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Increase Ore detector range

Suicide Neil shared this feedback 5 years ago
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As per title, currently the Hand Drill has the same Ore detecting range as a small grid Ore Detector, which is a bit silly really when you think about it. Small and Large grid Ore Detectors need a buff- say 50% more range to make them more useful in space when surveying large asteroids, or when looking for deep ore veins on planets when driving around in a rover or skimming the surface in an aircraft.

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Replies (22)

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I can agree that this is needed since the new Update where Ores are more spread out on asteroid and are smaller in size.

Would like to see something like 500meters for the Big One, 250m small and 125m for the hand detector for example.

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300 is marginal for large grid. but 50m for small grid is a sad joke.

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I'd say allow them to stack if built on the same grid and/or next to each other, as an ore detector array. Each additional ore detector in the array adds 50% of the last ore detector's contribution (eg 1st = 100%, 2nd +50%, 3rd +25% etc). Add a max array size, for example 9 for 199.609375% range (rounded up to 200%).

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Yep the small grid detector is close to useless you can only find ores on a planet if you skim the surface and pass more or less directly over the ore (and then only if its close to the surface), I find I have to build a large ship detector if I want to find ores.

It would be nice if the small ship detectors range was increased to the same as the current large ship version, and the large ship version was increased by a factor of 10 (e.g. 3km). It's a large ship/station detector you should be able to scan an asteroid for resources from at least 1km away.

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i would even be ok with doing it similar to the jump drives. more detectors allow for more range.

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Bump- I hope improving gameplay with simple little fixes isn't too much to ask these days...

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I agree -- this needs to happen. It's one of the most tedious parts of the game. No amount of engineering can avoid this tedium early on in the gameplay.

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The large grid ore detection range on planets is very reasonable. Had to add something positive to the discussion.

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Eee-yep. I propose a setting same as inventory size. 3x, 5x, 10x range. 2k per large and 500 per small grid seem fair to me. But we better keep an option for those who like difficult ore finding. Looking for ores in shredded mountains where you can't even go by car is a pure evil.

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I'd agree, if it doesn't kill server performance.

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i would like to see this too Maybe one of those two Options will do

- make the ore-det upgradeable ( this is more in the Manor of SE )

- increase range

both of those Option should end the "cant find ore X" discussions

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I disagree with this


Reason 1: its way to easy to find ore as it is.

Reacon 2: Making even easyer would mean no Exploring from failed Exploring and missing out on getting blow up by Space Pirates,

Reason 3: its way to easy to find ore as it is. Now I realise that technically speaking this is the same as the Reason 1 but I thought that it was such a big one that it was worth mentioning twice.(Quote Red Dwarf: Holoship)


I hope you Agree with my points.

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1) Nope, given how many people I see complaining that they can't find ore, it clearly isn't too easy. Part of the reason however may be the way it spawns- whatever system keen use often results in some types of ore just not spawning at all, or being so rare as to be impossible to find.

2) I don't see getting blown up by Pirates as a positive result due to Ore being too hard to find...


A difficulty slider for Ore rarity will allow people to decide how hard they have to look, and greater Ore detector range will make it less of a pain to find deep deposits, both on planets and in large asteroids. Like I've said, nothing OP, no need to make it stupid-easy, just give people some options and make the game a little less of a grind if they want to.

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maybe make ore detection an engineering feat.


make it so that you have to put in some time and effort. like maybe using some kind of triangulation that has to be set up, or a mix with the current system.


The simple ore detector will show you that there's a change in the density of the soil/roid and then you have to setup the more advanced system or probe the area.

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This is Space Engineers, not a mining simulator. That said, if people want to make the game a lot harder there are plenty of mods that add in lots of extra difficulty; what we're asking for here is something to make the game a little easier. ;)

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But its too Easy already, Started new server a week ago and now have more Ingots due to how easy finding ore its.

on planet travel a few kms new ore depots found and you find 20+ depots with in a few kms Area.


I not sure what you mean by hard ? Do you mean u want everything easy Access on you door step so you do not have to travel as far to find things For planets ,,,,

and in space there are setting for Asdriods Like , Infinite Lowest Density up to High density , i play on lowest and have no issues finding things , if your having issues in space try uping this on a new game as you get more Chances in a area to find ore that you may be looking for.


think about it there has to a chance to fail as a chance to win like running out of Ice etc or running out of Mg to make ammo to leading to being over run by pirates v2 gunboats etc.


but in other post i made i said about more options for a World Maker for planets and Asdriods maybe go upvote that as that solve your problems.

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One option is that the different tiers of hand drills have increasing range like +5 meters per tier?

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The main point is that it is silly that the hand drill and the small grid ore detector have the same range. I think the ore detector could use a buff, but if you feel the game is too easy, nerf the hand drill. It's ridiculous to put all the resources into building an ore detector and a ship capable of hauling it around, when the efficiency is actually much worse, because no craft is as nimble or fast as flying around with your drill.

Small and large grid ore detectors could have the same range. Small and large grid antennas have very different sizes and resource requirements, but they both have the same range and the same power usage.

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Rang insufficient to work with large asteroids

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I think everybody can agree that finding and mining ore on planets is a joke. what would be nice is some sort of heavy block ore detector for space use. kind of like the ion thrusters make it heavy as hell so it's not practical on planets. I have a mining drill set up capable of getting 3-4 million iron a day on planets. it's just finding/getting the space ores that are a problem..by that I mean uranium and the ore for ion thrusters. I like the idea that mabee it would be a multi block set up were you have to figure the alignment out. or multiple ships to triangulate signals to boost the range?. I'm curiouse what you guys think.

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Let me put it that way... I've scanned enough deposits of ore to know which types I should expect to be found together. I've had a number of instances where I found one or two types, but simply could not locate the other type I was expecting. I know it's there, but it's deep enough underground that the detector simply can't find it. This has been a repeat occurrence which can easily be fixed by slightly increasing the range on detector as suggested by the original poster.

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Several concerns stated here:


- Ore finding is too hard for some,

- Ore finding is too easy for some,

- Ore finding is CPU intense,


The first two and my own in-game experience give me the impression that randomness is used in placing ores. In my 3rd game session, I spent 5 days searching for any ore patch that wasn't silicone, uranium, or ice. I started a new game and had ores abundant. In my most recent game, everything was fine until I wanted uranium. I played for 2 weeks before finding one small patch.


Perhaps a solution that could appease all would be a resource sounder which scans ~fixed volumes of space outward; tick 1 scans the surrounding 250m, tick 2 scans 250-450m, tick 3 scans 450-600m; after this the subsequent ticks scan thinner and thinner expanding spheres, and they break the scan up into quadrants per tick, with the user only getting a result at the completion of the sphere. So if 600-700 is split into 2 half-spheres, the results show up at tick 5; then 700-790 is scanned as four hemispheres, showing up at tick 9.


- Shouldn't be movable while sounding (or moving should cancel sounding),

- Use subsampling and rounding so that the results start out imprecise with the first cycle giving you a sense of what's present,

- Provide the user with a list of discovered resource sites, allowing them to surface one per player at a time, accurate to within the range of the hand-drill +/-10%,

- Perhaps allow the sounder to scan for a single resource,

- Reasonable power usage,

- Fairly heavy construction costs,

- If possible, require it be attached to rock,

- Allow a small to scan 3-5km over 15 minutes, a large to scan 10km over 30 minutes,

- Allow coupling with large antenna and additional power to e.g scan up-to 20km with a small, 50km with a large, which will likely take multiple hours;

- There's room for power-level/intensity/detectability here too: lower-power = longer to scan,

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I play with the mod "Procedurally Generated Ore" https://steamcommunity.com/sharedfiles/filedetails/?id=1649218738 and this make really more difficult to find ore.


The default ore detector range is a joke when you play with a mod like this.

And mod that increase the ore detector range make that tool very unreliable.


We really need something better, maybe something like on Empyrion, when you fly close to a deposit (5km ?) a GPS coordinate is created with what is in the deposit ?

Scanning every voxel seem to be very unreliable on large scale and very CPU intensive.

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At the end of the day, every voxel needs to be scanned somehow. Maybe it would be better to take an approach where some specific number of voxels are scanned every ore scanner update; this would not only make the algorithm be closer to constant time than cubic time, but also give a reason to use a less-than-max range setting on the scanner itself. As an example, the vanilla large ore detector has a range of 150m; this is a volume of about 14,137,000 cubic meters. If only 1,000,000 cubic meters are scanned a second (for instance), it would take just over 14 seconds to scan the whole area. But, if one configures a range of 100m, the volume of about 4,189,000 cubic meters can instead be scanned in just over 4 seconds.

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Yep, but if the scanner only scan 1 voxel every 5/10 voxel on long range, and every voxel at short range ?

This will reduce the load and speed up the process.


I was thinking about Empyrion because the ore place are generated (for the planet) in the config directly...

This can probably help to only scan where ore "should" be.

And for the boulder I don't know how they are generated.

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My proposal still scans every voxel, it just takes longer to scan them all because there's a limit to how many voxels can be scanned per tick. But, assuming a clever implementation, it would make CPU usage independant of the scan radius (except possibly on initialization, which only happens once per session), as well as adding a bit of stragetic depth to the use of scanners.


Putting all the ore vein locations into a central location probably wouldn't work as well for Space Engineers, due to how ore can be added during gameplay, as well as terrain destroyed by various different means. If you forget to account for one factor, the list will list ore that isn't there or some ore won't be listed. Additionally, actually transitioning to such a system would require every voxel worldwide to be scanned from older saves, as well as introduction of code that can determine if something is considered a singular vein or not.

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This mod is a very good exemple to what can be improved :)


https://steamcommunity.com/sharedfiles/filedetails/?id=1978894018

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Little bump on this one.

I think this is really the best way to go for long range scanner.

Real time scanning consume too much ressources.


The only other way is to store some index for the planet and when the asteroids are generated, and read that index instead of scanning...

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I definitely highly absolutely agree with this comment. From the beginning of me playing a Space engineers I thought: dear God How am I going to find ore with this thing, The distance is just too short! But I think this would be wonderful and improve a lot! Maybe making it to a few kilometers would be very helpful I mean so far we can only see a few have to meters and then poof but we need more distance to see ores, in order to get the most out of them!

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Ore detectors constantly scan for ore voxels within their radius and already burn PCU. Their current range is 300 m IIRC. If you want, for example, a 3000 m radius, are you prepared to have it take up 1000x more computational resources?

Work smart, not work hard.

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Directional Ore detectors are definitely the way to go- more range without being a resource hog- all you gotta do is point the detector at where you want to scan. A small increase in the normal range wouldn't hurt too much, especially when it comes to hand drill vs small grid detector.

The best solution though is the most obvious one; don't make it so freaking hard to find ores to start with- we NEED the option for scarce or bountiful resources, it should never have been changed with zero consultation before hand; something keen loves to do & then they act surprised when people get pissed at them for changing stuff without mentioning it in the patch notes...

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On the vein of "work smart, not hard," what about creating an "ore index?" The absolute position of each ore cluster could be stored during procedural generation and all values for the asteroid could be shown when the ship is near. This may be more realistic anyway, as one could imagine detecting such things after making contact by creating vibrations in the ground and listening to resonances and timing.

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I agree with @suicide Neil


A directional detector could be fun.


Put it on a rotor along with a camera and a remote control and start scanning.


If you want it automated, just put it on a rotor by it self.


But keep the range<1000 m.

I think it will be pa fun addition to coop or solo prospecting.

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Why not an activated scan instead of a constant scan?

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Bump. Y U No increase range?bd48f22c5ec9eea661f4348d71dc4c72

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Found out the other day when I upgraded to next hand drill I detected ore further then the small ship....

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While it's true that the hand drill will frequently detect ores farther away than the small grid ore detector, drill upgrades in vanilla don't increase their detection range. If you aren't sure, find an ore patch with your hand drill and move just out of range. Switch back and forth between the basic and elite drill while moving in and out of range and you will see that they pick up and drop detection at the same distance.

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Echoing my support for this. Random ore generation can be painful sometimes, but the relatively short ranges of both large and grid detectors just make it worse. Simply doubling their respective current ranges would be a major improvement; if players want longer detection ranges (with greater performance impact) then there are a variety of mods to do that. But at present, I shouldn't have to almost drag my ship across the surface of an asteroid to find something buried deep within.

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So, KSH in all their non-existent wisdom have declined to take on board feedback from their players- presumably because A) no way to monetise it and B) they don't play their own game enough to appreciate the issue ( funny how that works- remember, once upon a time they based their PC requirements on the spec of the gaming rig Xocliw was using... ).


That's a big fuck-you KSH, again.

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