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Grids with no power disappear like trash. So you need to connect solar panel, reactor with uranium inside or a battery(best) to it to keep the grid. Otherwise, yes, you go 1 km away to get a loot box, return and everything's gone, no matter what you had inside the containers.
When you grind NPC ships make sure you keep their batteries until you're done. So that they didn't disappear.
Thanks for sharing this. Havent lost a container yet but as stated i never left base without a power resource placed.
Try using the large grid small or large container and it should snap to your building. Then its properly connected, recieving power, and no langer a target for trash cleanup :)
In a local single player game it's less trouble to deal with trash removal manually than have the buggy automatic system delete things you want while leaving real trash lurking in the shadows.
Garbage collection is important in a game like SE to help performance.
BUT.
It seems like it would be helpful to new players to throw up a warning message that garbage collection is about to occur prior to removing important objects like storage containers.
A warning message would be of little use unless it consisted of a list of the grids to be deleted and the option to select them to be retained. That would be a lot of coding to implement and an annoyance in many cases. The real problem is the overall lack of clear and relevant information to the new player - the annoyance you suffered has been very common since the feature was added - but after it's happened to an individual a few times and the cause has been identified, it tends to be remembered and avoided in future. :)
- grid- / block- / item- ignore-list for cleaner... (small button in the grid-list in example)
- container holded by landing gear becomes ignored by cleaner (one grid)
- gps for trashfields after some time for all players by system
- auto-stop (grid-speed) after few sec not minutes! (not sure what the new setting is for... maybe move-speed or something like grid-ignore i.e. a refinery stop the work in case player is out of distance) Not rly good infos for this out.
This never happened to me playing since 2013 and maybe it is because I always play solo offline mode world!?
(offline mode in world settings, not Steam) edited
For sure this will happen if you play MP cause server will delete non powered and stationary grids.
> 3 Mar @ 10:12am < it was !?
To OP: You can open the admin menu in single-player with ALT+F10. Select "trash removal" and you get the options and can tweak them to your liking.
For example, you could turn it completely off for your early game. You have less stuff built and you aren't shooting many enemy ships into pieces so wreckage lying around isn't really a problem. However, do remember to turn it on later. All those destroyed ships, whether shot down or crashed, and especially their tiny little pieces, start to accumulate up and eventually you'd see performance problems if that continued. The reason for the trash removal is exactly to get rid of this junk garbage.
Or, if you don't want to fiddle with the settings then simply remember the rule:
Your build must be *either* powered *or* have more than 20 blocks. Then the default trash removal won't remove it.
Now, of course, it would be nice if the trash removal algorithm were more intelligent or there were more options. For example, even a simple adding of a separate setting for "grids with devices" and "grids without devices" would make a big difference. Most of the real junk pieces are just armor blocks or other non-device blocks so removing these, if small enough, would usually be entirely correct. OTOH a separate setting for devices would allow all those special "small dead grids", like for example the early game survival cache.
Or, alternatively, there could be a setting based on *time* near the player, not just distance. Meaning that a "suspected junk piece" would only be removed after it has existed at least X minutes outside the set removal range of a player character, with the time resetting each time a player came near. That would also keep the stuff alive that's probably of interest to the player but would still eventually get rid of those irrelevant wreck pieces resulting from a combat.
I'm using the terms interchangeably since the game treats them the same way; unwanted objects that are no longer necessary to the application and could help performance with their removal.
As a programmer i understand,but thinking as a player this was a problem for me and seemed counter-intuitive.
Whatever you can do as a developer to help your players understand what they're supposed to do in your game world is never a bad idea.
Thanks for the reply Dan but this is a necro'd discussion from 6 months ago and i'm not even sure i still have the game data to share.
Keep up the good work!
I thought that you may not have that save anymore but that may happen because of server desync!? (well it is the only thing I can think of)
And may not be the same for bearmark56 (post#1) =
Note the *medium* cargo container. It's the same size than the large grid small cargo container so the confusion is understandable. A new player thinks he has put a cargo container on his base except he hasn't because it's now just a small grid block lying on top of a large grid floor. The player moves 500 m away and *poof* the unpowered single-piece small grid medium cargo container vanishes...
I think this is actually something the devs should address.
Suggestion:
1) Improve the information. It's actually nowhere explained that there are small grids and large grids and that they have separate blocks. A new player must currently discover these things by himself with trial and error and a lot of frustration, I suspect. Write the info from the point-of-view of a new player or, hey, you've that Good.bot, make it notice the attempts that look like the player's confusing small and large blocks and explain it to him. That would actually be useful. SImilarly, you could make the small grid and large grid "components required" window really distinct from each other so that it's obvious to the player what he's doing.
2) Fix illogical UI stuff. The block design is very inconsistent in how it represents small and large grid blocks. Some blocks are shown and used as a single selectable item that can then be toggled between large and small grid variants. Some blocks are specific only for large grids or only for small grids, like the medium cargo container. And even if there is a large and small variant of the same functionality they are still given as separate blcoks (e.g. small and large conveyor tubes). Could the devs do some "clean-up" here and make it logical? It would remove a lot of confusion from the new players because this thing seems to come up again and again.
3) How about some info text, tip, or Good.bot help that notices the grid the player is building is currently below the safe-threshold of the trash removal settings, and reminds him that, hey, you might lose this if you move away. That is, *after* some initial time that allows the player to build above the 20 blocks because it would get annoying if it reminded you every time you placed down the first block of a grid. But if time has passed and the grid is *still* below the 20 blocks then a gentle reminder might indeed be in order.