Proximity probes
Probes come in two families:
- Visibility (proximity) probes — small devices you deploy in a zone to watch an area. While powered they scan for player units around them and push reports to the characters you've registered. This is a surveillance/recon tool.
- Mining probes — a module fitted in your robot (tiers from noob up through standard, industrial, named, elite to artifact) plus per-ore probe ammo (tile / direction / area variants for each ore). Firing it produces a scan result for that ore in the area, stored per character (see gathering → scanning).
UI locations follow the client UI overview. Mechanics below are confirmed against the server.
stateDiagram-v2
[*] --> Deployed: placed in a zone
Deployed --> Scanning: core above 98% (scan every 10 s, 50-tile radius)
Deployed --> Idle: core drained
Idle --> Scanning: refed
Scanning --> Reporting: player contacts found<br/>(report pushed to the registration list)
Reporting --> Scanning
Scanning --> Destroyed: hostile action or despawn (~333 days)
Idle --> Destroyed
Destroyed --> [*]
Managing your probes
- List your probes — see the probes you have.
- Registration info — the registration state/info for a probe.
- Set registration — bind characters to the probe's report list.
- Set a name — give a probe a label.
- Remove a probe's registration (in a zone) — stop it watching / clear it.
How a visibility probe works
- It is core-powered: it only scans while its core is nearly full (above 98% of
core_max); an empty probe sits idle. - While active it scans every 10 seconds for player robots within its detection radius (50 tiles) and pushes a report (each contact's character ID and position) to everyone on the registration list.
- Registration is a corporation activity: you can only register members of your own corporation, and the CEO and deputy are always on the list automatically. The list has a maximum size.
- Lifespan: a deployed probe despawns after its content-defined
despawn_time(the visibility probe is set to ~333 days) or is destroyed.
Lifecycle events
The server reports probe lifecycle events as they happen:
- created, updated, dead — a probe is deployed, reports, or is destroyed.
These arrive as pushes; you don't send them, you react to them.
Practical notes
- Register before you read — a probe only reports to its registered characters.
- Probes can die — hostile action or expiry can kill a probe; watch the lifecycle events.
- Name them — with several probes in the field, labels keep you sane.
- Recon, not combat — probes gather information; they don't fight.
Developer notes: ProximityProbeList.cs / ProximityProbeGetRegistrationInfo.cs /
ProximityProbeRegisterSet.cs / ProximityProbeSetName.cs; Zone/ProximityProbeRemove.cs;
Zones/ProximityProbes/ProximityProbe.cs + ProximityProbeDeployer.cs; lifecycle
events via ProximityProbeCreated/Update/Dead/Info commands. -->