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No need to manually edit a config file.
Untick the Block Limits checkbox.
But if this IS ticked, my slider goes up to 1,000,000 PCU. (I'm on PC) There are no comma separators, so it's easy to miscount the number of zeroes. Just be sure that your PC can actually handle that much stuff in memory at once (can anyone's PC??? :P ), or else you'll get crashes to desktop if the game runs out of memory during play. I already get CTD sometimes while running approx 600 mb of mods, with a few 100,000 PCUs in my world.
Or in-game, go to Alt+F10 > Admin Tools
Tick the Ignore Block Limits checkbox.
PCU exist as a approximation of system resource consumption. Just raising the PCU limit doesn't mean your computer and the game can magically actually handle more PCU. You need more RAM, faster read/write disk access speed, etc better hardware.
1 - Enable "Experimental" in game options.
2 - Select you save in "Load game: menu.
3 - Clixk "Edit settings" on the left.
4 - Click "Advanced settings" button.
5 - Disable the option named "Block Limit"
Note
We have 2 games :
1 - Default (Safe MP mode)
= Better MP Perfo but limited where server admin can change the limit, also to be fair in PVP and control the server Perfo.
2 - Experimental
= Unlocks all world advanced settings + can add Mods + can add Scripts + can disable the Block limit.
I recommend to disable the "Block limit" in solo Offline mode so you can build ships and stations on all planets, moons and space.
Block limit is used in MP where players Must join with friends to be able to build more than one ship and one station, you will not be able to create much if you go MP to play alone.
Nice game. Thanks!
Well it adds "Share inertia tensor" option to rotor, piston and hinge, unlock also "Impulse axis" slider on pistons so we can build more multigrid creations.
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Unclocks all world advanced settings so we can disable "Block limit".
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You will be fine if don't buiild Motherships over 100 blocks long, and OK with stations/ships on all planets, moons and space, or jsut don't use too much of high PCU value blocks on the same grid.
And your world save will still be the same till you modify with Mods, because we can add Mods in Experimental.
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Thats siad, the game never crashes on my side so there is something wrong if you have a lot of crashes, Default mode or Experimental mode.
My little ship is just under 60 blocks
Ha ha, I used the POM XL mod to slightly sidestep this, and used a totally empty world to build a ship 171 XL blocks long, which would be 855 large grid blocks long. Game was definitely chugging, so it's a nice setpiece or static station. Probably not wise to try actually flying/playing it. No crashes though. Only 20,000 blocks and PCU total though.
Experimental mode isn't dangerous in itself. Keen only set this mode to make players aware that the game experience is playable (good frames, reasonable CPU load) within certain limits. The game can be pushed beyond these limits, but Keen can't guarantee a stable, good playing experience if the player chooses to do so.
This includes building to 100k PCU, or even 200k+ PCU. It's POSSIBLE, but depending on the blocks you use and the physics demanded from the game, you will experience more crashes to desktop simply b/c the game can't handle everything you're trying to do. Dan2D3D has said this in other threads: Build simple. Use fewer functional blocks. Less light (spolights are more expensive in performance due to calculating shadows). Stations/static grids are less performance intensive. Don't fly,crash, or shoot/blow up a really large ship. Use fewer/no mods or scripts (scripts are only allows in experimental, b/c they can be very performance demanding).
And ha ha, your vision of a "little ship" is pushing the limits of what the game can comfortably handle. :D SE is a sandbox, but it's still limited by your computer's system resources and the design of the game engine itself.
You will have to accept some compromises and trade-offs as you try to build bigger.
I have seen some simple-but-bug designs that go up to 150k PCU, but it lags out the game on load and significantly impacts the CPU thread load (which you can see with Shift+F11).
Within the soft limits of your computer and the game engine, 500-1000 PCU is pretty tiny. Up to 5000 PCU is about "medium" size. Up to 10k or 20k PCU should be considered "large" -- a playable soft maximum per ship. 50k to 100k should be considered a world-hogging maximum that pushes the stable limits of the game -- your total combined PCU across all objects in the world should try to stay under 100k. Consider yourself to be in uncertain territory if you build a total beyond that to 200k or 300k PCU.
Keen's official MP servers cap each player at 20k PCU. This implies that a total world maximum of about 100k to 200k PCU is approximately the most the game can handle well (or at least not terrible).
It all depends on what you are building, and what you do with the grid you build. I've crashed to desktop just by launching and exploding/colliding a dozen custom missiles at the same time (only 900 PCU each, or total 10k PCU).
I've also crashed my game abruptly when I crashed at high speed with a VTOL ship with many rotors and subgrid thrusters, two scripts. Total only 5k PCU. Too many physics calculations suddenly at moment of impact, I think.
But I've also built 20k to 40k PCU ships that could fly and fight IN SPACE with 60+ H2 thrusters and 20 vanilla turrets. Almost all vanilla, no large mods. No subgrids, rotors, etc. Simple build, more reliable. No planet nearby, so no gravity, atmosphere, voxels, etc required to calculate. This is with multiple large MES NPC ships that were all 10k to 50k per ship. Total scene was probably nearly 200k with hundreds of floating blocks from exploded ships. Lost some frame rate and the engine was working hard (spikes up to 900%+ CPU thread load), but no crash to desktop.
Anyway, I'm not telling you to not build big. Just sharing my own experiences with limits on how big or active a ship can be, without crashing the game.
Thanks so much for your reply. I'm almost at 90000 PCU now and I'm using upto 2% CPU load with almost 28% of my RAM. It's my first ship. Not lagging at all and no crashing. Everything's running smooth as silk.
Can I somehow just copy and paste my ship, so I have 11 of them sitting here in space? That would take me straight to 1000000 PCU