Space Engineers

Space Engineers

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OreLiDAR Visualizer Pro+
   
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2024 年 2 月 6 日 下午 5:49
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OreLiDAR Visualizer Pro+

描述
Description
OreLiDAR Visualizer Pro+ is an in-game script that serves a useful, practically applicable function.
Where this function consists of aiding in the searching of an asteroid, or planet surface, for a chosen selection of ores.
The visual output format of this script makes it easier to locate ores, and the customizable options available allow for a flexible range of use cases.
Note that this script requires 2 mods to work.
Source code on Github[github.com]

Instructions

Required Blocks
  • Programmable block x1
  • Square LCD (of any size, Sci-Fi ones too) xAny#
  • Ore Detector x1

Setup
  1. Group all of the LCDs and the ore detector in a block group of the name "ORELIDAR".
  2. Load this script into a programmable block on the same grid.
  3. Customize the user-definable constants listed further below
  4. Click 'Recompile'.
  5. The script is now ready for usage.

Repeat Usage
  1. Wait for any current scans or LCDs printing to finish. Scans cannot start until the aforementioned has stopped.
  2. From your button panel, control seat, timer, or whatever you intend to use, run the programmable block with the argument "SCAN".
  3. Enjoy lag until scan is completed.

Customizable Settings Constants (in order)
Note that theis script will work perfectly fine with any of the default settings.
  • ORE_BLACKLIST (string) -- The scan will bypass all ores in this list. Format is un-seperated values with capitalized first letters. Example = "Iron,Silicon;IceGold" will blacklist iron, silicon, ice, and gold. Default = "Stone".

  • DEPTH_SHADING (bool) -- True means darker shades are for further away (best with long blacklist). False for pure ore color at any distance (best for short blacklist). Default = false.

  • HALF_LAG_MODE (bool) -- True to spend double time scanning, but experience half as much lag (best for servers). Leave at false if you'd rather wait a shorter, albeit laggier, time for scans (best for singleplayer/small coop sessions). Also determines LCD print speed. Default = false. !!Affects lag!!

  • SCAN_RES (uint) -- Resolution of scan in pixels. Represents both width and height. I recommend keeping this no more than 300. Default = 100. !!Affects lag!!

  • CAST_DIST (uint) -- Max distance of scan from ore detector in meters. Using depth shading at long ranges is not recommended. Default = 200. !!Affects lag!!

  • CAST_ANGLE_MAX (uint) -- 1/2 of the FOV in degrees (kinda) of the scan. At longer ranges, I recommend a smaller FOV for a more concentrated scan (<20). Very close ranges best have it wide (>90). Default = 45

  • [Ore]Color (Color) -- These are self-explanatory. You can set the colors of different ores to whatever you want. Note that their brightness/shade will be affected depth if DEPTH_SHADING = true.

TODO:
  • Transparency support for the transparent LCD. Would be ace for an overlay...
  • Tutorial video.
  • More workshop page pictures.

Thank you for using!
9 条留言
Zachnad0.64bitOS  [作者] 2024 年 12 月 5 日 下午 6:37 
@Maxter1o2 That's just what the LCD displays after script recompilation. After you run the PB with argument "SCAN", it may take around 20 seconds to print to the LCD.
Maxter1o2 2024 年 12 月 5 日 上午 8:19 
Coming into a small issue getting multicolored snow like distortion on on the lcd https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3378601449
Into 2024 年 9 月 13 日 下午 1:17 
does this script work without mods?
redneckgaming3301 2024 年 2 月 17 日 上午 8:08 
hello, can you make an example ship?
kinngrimm 2024 年 2 月 10 日 下午 8:33 
different aproach vector, can one get an estimate of tonnage yield of an ore field and therefor see if it is worth starting to dig there depending on once own free cargo space?
kinngrimm 2024 年 2 月 9 日 上午 6:41 
very well, i will definetly use it and make it part of my toolbox, thank you for time and efforts
i recently started usiing another mod though which i am now currious if there are synergies
have you seen or heared of
Ore Detector Reforged
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2790047923
even if further away one would see the coordinates, whats the max range on the ORE(Li)DAR , does it show the field all at once or the closer you goet the more is shown and once you have that image, is it saved somehow so that calculation would not need to be repeated in the future, no matter the direction you approach the field from?

Sorry if there are obvious questions in there, i still didn't come to test this out, got a backlog of .... soooo many mods and scripts :) still this is quite high on the priority list.
Zachnad0.64bitOS  [作者] 2024 年 2 月 8 日 下午 8:35 
@kingrimm It seems that PAM uses a significantly more efficient, albeit less accurate, method at finding ore locations by using sensors to detect the origin position of ore-patches. So unfortunately the OreLiDAR is not useful in that application, as the trade off for a more practically unnecessarily accurate system would not be worth the lag. As for scouting out planets and asteroids, OreLiDAR is most effective, as it's range is very far, and allows for determining not only the types, but also the amount of ore (based on perspective).
kinngrimm 2024 年 2 月 6 日 下午 10:30 
The one billion dollar question would now be, could PAM be adjusted to use this to be more precise and time efficient or could one build an autominer around this data provided by this script to beat PAMs longlasting superiority.
kinngrimm 2024 年 2 月 6 日 下午 9:01 
i am glad the idear brought fruit, looking forward to testing this out