
- #Ore detector space engineers mod#
- #Ore detector space engineers update#
- #Ore detector space engineers code#
- #Ore detector space engineers free#
"survey and mark" using one ship with ore detector and GPS coordinates, and then return with miner later. It's just us Detects ore deposits around the ship and displays the location, and distance on the players HUD. It's not news, it's not tech, it's not…a lot of things. I started a new survival world, and noticed that it's no longer showing ores in an asteroid. Ships with more mass won't be moved as much by the force of the Drills. A combination of #1 and #3 has served my group well on our dedicated server. After placing the Ore detector block, it needs only Power in order to display ore in a 50m range (Small ships), or 150m (Large ships) around itself. If installed on a Small Ship, the range is 50 meters. Some times when powered down, it will need an ore to be mined to restart the Ore Detector. Each can be crafted at the Assembler with the recipes listed below, on the However, it should be noted that Stone will not be displayed/detected by the block. While useless on its own, Ore can be processed in a Refinery, Basic Refinery, or Survival Kit to be turned into a useful Material. The hand drill used to have a small ore detector on it. Hand Held Drill Ore Detector Not working. I believe this is the location of interest.Report Save. I don't believe there's anything I can do about this, but you're welcome to have a look. You're fine until you cross a threshold (where the detector query processing can't keep up with the incoming queries) and which point it tanks hard. The trouble is it isn't a linear change like, say, increasing shadow details. The more space CPU cycles you have the further you can push things before it becomes a problem. I recommend removing the detector and replacing it with a smaller multiplier in this case. Since the block is unpowered when you come back, it shouldn't scan again. Alternatively, save and exit to the menu (this clears the detector queries queue). It can take a long time for the backlog to clear, so watch your sim speed. If you run into performance problems, turn the block off (or shut the grid down) and wait. The in-game terminal range setting is consulted after this scan. The 8x detector causes 512 times more "ore detector queries" than the 1x detector, because every voxel in the maximum allowable range is checked. The in-terminal maximum range has no effect on this.

You don't need to ask, you don't need to tell me.ĬAUTION: CPU load goes up by the cube of the multiplier.

#Ore detector space engineers free#
While I haven't tagged a license, you're free to do whatever you like with this.

#Ore detector space engineers code#
Power consumption can't be modded (at least not without code mods) - at least from what I found in the source. Costs are "linear" in that, for 2x the detection range, 2x the detector components are required.
#Ore detector space engineers mod#
This mod adds some higher power alternatives. The only changed items are the range and build component counts, all artwork etc is unchanged. Longer range Ore Detectors for both Large and Small grids are added, at 2x, 4x and 8x 6x powers. The code is on github, the link further down in the description. However, it was just some data changes, no code - so if anyone would like to take a stab at their own version, feel free. Notice: I haven't played SE in years, and this mod is most definitly out of date. The workshop screenshots are out of date at this point. Also note that I have deprecated the 8x detector in favor of a more conservative 6x detector - but note the 8x is still in-game and is entirely functional - it just has scary words in it's name/description. Hopefully this should fix some of the issues noted by others.
#Ore detector space engineers update#
Update : I have started playing SE again, and have updated this mod.
