Space Engineers

Space Engineers

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Cargo Scanner
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Type: Mod
Mod category: Block, Script, Other
File Size
Posted
Updated
0.630 MB
Dec 26, 2021 @ 5:47pm
May 20 @ 6:07pm
25 Change Notes ( view )

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Cargo Scanner

Description

Scan Player and NPC ships for valuable cargo
Multiplayer / Dedicated Server / Single Player

Short range scanner that detects valuable cargo on other ships and displays the information for the player. Works with modded ores, building materials, and 'tech" components.

Design Specifications
  • Only scans large-grid craft
  • Only detects items in cargo containers
  • Only detects "large quantities" of items (quantity can be customized)
  • TSS can be used to display scanner results to any LCD
  • Large grid and small grid scanners

Use the Sensitivity setting to adjust the block's behavior.
  • 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.
  • During a scan, the block broadcasts the scanning ship's location at a radius twice the distance of the scan.
LCDs can be set to display the scan results from any scanner on the ship.

Is it worth it?
You know what they've got, but is the juice worth the squeeze? Weapon Scanner
What are they really made of? Material Scanner


Configurable Options
Your configuration file is located here after you initially create your game.
~AppData\Roaming\SpaceEngineers\Saves\76561199002779266\{save game name}\Storage\Cargo Scanner_CargoScanner

Minimum Range
(kilometers) This is the scanner's range when set to its highest sensitivity.
Default is 0.5 km

Maxmimum Range
(kilometers) This is the scanner's range when set to its lowest sensitivity.
Default is 2.5 km

Small Grid Range Factor
(scalar) This is a multiple applied to the defined range and used for small grid cargo scanners.
Default is 0.35

Minimum Detection Probability
(0-1.0) The probability of detecting each particular item on another ship. This value is used when set to the lowest sensitivity.
Default is 0.65

Maximum Detection Probability
(0-1.0) The probability of detecting each particular item on another ship. This value is used when set to the highest sensitivity.
Default is 0.995

Normal Power Usage
(MW) The power used by the scanners when idle.
Default is 0.5 MW

Work Power Usage
(MW) The power used by the scanners when conducting a scan.
Default is 15 MW

Small Grid Power Factor
(scalar) This is a multiple applied to the power usage and used for small grid cargo scanners.
Default is 0.25

Work Duration
(seconds) How long the scanner must "scan" before it produces results.
Default is 20 seconds

Cooldown Duration
(seconds) How long the scanner must cool down before it can be used again.
Default is 5 seconds

Enable Broadcast Ping on Scan
(true | false) When a ship scans, it broadcasts its location to everyone in the area.
Default is true

Broadcast Factor
(scalar) The broadcast distance is this value multiplied by the detection distance.
Default is 2

Scan Message
(text) Any ships in the area will see this message while the scanner is active.
Default is "Scanning your ship"

Detectable Items
(Detectable Item) Items the cargo scanner is capable of detecting in other ships.
Default items
  • Uranium ore and ingots
  • Platinum ore and ingots
  • Gold ore and ingots
  • Silver ore and ingots
  • Magnesium ore and ingots
  • Superconductors
  • Reactor components
  • Thruster components
  • Gravity components
  • Medical components

Detectable Item
These define each thing the scanners can see.

Display Name
(text) What the sensor displays when the item is detected, e.g. "Gravity Generator Parts"

Item Type
(text) The <TypeId> taken from the .sbc file* (see below) that defines the item, e.g., Ore, Ingot, PhysicalItem, etc. Leave blank to detect only by subtype. For example, use no TypeId and a SubtypeId of "Gold" to detect both gold ore and gold ingots.

Item Subtype
(text) The <SubtypeId> taken from the .sbc file* (see next) that defines the item, e.g., SpaceCredits, Uranium, etc. Leave blank to detect only by type. For example, use TypeId of "Ingot" and no SubtypeId to detect all types of ingots.

* Materials such as ore and ingots are defined in PhysicalItems.sbc and PhysicalItems_Economy.sbc.
* Components such as metal grids and steel plates are defined in Components.sbc and Components_Economy.sbc.
* Modded and custom items will be found in a .sbc file within the mod defining the item.
<PhysicalItem> <Id> <TypeId>Ore</TypeId> <SubtypeId>Nickel</SubtypeId> </Id>

Minimum Quantity
(any positive number) This is the minimum amount of an item that must be present in order to be eligible for detection. Anything below this amount cannot be detected. Leave empty to detect any amount.

Detection Modifier
(0-1.0) Modifier of the scanner's detection probability for this particular item. Use this to reduce the chance of detection of some items.

Bug Reports
Discord[discord.gg]

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46 Comments
Patrick  [author] Mar 1 @ 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 Mar 1 @ 4:36pm 
Hey Patrick, quick question, is this xbox friendly if I put it on a EOS server?
noviastar Feb 22 @ 5:53pm 
In base game please. LCDs need love
EpicN The Empty Feb 20 @ 6:56pm 
The X-Wing games come to mind with this mod.
Krampusz123 Feb 20 @ 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] Feb 1 @ 6:35pm 
You bet!
Artorias Feb 1 @ 6:32pm 
Thats excellent thank you!
Patrick  [author] Feb 1 @ 6:30pm 
Yep, it is compatible with Industrial Overhaul and all modded ores. It will not have problems scanning them.
Artorias Feb 1 @ 3:42pm 
Is this compatible with industrial overhaul? Will it have problems scanning new ores/items?
Patrick  [author] Jan 19 @ 8:22am 
Yes. If you are having problems, feel free to join the discord linked above and file a bug report.