Space Engineers

Space Engineers

[QoL] Radio Spectrometry
525 Comments
dragonraalhaan Dec 6 @ 3:00pm 
This was mentioned by some below. The problem is that the facing on the type-II is not the same as the facing on the type-I. To get this to work, the type-1 facing is the cylindrical end. However, for the type-II, you want to point the 1x1 axis as up, and the front face is one of the 1x2 elevation sides. Which one I am not sure, so you may have to try a few times to figure it out.
Alcatraz Dec 6 @ 6:44am 
Hello there,
First of all thanks for tihs giant tool.
I'm testing with the Ore Type I & II, and as far as I see, it is not working with Type II (only 1 detector at the time)
Anyone else? Or I'm missing smth? ^^u
Thanks!!
Yazeke Nov 30 @ 8:05am 
Rastlore30 Thanks for the response. I was thinking the issue is with Type II ore detect and how script deals with it.
Rastlore30 Nov 30 @ 7:28am 
Just tested it, works fine for me. Had to remove a secondary Ore Detector type II I had placed as deco... seems it will cycle through all ore detectors on the same grid regardless if they are on or not.
Yazeke Nov 29 @ 6:15pm 
Is anyone else having issue with no asteroid being detected. I've the ore detector on the same grid and pointing directly at the asteroid. Script is load into the LCD. Used the mod awhile ago without any issue, possible before the two latest SE update.
tsoL Nov 29 @ 12:53pm 
Thanks Draygo, I thought that was the case when I read through other commentary. I'll do additional testing on another save and narrow down what might be causing the issue.
DraygoKorvan  [author] Nov 26 @ 9:06am 
This mod does not send data to or from a server so

??
tsoL Nov 24 @ 9:46pm 
Has anyone else had issues running this on a dedicated server? The mod worked flawlessly, but would seemingly flood the server with packets. Issue immediately went away upon removal.
Desert Ice Nov 21 @ 2:14am 
Could we all ask Keen to add this to the game, as a Tier II ore detector. Its brilliantly immersive when hunting down ores in space, and certainly much better then flying in circles.
Kebinite Nov 20 @ 3:26pm 
@Romulous @BrunoDRJ Did you make sure to enable the mod and dependency for your save file?
BrunoDRJ Nov 20 @ 4:49am 
@Romulous here, too. I can't find it anywhere! D:
Seylerius Nov 14 @ 9:11am 
@Amauros Any chance of you sharing that tweaked version? Did you happen to also modify it so that with an Ore Detecter Type 2 it uses the Up vector rather than the Forward one?
Romulous Nov 11 @ 4:16am 
For some reason this no longer shows up in the App list on any screens ?
Amauros Nov 10 @ 11:14pm 
@DraygoKorvan Would you mind making this opensource on GitHub? I'd like share my work with you to update this mod rather than upload a separate mod that replaces it (also I'd like some peer review because I'm a bit befuddled with the scaling).

@CedrycheSkye I just so happen to already have that added in my version of this mod. It sits right under "scanning" on the right.
CedrychSkye Nov 10 @ 6:47am 
Any chance of getting the range to the asteroid being scanned added next to the Scanning notification?
Red_Fog Nov 7 @ 5:05pm 
Is there way to change where the ore lines are seems to me on a 1x1 lcd there is alot of dead space where you could move some ore lines to make it more clear?
trash compactor Oct 21 @ 7:21am 
is there a way to make the app cycle through the ore marker references faster? i realize it might be for balance/whatever reasons but it is driving me crazy :D nice mod though, very immersive.
Caazego Oct 17 @ 3:16pm 
@V The new ones do work, but the active face is not the top of the block, it is one of the sides.
V Oct 10 @ 8:15pm 
The type 2 ore detector, RN it not count to be an ore detector for this mods.
Slomes Oct 5 @ 7:24am 
fair take tbh
Anarch Cassius Oct 4 @ 8:58pm 
Honestly I'm fine with it working that way because with the spinner it makes more sense in that orientation and now we have two options for how to orient it on the ship.
MagNerdic Oct 2 @ 2:44pm 
Unfortunate? Why? Just use Build Hints mod. Make sure the +Z axis on the ore detector is pointing in the intended direction. That's the direction the block is "pointing in." The Radio Spectrometry mod will return data from the closest asteroid in that direction. Best practice is to point the ore detector in same direction as cockpit or custom turret so you can aim accurately. But as long as you know what the detector is pointing at, you can make sense of the data.
Slomes Oct 2 @ 2:39pm 
Unfortunate cause i like to build them with the top pointing out forwards, not put them on the hull pointing up ^^
Slomes Oct 2 @ 1:27pm 
Ah, interesting and unfortunate.
thanks @MagboneD
MagNerdic Oct 2 @ 10:04am 
This script does work with the Apex ore detector. The issue is that the mod uses the +z axis of the block to determine it's orientation. The old ore detector has it's +z axis pointing out the "top" while the Apex block is pointing out one of it's sides. Use the Build Hints mod to see the block axes during placement
Fenris Sep 29 @ 12:21pm 
Oh man, I'm glad I checked here. I spent 20 minutes moving my ore detector (the Apex one) around trying to figure out why this script stopped working lol
Captain X (PhoenixX) Sep 21 @ 3:48pm 
O_o
Xandrii Sep 21 @ 2:58pm 
I really love this mod. Its great!

Want a long rang ore detector but nothing OP? Then this mod is ideal for you!

But as told earlier, currently it doesn't work with the new dlc ore detector
Slomes Sep 13 @ 8:14am 
Hello, and thanks for your mod.
Radio Spectrometry doesnt seem to work with the new Ore Detector Type II from Apex Survival DLC for me. Regular Detector works perfect. Any chance for an update?
Kind regards
Made Dragon Sep 8 @ 11:02pm 
I experience a little bug with the mod after apex survival update. After loading a game scanning screen says "no ore detector" but there is one on the ship. Copy-and-pasting the ship fixes this.
Temporal Chaos Sep 4 @ 9:33am 
This is a great mod, thanks. It is very elegant and integrates well into the game without being too overpowered. Much appreciated.
Myrkur Aug 30 @ 9:37am 
Hello I found the cause of the bug with the mentioned plugin below "SEWorldLoadBoost", ive created a fork that will have to be locally loaded for anyone that wants to continue to use both plugin and mod. it may be slower compiling mods to get around the bug.

its on github https://github.com/Myrkie/SEWorldLoadBoost/releases
IceQ Aug 3 @ 12:19pm 
took some time, but found the conflict in the plug-in loader (from what I use). Culprit is: "SEWorldLoadBoost"

https://github.com/ari-steas/SEWorldLoadBoost For anyone having issues.. it also brought back all mods that is supposed to be listed as "LCD Apps"
Weso Jul 26 @ 7:12am 
THE mining QoL mod for this game. Wish I could get it on my HUD somehow, instead of just on an LCD.
ZoraergazU Jul 21 @ 2:18pm 
ok, absolutely understood how this work.
this deffinelly need two monitor active at all times, thankfully, the "list" changes at different interval so it doesnt really disturb me anymore, good mod :MHRISE_OK:
ZoraergazU Jul 21 @ 2:31am 
ok, i kinda understood better at whats going on and used an actual LCD screen in front of my driller.
it dont make sense if you used the normal small screen on cockpit since its too small
but if you use the whole screen as LCD it shows everything.

...
how to set it so the lcd shows the WHOLE material instead of having to cycle thru itself everytime ?
DraygoKorvan  [author] Jul 20 @ 3:03pm 
The lines have nothing to do with distance. Basically its measuring frequency response across a spectrum. The higher the spike in a spot that corresponds with a key, the more likely you will find that resource in that asteroid cluster.

It also only scans the entire cluster that you are pointing at when you hit scan.

The key tells you where the spikes will be in the graph if that scan detects that resource. The higher the spikes the more of that resource will be there.
ZoraergazU Jul 20 @ 8:26am 
is it left to right the closest? higher on the list means they are above you ?
ZoraergazU Jul 20 @ 8:25am 
ok. i give up, im so confused about how to use this thing that it re-confuses me
like what exactly am i looking at in the detector ?


All i know is that the higher the line goes up that means the closer you are, but like, im very confused at that. how does it know wether you detect something left or right? or up and down in that matter? im VERY confused on that
DraygoKorvan  [author] Jul 13 @ 10:02pm 
yes
UnSayableStorm Jul 13 @ 7:17pm 
the orientation of the ore detector matters? "point your ore detector" implys the round top of the model?
[A*K]Panther Jul 13 @ 2:33pm 
this mod is an app for a LCD
Finny Jul 7 @ 1:16pm 
Mod works fine without issues so far.(we play on a server)
Only issue is that in some Cockpits (didn't test them all but surely with the Industrial Cockpit).
I cant read the full name of most ore´s. Important to say, we play with the Better Stone mod so some ore Names are like "[CM] Pyrite (Fe, Au)". Way to long to display next to the graph& the vanilla names Like "Stone" show perfectly fine as.

Based on that i was wondering if there´s already a way so i can adjust the scale of the graph or sections of it? like set the horizontal offset of between graph& ore names. Or make the mod scroll names from left to right so any name would fit without much changing the code.

Also its kinda similar to the problem, occurring when too many ores are on the list& it takes very long for it to go through them. A auto scroll and/or Filter would eliminate that problem for good& make the mod compatible/ future proof for basically any Mod that messes with ore types etc. (I would fricking love that!)
DraygoKorvan  [author] Jul 1 @ 3:02pm 
Are you running plugin loader?
skibidiG Jun 28 @ 9:27pm 
the script is not showing up in any programmable block when i check in game what am i doing wrong?
Vrayl Jun 25 @ 12:59pm 
Is there a possibility of adding a configurable filter to this? Sometimes the list of ores gets so long that it goes through pages of them. I'd love to specify which ores I want to scan for. Thanks for your work on this!!!
Slaghkre Jun 22 @ 9:34pm 
@gagela You can reduce the field of view to make it bigger on screen. I can distinguish them at about 80 degrees.
DraygoKorvan  [author] Jun 17 @ 1:31pm 
I heard there maybe a conflict with some plugin in the plugin loader. As I do not use the plugin loader I have not been able to reproduce this issue.
BCMortis Jun 17 @ 1:22pm 
Any known mod conflicts? The app doesn't seem to show up in the LCD menus for some reason.
gagela Jun 6 @ 11:13am 
Is there any way to change the font size? I can see that there's ores on the screen because of the spikes, but I have no clue what ores because the words are just blurry squiggles.