work in a confined space with hatch doors (yes trams count as vehicles!). Thank you.
Chris 4 Apr, 2020 @ 9:03am 
Exactly what I was looking for!
43770gaming 15 Nov, 2019 @ 4:24pm 
this is very clever and perfection
Lami. 4 Nov, 2019 @ 10:54pm 
/spawnitem advproximitysensor
zoomah  [author] 25 Aug, 2018 @ 1:46pm 
Just craft it on the wiring table? oO
LtBlujay 25 Aug, 2018 @ 1:45pm 
What's the item ID?
SpartanWar118 6 Nov, 2017 @ 1:19am 
Thanks very much
Invisible sensors are just what i need
Shade 18 Jul, 2017 @ 5:52am 
Eternal sad face. Ty for the reply.
zoomah  [author] 17 Jul, 2017 @ 10:03pm 
Good idea, though... afaik there's no good way to do that
Shade 17 Jul, 2017 @ 6:31pm 
Out of curiosity is it possible to make a "weather" sensor that sends a signal out when a specific weather condition begins on the same world as the sensor? (Cough-meteor detection/auto-turn on shield generator-cough)
zoomah  [author] 25 Jun, 2017 @ 2:21pm 
uhm... uhm... i KNEW i missed something... DONE!
jje64 25 Jun, 2017 @ 9:49am 
Hey Zoomah - can you update this on the CF repository too? I got SB from GOG and your cross-link points to a page with an outdated version that doesn't work in 1.3.

Thanks!
zoomah  [author] 8 Jun, 2017 @ 10:53am 
Version for 1.3 out now.
There is a new way to save and load settings. See the description for details.
zoomah  [author] 10 May, 2017 @ 2:46pm 
There aren't all that much informations about weather available fromm the engine
Orange Peel Assassin 3 May, 2017 @ 4:36pm 
Like the mod but can you make a sensor that senses weather?
Xaliber 7 Mar, 2017 @ 7:19am 
Whoops, sorry.
zoomah  [author] 7 Mar, 2017 @ 7:15am 
Please keep the mod discussion mod related. Thanks.
Xaliber 5 Mar, 2017 @ 9:10am 
@Storm_UK:
Welp I guess. Do you mind if I ask whether there's more information on API changes in 1.3 (what stuff get removed, get added, etc)? I'd like to prepare first...
Storm_UK 24 Feb, 2017 @ 1:52am 
@zoomah: just a heads up, the root get/setConfiguration and get/setConfigurationPath are going to be removed in 1.3 API.
zoomah  [author] 15 Feb, 2017 @ 1:02pm 
Did you enable "Variable Timer" ? It can help to reduce load, but shouldn't be on by default.
bloodmark3 15 Feb, 2017 @ 11:47am 
Awesome mod, thank you for finally adding some damn invisible sensors. Hated those default blinking ones. There is one thing though, they seem kind of slow to catch me at times. I have the ones near my doors on my ship at 5.5 radius, line of sight. And they seem to have a 50/50 chance to either open the door before I get to them or stop me at the door for a second and then open it. The other sensors didn't do this. My game runs at 60 fps, and upping the radius makes the doors open when i'm halfway into the room which is weird. Is there some way I can speed them up?
zoomah  [author] 4 Feb, 2017 @ 7:34am 
huh? did i forget to take out a debug line? I'll take a look!

Update: Removed any debug lines... i forgot some
Khe 3 Feb, 2017 @ 1:02pm 
like addon. dont like spam in starbound log. :/
[22:52:08.448] [Info] Set range to 4
[22:52:16.126] [Info] Data: {range: 10}
[22:52:16.126] [Info] Set range to 10
this times like infinity, every time I change a setting
Absolute Madman✨ 18 Nov, 2016 @ 8:52am 
Well there you go! You have a sale my dear. Good Show.
zoomah  [author] 18 Nov, 2016 @ 8:14am 
Glad you like it. Two other ones, nothing too big tho *points at the breadcrumb bar on top of tis page*
Absolute Madman✨ 17 Nov, 2016 @ 2:47pm 
Hey Zoomah, have you made any other mods? I'd love to see more of your work. :D
𝓜𝓸𝓸𝓷⏾𝓛𝓲𝓽 24 Oct, 2016 @ 7:02pm 
@zoomah, I know what u mean, my only idea would be that if you have a shield generator you could make it so the menu doesn't pop up (similar to how the wire signal dissappears), but I'm guessing like anything else, that would be a lot of work. Just food for thought I guess. Anyway, again awesome mod, really glad I found it.
SFC-Daniel 24 Oct, 2016 @ 11:23am 
Hello, this is really a nice mod.^^
But are you able to add an alternative Railsensor as well? One that has a much shorter signaloutput length (0,05-0,1 seconds). would be very useful. Thanks :)
zoomah  [author] 24 Oct, 2016 @ 6:55am 
unfortunately yes... i can't see a good way to limit the access as well
𝓜𝓸𝓸𝓷⏾𝓛𝓲𝓽 23 Oct, 2016 @ 5:28pm 
I love this mod a lot. They fact that u can change the range of the sensor and make it invisible is awesome. (Wish more things in general could be made invisible) XD My only question/concern is, can anyone adjusts its settings if they find it? So say I have a button and the sensor is right next to it, if the player accidently touches the sensor, can they change its settings?
zoomah  [author] 21 Sep, 2016 @ 3:52am 
Have you used "set as default" by any chance? The buttons on the bottom of the window are NOT "okay" and "cancel". The sensor updates the settings as you toggle checkboxes, etc. so simply closing the window is enough.
Obi-ron 19 Sep, 2016 @ 4:47pm 
i made a hidden sensor with only aggresive activation then i placed another one expecting to do the same thing and it was allready like that without customization so i finish it i go on to another project for friendly activation and it is at the same setting as the other ones
zoomah  [author] 18 Sep, 2016 @ 8:29am 
It shouldn't do that. Can you please describe in detail what you did to get that behaviour?
Obi-ron 17 Sep, 2016 @ 6:24pm 
since when customising the scanner it effects every single other one doesnt really work when you want to make a variety of them
💖 Officer Hotpants 💖 1 Sep, 2016 @ 1:44am 
Awesome work. I can see plenty of uses for this.
zoomah  [author] 31 Aug, 2016 @ 10:45am 
Thats a lack of the API i can't do anything about.. i can't read the current hue-shift of a block. Nothing i can do about it
Erazil 30 Aug, 2016 @ 10:26pm 
hi , i love this mod, for me it is one of the essential.
just a very small detail that I saw the camo does not take by default the color of the reference block. ( but we can paint after ;) )

that being said thank you for your great mod.
Dust 27 Aug, 2016 @ 7:29pm 
Steam multiplayer works absolutely fine if everyone who connects has the mod.
By the way, keypads are nice, but what would be even better is something to read my player so I could make this magic door that only opens to me on this FBR multiplayer server.
Exaelitus 13 Aug, 2016 @ 8:28pm 
Everyone will have the mod, I remain hopeful, your mod is great so far! =) I'll report back if the multiplayer (not dedicated server) goes well. Thx!
zoomah  [author] 13 Aug, 2016 @ 8:05pm 
Er.. shouldn't.. you could crash your friends game maybe, if (s)he hasn't the mod as well.. not sure about that.
Exaelitus 13 Aug, 2016 @ 11:53am 
Ah, I didn't pay attention to the details of Blackbow's post. I don't have a _dedicated_ server, I just want to play multiplayer and use this mod. Do you need to do any editing in that case?
zoomah  [author] 12 Aug, 2016 @ 7:37pm 
@Exaelitus: No i cannot set up your dedicated server for you. But then: if all have the mod, only the server host needs to do such an edit.

@HertigHuding: Well... thats tricky, but do-able. If you have room on the wall over the door, you can place the sensor slightly higher and set it so, that it checks the line of sight, if you're out of sight it'll shut the door
CalDiMer 12 Aug, 2016 @ 4:55pm 
Found this mod and got really excited when I read "variable timer", but as far as I understand it doesn't actually mean I can change how quickly it deactivates. I want the doors I've got hooked up to my sensor to close immediately after I've left the sensor's range... is this possible?
Exaelitus 12 Aug, 2016 @ 4:49pm 
Is that some change that the mod author could make? It's kinda hard to make sure everyone has the same edit (not everyone is comfortable with editing Lua/JSON, etc.) Otherwise this sounds SUPER FANTASTIC!
Blackbow™ 8 Aug, 2016 @ 6:55pm 
@sickboy:
it work fine onmy server.
dont forget you need to edit manualy the sbinit.config to make the server load the mod

look like this:
{
"assetDirectories" : [
"..\\assets\\",
"..\\mods\\",
"..\\steamapps\\workshop\\content\\211820\\Mod_ID_HERE\\",
"..\\steamapps\\workshop\\content\\211820\\Mod_ID_HERE\\",
"..\\steamapps\\workshop\\content\\211820\\Mod_ID_HERE\\"
],

"storageDirectory" : "..\\storage\\",
"defaultConfiguration" : {
"gameServerBind" : "*",
"queryServerBind" : "*",
"rconServerBind" : "*"
}
}