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Create GPSVaultDataLink.xml - #199

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@Blues-Hailfire

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Adds a plugin for GPS vault.

@StarCpt StarCpt self-assigned this Sep 21, 2026
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StarCpt commented Sep 21, 2026 •

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Looks like you only changed the id of an existing xml, so the entry is invalid since the commit id doesn't point to a valid commit in the repo among other issues (id, name, author, description, source directories). Please fix these issues or remake it from the template.

@StarCpt

StarCpt commented Sep 21, 2026

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On skimming the plugin repo, unfortunately it seems that this plugin breaks rule 1 (excessive advantage in multiplayer) so it will not be possible to add the plugin to the PluginHub at this time.

@StarCpt StarCpt closed this Sep 21, 2026
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StarCpt commented Sep 21, 2026 •

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Main issues are, that it automatically reads markers without player interaction (afk data collection), and that it reads data which in normal gameplay cannot be obtained easily (with some exceptions, data collection is generally limited to what is possible in vanilla gameplay). I've only lightly skimmed the code, so these are only the issues I've found.

@Blues-Hailfire

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Sorry though I did the xml file right will fix that.

I'm open to making whatever edits are necessary to make this work. Including and afk timer if need be.

At present it does the following:

  • syncs GPSs points, which is relatively uncontroversial.
  • Records Signals, yes it is true that signals are not easily accessibly as exact GPS points, but it's easy enough for a player to look a direction and math plus there's already tools that do this.
  • Planets, the map grabs planets, their center and radius for mapping. Does not grab asteroid, other voxels maps, or resource deposits.

I agree the passive data risk is theoretically a problem, I've limited this so it only can see the signals you or your grid could. As it's theoretically possible for a player to have a program block in-game and sit AFK doing the same thing.
I'm trying very hard not to make a data harvesting tool but a data sharing tool.

@StarCpt

StarCpt commented Sep 21, 2026 •

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I have a couple of hard requirements for approval:

  • Player interaction trigger to save the gpses (like a keyboard or mouse input) - this is consistent with previous cases like the auto ore to gps plugin
  • No syncing of non-gps markers (ore detector markers are OK), since this is a major problem with some server setups (ie. thermal beacons)

Planet positions are OK, as there is already an approved mod on that show those (SEPedia), plus you can also obtain this info in vanilla with a PB inside the gravity well.

PBs are not able to read hud signals or gpses, so they're not really a case for or against the first 2 issues (correct me if I'm wrong).

@Blues-Hailfire

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Ok, I can try to work with this. I do have questions to ensure I have the right Idea.

So, you're right, HUD signals aren't exposed via the program block. Granted, I don't think it's hard for a player to see a signal face it, then run a script that does their own GPS plus the distance and direction (point a grid).

Are we willing to compromise? Yes, to Syncing signals if there is no location data. In other words, instead the plugin will send the players who see the signals location, plus the radius it is from them. (No Directional data.)

At no point do I arbitrarily create GPS; they must create all GPS points themselves. To receive GPS data from other players, they all have to be in the same Discord, have a sync token, and have run the command /vault sync on in the world they are in. Then at that point, they share GPS points their faction members make. Sorry, I'm trying to understand what the player interaction trigger would be.

Sorry, I forgot to mention it does update the player's own location in real time.

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StarCpt commented Sep 22, 2026 •

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I mistyped what I meant to say, if you have to press create new gps in the gps menu/type a chat command/press a key, any of these would of course count as an interaction already. I should have said that the player trigger is for automatically created or updated gpses, such as ones synced to the client by the server, like unknown signals, or ones auto parsed from chat, or ones attached to entities that update the position automatically (unknown signal gps is one actually, you can check this by checking if the entityid (and contractid? not sure) is 0 in the MyGps object). Just making sure all cases are covered by some kind of anti-afk mechanism. (recipients would be exempt since even if you automatically receive gpses you can't act on them if you're afk, and it's already gated on the sender side)

As for syncing the radius, I would be okay with it if the precision is limited. The reason is that the hud doesn't show you exactly how far a signal is, so the plugin would send "46200 meters" instead of "46234.56 meters" - in other words, the rounded distance shown on the marker. And the above would apply to this, too.

@Blues-Hailfire

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Awesome! I will retool and put in a new pull request! Thank you!

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