Space Engineers

Space Engineers

[QoL] Radio Spectrometry
Juper0 2. maj 2022 kl. 21:31
Filters
Would there be any chance you would add filters to this? With Better Stone, there are just too many ores to see it all and there ends up being a lot of "noise" coming up to nearly the same level as some of the "spikes".
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dndhatcher2 27. maj 2023 kl. 21:28 
Being able to put something in custom data to limit the ores shown would be very helpful for mods with more ores.
Menos 6. nov. 2023 kl. 17:22 
Filters would be great. I am playing on a sever which has special ores, but just on one planet. So I get a lot of clutter.

At least switching to "vanilla" ores would be great.
dragonraalhaan 26. nov. 2023 kl. 11:47 
If it is possible to filter, that would be excellent. There are times that I am really desperate for one ore, and seeing only that on the screen with the spikes would be huge.

I would recommend setting it by putting a specific argument in the screen settings. I don't remember if a screen has an "arguments" setting, so possibly in the custom data setting?
Accy 22. feb. kl. 11:34 
Still waiting for filters or manual page switches.
Amauros 4. nov. kl. 14:09 
In the same vein of using Better Stone leads to an annoying level of spam and noise making it difficult to use and appreciate this mod; I would like to see the scan results show only a certain (configurable) number of ores. You should always see all ores found, plus a handful of false positives. That or having some color indicators for ore signal strength.

I've spent the last couple of days trying to add this myself (just show the top 5 most likely results), but I'm just stumbling around in C#. So far the tests that I've successfully compiled, have either returned all ores or no ores. Will update if I get something working.
Amauros 5. nov. kl. 8:37 
Still fiddling with the scaling to accommodate long ore names from Better Ores, but I've managed to add and preserve the signal strength of ores detected in scanned asteroids. There's a few things I can do with this, although I don't know how to make it "configurable" (at least not yet).

1. Color code ore names by signal strength (from weak to strong signal strength: Red > Orange > Yellow > Green > Blue)
2. Skip ores with 0 signal strength (i.e. don't show false positives)
3. Show x number of ores (starting with strong signals down to weak signals up to and including false positives)
4. A combination of the above

If I can figure out how to read CustomData from the LCD panels, then all 3 options could be configureable with simple true/false statements.
Amauros 6. nov. kl. 22:02 
Another update.

I've managed to make this configurable and auto generates a default config in CustomData for the LCD panel that behaves like the vanilla [QoL] Radio Spectrometry app. (it also does not overwrite existing custom data configs from other mods like InfoLCD)

The main problem I'm having right now is finding a reference for valid colors for the MySprite.CreateText() method. Supposedly it's consistent with SystemColors, but colors like "Orange" and "Yellow" are invalid while "Red" and "Green" are valid.

Other thing I'm working on is fiddling with the scaling to make sure all 37+ ore names are readable and the spectrometer graph and ore indicator lines are visible. (noticed sometimes there's only 1 or 2 indicators out of 3 and sometimes a high signal spike has no corresponding indicator)
Red_Fog 7. nov. kl. 16:51 
Oprindeligt skrevet af Amauros:
Another update.

I've managed to make this configurable and auto generates a default config in CustomData for the LCD panel that behaves like the vanilla [QoL] Radio Spectrometry app. (it also does not overwrite existing custom data configs from other mods like InfoLCD)

The main problem I'm having right now is finding a reference for valid colors for the MySprite.CreateText() method. Supposedly it's consistent with SystemColors, but colors like "Orange" and "Yellow" are invalid while "Red" and "Green" are valid.

Other thing I'm working on is fiddling with the scaling to make sure all 37+ ore names are readable and the spectrometer graph and ore indicator lines are visible. (noticed sometimes there's only 1 or 2 indicators out of 3 and sometimes a high signal spike has no corresponding indicator)

Ohh please share the code when you have a chance
Amauros 10. nov. kl. 23:16 
I have every intention to share. It's nearly done and ready to share, the only thing I'm not happy with is the scaling (1x1 and some terminal screens are okay, but 3x2 and corner lcds are way off).
Amauros 11. nov. kl. 14:48 
Another update: I have the X scaling for the graph, ore names/indicators nailed down. Trying to work out an issue with a background element (might just remove it), and the Y offset/scaling that plagues corner LCD's without breaking the layout of everything else.
Sidst redigeret af Amauros; 11. nov. kl. 14:48
Amauros 12. nov. kl. 14:36 
I have a POC of the mod, but I will keep it unlisted from my workshop while it contains unapproved changes from Draygo. You can find a direct link in my steam profile that should still work if you want to try it out, but bare in mind that I do not guarantee any support or that the mod will stay up forever. Use at your own risk or otherwise wait until Draygo updates this mod with approved changes in the future (with the holidays coming up, I don't know when I will have those changes made).
Sidst redigeret af Amauros; 12. nov. kl. 14:37
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