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Increase Ore detector range
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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.
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.
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.
300 is marginal for large grid. but 50m for small grid is a sad joke.
300 is marginal for large grid. but 50m for small grid is a sad joke.
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%).
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%).
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.
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.
i would even be ok with doing it similar to the jump drives. more detectors allow for more range.
i would even be ok with doing it similar to the jump drives. more detectors allow for more range.
Bump- I hope improving gameplay with simple little fixes isn't too much to ask these days...
Bump- I hope improving gameplay with simple little fixes isn't too much to ask these days...
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.
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.
The large grid ore detection range on planets is very reasonable. Had to add something positive to the discussion.
The large grid ore detection range on planets is very reasonable. Had to add something positive to the discussion.
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.
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.
I'd agree, if it doesn't kill server performance.
I'd agree, if it doesn't kill server performance.
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
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
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.
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.
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.
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.
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.
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.
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,
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,
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.
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.
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.
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.
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!
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!
Bump. Y U No increase range?
Bump. Y U No increase range?
Found out the other day when I upgraded to next hand drill I detected ore further then the small ship....
Found out the other day when I upgraded to next hand drill I detected ore further then the small ship....
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.
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.
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.
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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