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Advanced Proximity Sensor 1.7

Decide what you want to scan for

Tags:
  1. Zoomah
    This sensor is similar to the vanilla scanner object, but way more adjustable.

    You can craft it at the wiring table and after you have placed it, you can interact with it to open the configuration window.

    The following options are available:

    Scanfield:
    - Range: the sensors detection scan radius in blocks. You can use the arrow buttons or even fine-tune the value by editing the number itself. Limits are from 0.5 (you have to stand right on the sensor) to 10.0
    - Line of sight: If ticked, you can hide from the sensor behind walls or closed doors. Off by default.

    Detection: Turns on output if one of those things is in range.
    - Players
    - Vehicles
    - NPCs (friendly or aggressive ones)
    - Monsters (friendly or aggressive ones)

    Other settings:
    - Hide sensor: makes the sensor invisible, but you can still interact with it. Off by default.
    - Camoflague sensor: the sensor will look and act like a block of the background material behind the sensor. Off by default.
    - Glowing LED : lets the LED of the sensor stand out in the dark, if ticked. Off by default.
    - Variable timer: slows the detection rate down after a few seconds of inactivity, to save resources. Off by default.

    Saving and Loading:
    - you can drop a chip, that saves the settings on the current sensor from the UI. Just enter a name in the green text box and click 'export'
    - with the chip in cour hand click on a sensor to apply the saved settings from the chip to the sensor

    Steam-Crosslink: http://steamcommunity.com/sharedfiles/filedetails/?id=733713314
    Mod Pack Permissions:
    You must get the author's consent before including this mod in a compilation.
    Mod Assets Permissions:
    You must get the author's consent before altering/redistributing any assets included in this mod.

Recent Reviews

  1. RevzRevenger
    RevzRevenger
    5/5,
    Version: 1.6
    Great new Systems!
  2. LoneSlider
    LoneSlider
    5/5,
    Version: 1.2 (Cheerful Giraffe)
    Excellent! Must have!
  3. ARMORS
    ARMORS
    5/5,
    Version: 1.15 GladGiraffe
    10\10
  4. Matt_Rethyu
    Matt_Rethyu
    5/5,
    Version: 1.15 GladGiraffe
    Amazing. Now i finally don't have to change sensors' textures to be invisible or fiddle with distances. Thanks!
  5. midkiff87
    midkiff87
    5/5,
    Version: 1.15 GladGiraffe
    excellent mod has lots of applications for logic
  6. DrakoZ
    DrakoZ
    5/5,
    Version: 1.12 Glad Giraffe
    You can still make a sensor on the weapons / items? =)
    1. Zoomah
      Author's Response
      You mean additionally? Probably possible... but then the weapon system is very mixed at the moment... you know .gun, .sword and the new .activeitem format... there's no easy way to say an item is or is not a weapon... and again... also the API is still not documented... so i'd say.. sometimes ;)
  7. Kyolin
    Kyolin
    5/5,
    Version: 1.12 Glad Giraffe
    Finally the end of NPC spamming teleporters like idiots and more intelligent gates. A must-have!
  8. baconsama25
    baconsama25
    5/5,
    Version: 1.0 Glad Giraffe
    Simple and very efficient, I'd only suggest that you make the file here containing two versions, one with a higher frequency of scanning and another with a lower frequency. I mean both for the script and animation.
    So far didn't encounter any bugs and if I do I'll let you know!
    1. Zoomah
      Author's Response
      I'll think about the frequency ... its already lower than the normal scanner and with less frames. If it causes trouble for somebody after(!) the way smoother nightly code hits the live version i will make a slower maybe.