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Rapportera problem med översättningen
Looking at the community Testers reports =
Search Results (25) - "Trash Removal"
https://support.keenswh.com/spaceengineers/general/search/Trash%20Removal
This server has always a sim speed around 0.8. Maybe that this plays a important role.
No mods ofcourse.
Obligatory: Should have engineered a solution by having the ice on hand ready to be put in. Unpowered grids get remove and it has been that way for a really long time.
And if it were 10 minutes, you'd then get complaints asking wanting it to be 5 or 60 minutes, and if it were settable in options that would cause complaints as well.
Though, if you think about it, what we *really* want the trash removal algorithm to do is to remove junk pieces that no-one wants or cares about but leave alone those that are important to a player. This is what we would like and what's the goal. The technical problem is to come up with a rule that can tell to a machine what we actually mean by "interesting to a player". And that's a hard problem.
Currently, the logic is to equate unpowered grids or small grids with "uninteresting-no-one-cares". This works in some cases, maybe even most cases when we consider that most of the "unpowered small grids" are indeed pieces of wreckage resulting from battles and ship crashes. But it's far from perfect and what makes it unpleasant is that there are lots of very common game situations where you get false positives. Like the story in the OPs post.
So, how about this: Let the player's actions determine what he thinks is interesting and what is not.
The rule could simply be: "If an unpowered grid is more than X mins more than Y distance away from all players, remove it."
Any time a player comes near a grid the timer resets. If the player spends time in the vicinity of a grid then very likely that grid is important to him or at least he finds it interesting. So keep it. The player can leave and come back many times but as the timer always resets the grid stays there even if unpowered. OTOH if no player visits the grid before the timer elapses then very likely no-one cares about it and it indeed is some floating piece of wreckage that can and should be removed.
Wouldn't even affect the performance as it would be a simple attribute of a grid that gets updated with a time stamp when a player comes near. Trash removal would then just go through the list and compare the attribute to the current time and delete the ones that are past due.
This isn't fool-proof, either, and would sometimes make mistakes but I think it would make fewer of them.
I'm not sure how having it settable in options would cause complaints. Also, as I said above, it's an exceedingly common scenario to need to run out for ore while building a craft on Survival. Like Pembroke said, the band-aid solution is get what I need up front, but the root of the issue is the trash removal system does not do a good job of differentiating between actual garbage and unfinished construction projects.
Use the Devs Guide on how to do a good bug report cause they need some important info in your report:
https://steamcommunity.com/app/244850/discussions/1/523897653318639486/
EDIT
You may use one of my reports as example/template :
https://support.keenswh.com/spaceengineers/general/topic/01_188_104-7000-blocks-station-not-falling-when-cut-in-half
STR = Steps To Reproduce the bug
First thing I'd recommend, change the distance to 5km. Usually things like ores or Unknown Signals are within that distance (on planets), so if the player runs out of something for their build, that is about how far they will go.
The issue is how the trash removal has been designed. It doesn't even consider who owns the grid, much less what lead to the grid being created.
Lets look at the following events.
log 1 - player builds ship
Large Ship 1234 created: 1 armour block, no owner
Large Ship 1234 updated: 7 armour block, no owner
Large Ship 1234 updated: 1 incomplete battery block, no owner
* at this point the engineer runs out of nickel to make the last few power cells*
log 2 - space trash
Large Ship 7001 created: 80 blocks, SPRT
Large Ship 7001 splits off new grid: Large Ship 7012
Large Ship 7012 created: 7 blocks, SPRT
Large Ship 7012 updated: 3 armour block, no owner
Now both of these look like unowned junk, unless you consider the history.
Grid gets bigger, player is building something.
Grid gets smaller, probably junk.
The problems with settings are they end up to be "more settings" and that gets some players (and most developers) annoyed.
The whole theme of removing uranium from planets could have been a setting too, along with recovering powercells from batteries, and whole pile of other things. Developers don't want to have that many settings. There is already so much complaining when the setting is there and players didn't see it.
Always attach a power source to anything you are building as one of the very first things you do. Even those tiny emergency batteries can do it for short term. For the long term, slap a solar panel or a landing gear and a wind generator on it.
^ This - never leave unpowered grid unless you WANT it to be deleted ;P
Batteries and panels are dirt cheap and there is no reason to NOT slap at least one of both even temporarily on any new grids. Not making so its almost like a negligence on the part of the owner So its not the script fault for doing its work properly :)
They had placed solar planels and wind turbines yet when they log in a day later its gone. Not once but multiple times.
No offense, but that has to be the worst comparison I've ever heard. I have no idea how that's even relevant whatsoever.
I'm aware that building a power source circumvents this issue, but not everything goes as planned in SE survival, as I'm sure we all know. All I'm asking is for the trash removal to be a little more discerning, and I do plan to fill out the bug report as the dev requested. Thanks for the feedback and tips, everyone, especially from the dev for pointing me to the correct place to give feedback!