Space Engineers

Space Engineers

Midspace's exploration ship scan [EOL]
451 Comments
Shaddaz - [EN] 16 Feb @ 12:08pm 
No longer working tried today :( was a fab mod so simple to use
flimp 12 Jan, 2020 @ 1:00pm 
anyone know of a good replacement for ds?
diex40 31 Dec, 2019 @ 12:51pm 
so i can no longer get this mod to work its critical erroring on start up
I Aim To Misbehave 21 Dec, 2019 @ 2:59am 
This was the first mod I ever downloaded for SE. Thanks for the memories!
AChunkyBobCat 7 Nov, 2019 @ 5:05pm 
Fantastic mod!! I highly recommend downloading this, it massively adds to the immersion of being in SPACE!!!!!!!!
Ace 9 Jul, 2019 @ 4:16pm 
Does not work, at least in dedicated servers.
Krzd-A4 16 May, 2019 @ 9:58am 
Would it be possible to also detect neutral antennas to be able to use it together with the EEMod, to make finding stations easier?
Damadark 19 Apr, 2019 @ 3:53pm 
I still find the scanner tends to detect your own vessel as a derelict for some time now. Any chance this part will still be repaired?
MarcMyWerdz 26 Mar, 2019 @ 8:40am 
This still works find on our DS as of yesterday
MrFox 8 Mar, 2019 @ 9:58am 
the Mod will not fuction on DS
Screaming Angels  [author] 7 Mar, 2019 @ 1:37pm 
@Woodzykiler Please don't be concerned, that message "Possible entity type script logic collision" is a standard warning and can be ignored. This was confirmed with Keen devs when it was first encountered early last year.

@VALT13L : There shouldn't be any requirement to update. The mod continues to function.


I will be ceasing support of this mod.

Please see the following for details.
If anyone is interested in officially taking it over, also see the following.
https://forum.keenswh.com/threads/7402115/

If anyone is interested in the source, it is located here:
https://github.com/midspace/Space-Engineers-Exploration-Ship-Scan-mod
MrFox 7 Mar, 2019 @ 3:53am 
2019-03-07 12:51:32.391 - Thread: 16 -> Loading voxel storage from file 'D:\servers\service1167\home\games\se\Content\VoxelMaps\Asteroid512-014.vx2'
2019-03-07 12:51:32.619 - Thread: 1 -> mod_notice: Midspace's exploration ship scan
2019-03-07 12:51:32.620 - Thread: 1 -> in file:
2019-03-07 12:51:32.620 - Thread: 1 -> Possible entity type script logic collision
Hope this helps
VALT13L 24 Feb, 2019 @ 8:29pm 
Will this be updated for the Full Release?

*drop to knees and prostrates self before glorious sensei*

lizelive 20 Oct, 2018 @ 4:07am 
Hey, I was looking in the code for "Random Encounters" mode and could not find it. Is this implemented?
Screaming Angels  [author] 25 Aug, 2018 @ 12:42am 
@MR_Wizard : I imposed a limit for this mod to work only for players who are seated, so that it may make usage of a ship antenna. It was done out of balance. Also, the SE game API does not as yet allow calculation of how far suit/ship antenna reaches.
The Programmable Block script implementation is more of a technical limitation. Running a PB on a timer, it cannot tell who implemented it or pressed a button. So it cannot just send messages out to any player, especially if said player is the one who built it and owns it, but is over 5000 km away. So it was necessarily restricted to only sending messages to players seated in the same grid.
MR_Wizard 24 Aug, 2018 @ 10:37pm 
@Screaming Angels is that a limitation of balance or a limitation of the game?
Screaming Angels  [author] 23 Aug, 2018 @ 8:07pm 
@MR_Wizard : No sorry. It doesn't work across remote grids. At least, it shouldn't.
MR_Wizard 23 Aug, 2018 @ 1:20pm 
@Screaming Angles So would i be abvle to receive the alert if i was remote controlling the ship, but was seated somewhere like a station?
Screaming Angels  [author] 22 Aug, 2018 @ 11:14pm 
@MR_Wizard : I understood when you said "PB". But you won't receive any confirmation unless your player is in a seat.
The PB cannot tell who to send a message to, if there is no player in a cockpit on the same grid.
MR_Wizard 22 Aug, 2018 @ 9:37pm 
@Screaming Angels, I am trying to use a programmable block as in the above example, but i don't know if it is working or not.

Thanks for the reply!
Screaming Angels  [author] 22 Aug, 2018 @ 4:10pm 
@MR_Wizard : If the script is working, then you should get a response from the scan.
You must be in a seat however. Scan doesn't work unless you are seated.
MR_Wizard 22 Aug, 2018 @ 1:40pm 
So how do i know if the script bit is working? I ahve run it from a PB with your argument, and get no feedback
STOGGY RETURNS 14 Aug, 2018 @ 7:50pm 
I think this mod is dead as it just errors and refuses to fully load. Anyone eho got it before patch it loads after seems to be un-downloadable.
STOGGY RETURNS 14 Aug, 2018 @ 7:46pm 
object reference not set to an instance of an object
STOGGY RETURNS 14 Aug, 2018 @ 7:14pm 
I keep getting error on your mod when i load in?
✧Azimuth✧ 29 Jul, 2018 @ 10:37am 
@McKills not necessarily, cause the laser antenna only works with a direct connection to another laser antenna, I assume it could be used as a way to "extend" your sight range, but only if you had a satalite set up a distance away that it could theoretically help.
It would otherwise be unbalanced in the fullest though if it worked like an antenna cause you could then expand the range to near infinite.
✧Azimuth✧ 29 Jul, 2018 @ 10:34am 
I can confirm what Avengerr said is true, I've also ran into such occasions. It's weird though, not only does it not pick up those ships but if you get it close enough the the antenna (At a maximum range of 100 meters away) it will pick it up, moving it away though will cause it to not be able to "see" it.
FortressButress 23 Jul, 2018 @ 10:12am 
Seems that at least after the MP update, exploration ships that spawn are listed as owned by SPRT, therefore the ship scan does not pick them up as it looks for unowned grids.

I learned this by happening upon a "Penguin mk1" while I was doing some cleanup in Space Master, and so I teleported to it and examined its components... All parts were owned by SPRT, and my ship (which was 5km away with a 50k active antenna) was not picking it up on scans.
Screaming Angels  [author] 21 Jul, 2018 @ 7:09pm 
@Nick : Please check your game log. It will either confirm the mod has loaded, or an error was logged.
Kanquat 21 Jul, 2018 @ 6:59pm 
It appears to be working for me in the latest update. It is my first time using this script, I have range set to 50k and it isn't picking anything up. Not sure if it cant find anything because the script is broken post patch or if theres really nothing to find. Also, it seems kind of silly that is has to used the regular atenna opposed to the laser antenna. Thanks!
Nick 21 Jul, 2018 @ 1:20pm 
Seems to be broken in the latest big patch. I have a singleplayer world and placing /scan in chat just writes it the the chat log instead of executing the command. It's such a nice small, simple, and useful mod... would hate to see it die out.
Screaming Angels  [author] 14 Apr, 2018 @ 8:05pm 
Update:
* Fixed issue with client side continually pinging the server every 10 seconds. This would result in large log files on both Client and Server.
* Granular logging implemented to reduce log file information to only key information and errors.
* Fixed issue with /Ignore not working on servers.
Altaree 9 Apr, 2018 @ 10:05am 
Lukend - "Around the world"? Where you going around in atmo or were you out flying among the asteroids? I think you have to be in space away from planets.
David S 2 Apr, 2018 @ 3:06pm 
Yes it still works perfectly fine, I've found dozens of derelicts on my way to mars with that. Absolutely awesome additon to the game!
Lukend 29 Mar, 2018 @ 4:59pm 
does this still work because i went around the world scanned a bunch of times and nothing. it said something like nothing found. my range was set to 50k
deathsage99 15 Feb, 2018 @ 11:39am 
This mod works fine, but I haven’t been picking up any signals at all, did keen remove exploration ships not telling us about it?
Chimera 8 Feb, 2018 @ 8:44am 
Been using your mod since it came out (yeah, I know its a long time without saying thanks...), Its one of my must have mods for any game session
Thank you for this!
a 7 Feb, 2018 @ 5:43am 
@LegoFox: afaik yes, it worked before but had a bug, but it was just updated. Read the comments below
LegoFox 6 Feb, 2018 @ 12:47pm 
I was wondering if this mod still worked?
Screaming Angels  [author] 3 Feb, 2018 @ 4:07pm 
Update: The new changes move the scanning to the server side, so full 50 km scans should be possible now.
Single player should see no difference at all.

I've added the ability to run scans via the Programmable Block.
These details are descibed above in the Description.
Screaming Angels  [author] 3 Feb, 2018 @ 3:24pm 
Update: I've just pushed the major update.
More details to follow.

Keen also just published SE update 1.186.31, so I expect everyone to be restarting their servers.
CaseGen 27 Jan, 2018 @ 2:44pm 
@Screaming AngeIs: I used it in a world and I found one ship So i will take that as a yes
Screaming Angels  [author] 27 Jan, 2018 @ 2:37pm 
@Xenomorph.exe : Yes it does, however because of recent changes to the game, ships are not spawning in multi player on Client side until 4km range, which makes this scan ineffective.

I am working on some change currently to fix this.
CaseGen 27 Jan, 2018 @ 11:06am 
Does this still work?
Griff 24 Jan, 2018 @ 10:20am 
Tried this mod on a dedicated server. Use space master mode to actually find a derlict and test the mod had to get within 1.2km for the mod to even pick it up and yes antenna was already set for max distance of 50 KM. Sucks love this script but completely useless untill it gets a update.
Bedmonster 17 Jan, 2018 @ 6:22pm 
Heyo, I'm seeing reports that on dedicated server 4KMs is the render limit for grids now. Do the grids need to be rendered for the scan to work? As far as I can tell its not finding things outside of 4KMs in Dedicated.
xE.Terry 8 Jan, 2018 @ 8:32am 
Thanks for the help. The mod seems to be working fine now. Just having issues finding things. Even with view distance set to 50k and antenna at 50k I can't seem to find something unless it's within 4k of the ship for some reason.
Screaming Angels  [author] 6 Jan, 2018 @ 3:53pm 
The methods vary depending on your server hosting provider.
If the provider doesn't have a special method for adding mods, the typical method is to edit the sandbox.sbc file (downloading may be required if they don't have an interface to edit files, and uploading again).

1. stop your server
2. (download if required and) edit the sandbox.sbc file.
3. Make a copy for backup.
4. Find the "<Mods>"

5. Add the following after "<Mods>":

<ModItem>
<Name>316190120.sbm</Name>
<PublishedFileId>316190120</PublishedFileId>
</ModItem>

6. Save the changes (and Upload if required).
7. Restart the server.
xE.Terry 6 Jan, 2018 @ 6:42am 
Yeah, that's the problem. Even thought I have the mod in the list in the config file to load it never loads it. It also never mentions it in the log - no errors or anything.