New Ore Detection Systems for Space and Planets

misher shared this feedback 14 hours ago
Not Enough Votes

Right now, ore detection in Space Engineers is very basic. Small-grid ore detectors have a 50m range and large-grid ones go up to 150m. They simply reveal ore deposits in range, and since players always use the max range, the setting is basically pointless.

  • In space, it’s often easier to just fly around with a camera and look for ores by color/texture on distant asteroids (sometimes visible even deep inside due to rendering quirks). Even flying around as an engineer and looking for exposed ore patches is often more effective than using a ship ore detector.
  • On planets, ore patches are easy to spot as dark surface stains. This isn’t really challenging or immersive.

We have two different environments—space and planets—so there should be two distinct, more engaging systems for detecting ores. These systems should promote skill, engineering, and gameplay depth rather than tedius work.



Space Ore Detection: Spectrogrammer Block
  • A new Spectrogrammer block works together with ship cameras.
  • You must point cameras at an asteroid and link them to the Spectrogrammer (like referencing blocks in an Event Controller for example).
  • Multiple cameras improve accuracy, but only if spaced apart—two cameras placed side by side won’t help, while cameras 100m apart give maximum benefit.
  • Starting a scan takes time and requires a cooldown (for performance reasons).
  • Results can be shown as app on LCDs or in the block’s control panel and it is a probability distribution of ores in the asteroid (e.g., 30% iron, 20% nickel, 5% cobalt, ±10% error tolerance).
  • With a single camera, results are noisy and unreliable. With multiple, well-spread cameras, accuracy improves.
  • Advanced techniques could reduce error further: Scanning with the sun behind you.Scanning the same asteroid from two different angles at least 1 km apart.Greater distances between scan points further reduce error.
  • Skilled players applying these techniques can achieve 100% accuracy, while casual scans feel more like a guessing game.



Planetary Ore Detection: Geological Scanner Block
  • A new Geological Scanner block (large grid only) works only on static grids or static subgrids (like a wind turbine).
  • Once activated, it slowly collects data sector by sector in a radius around it (up to 10 km or so).
  • Over time, it reveals: How many ore deposits exist within the radius.Which types of ores are present.It does not reveal exact coordinates.
  • The scan progresses outward: 1 km, 2 km, 3 km, etc., until it reaches the max range. Players can adjust the radius filter to show results within samller radius without rescan.
  • To pinpoint ore deposits, players may: Place multiple scanners and compare their results.Narrow down candidate zones by adjusting range filters.Confirm locations with a traditional ore detector or by building another scanner closer to the suspected site.
  • If scanners are linked via antennas, they share data and won’t rescan the same sectors, improving efficiency.

This would make finding large, deep planetary ore deposits into a real gameplay challenge that rewards effort. Deposits should also be made larger and deeper to justify the investment—big enough to warrant building permanent mining outposts.



Why This Improves the Game

  • Makes ore hunting in both space and planets engaging and skill-based instead of trivial.
  • Adds new engineering challenges: ship design for asteroid scanning, and base-building for planetary scanning.
  • Encourages exploration, cooperation, and creativity in finding resources.
  • Creates a stronger sense of reward when discovering large deposits.

This would turn resource gathering from a tedious chore into a meaningful part of the survival experience.

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