Space Engineers

Space Engineers

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UPDATED Grid Block Limiter
   
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Type: Mod
File Size
Posted
Updated
11.146 KB
Mar 8, 2020 @ 12:06am
Feb 28, 2021 @ 3:16am
35 Change Notes ( view )

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UPDATED Grid Block Limiter

Description
*** Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work! ***

This mod limits block types on a per-grid basis. It does this by causing over-limit blocks to become damaged rather than just disappearing... this way, if you merge two grids and go over-limit, you can just unmerge again and repair the damaged ones. This will also prevent grids from splitting if an over-limit block is holding it together.

Designed for dedicated servers of course. On first run a config file will be created with an example entry; add your desired blocks and limit numbers following the same format of xml tags (if this sounds confusing just open it and have a look, much simpler than you probably expect.)

UPDATE: Now allows custom grouping of blocks. For example, you may add Refinery, BlastFurnace, Assembler all to one group with a total limit of 20, and let players decide how they want to split up the total.

Entering the command /gridlimit in chat will display the list of limits.

If it finds any grids breaking the limit, it will mention this in the console log.

Hope this helps you reign in those 200-gatling grids that have been bringing your server simspeed to its knees!
15 Comments
Ebonhand Jun 1 @ 6:47pm 
Can you provide some examples of how to use the config file for groups and whatnot? There is vague mention of it but no real instructions for the formatting of the cfg file.
jonn19  [author] May 14, 2022 @ 5:34pm 
Ouch, and sorry about the slow reply. Big changes to the engine like the Warfare and subsequent updates, obviously impact mods heavily often requiring complete rewrites. Unfortunately I no longer have time to tweak or update any of my SE mods; in fact I'm on a complete SE break. As always, 100% of my work is totally free to share/change/republish, any other author whose content is inside my mods should be consulted separately. Hope the community is still enjoying the game and modders can benefit from my dodgy work!

For most of the questions you have, the best advice I can give you is to test. The question about "points value" of turrets is certainly possible, but again a rewrite would be needed.
Bi0HazardXIII Feb 6, 2022 @ 11:35am 
4.) With the new Warfare Update, all turrets.    
      filled with ammo will explode. You
      mention that if the block limit (in this
      case turrets) is exceeded, the newest
      welded/merged turret block that is piped
      to ammo will begin taking damage (5-10
     delay possibly).

   A. Will the turret explode because of your.
        mod?
                                     OR

   B. Will the turret block simply be deleted?

Again, thank you for taking the time to assist me with these questions.
Bi0HazardXIII Feb 6, 2022 @ 11:34am 
I just had some quick questions regarding you mod, I would greatly appreciate your assistance with this.

1.) Does the Mod check subgrids?
(Ex. Custom turrets)
2.) Can I configure it to have different Max
values for Large grid vs Small grid limits?
3.) Is it possible to incorporate a custom.
"MAX Point" value/system for a grid?
(In this case turrets&static weapons,
Large&Small)
-So when players add weapons, it tallys.
up the points based off the type and
total weapons they choose. Allowing
players to have multiple combinations
based off points, instead of just "Max
Allowed of specified block."
jonn19  [author] Jan 31, 2022 @ 6:46pm 
HI McGiver. They say anything is possible with enough time and money... unfortunately I lack time right now so although money is irrelevant, I'm not able to make changes. Actually I'm on a hiatus from SE, sorry. But as with all my mods, anyone is welcome to make any changes/recycle however you like.
McGiver Jan 8, 2022 @ 11:33pm 
anyway to atach Grid limits to "core block" it maybe cause some divergency of ships i can explain if you have time
[RS] Bartas Apr 24, 2020 @ 5:32am 
Thanks for the tip. I already knew that but with zillions of subbed mods and over 60 used on my server it is a pain in the a$$ to check it one by one. Guess no solution is perfect. BlockLimiter plugin can list those but some are omitted and as I said it causes more problems that it solves.

What would be lovely is the possibility to bypass the limits by server admin - would make my (and all admins) live much easier :)
jonn19  [author] Apr 22, 2020 @ 9:20pm 
Awesome Bartas, glad it works. The code iterates through all grids one at a time, and only 5 per second, to keep the runtime as low as possible (reduce impact on simspeed) so that's why it's not instant damage. I have found all mods used download into the C:\Program Files (x86)/Steam/steamapps/workshop/content/244850 folder, if you look at the mod reference (e.g. this one's 2016859498, it's in the URL above) you will be able to go into the folder and hopefully find a CubeBlock.sbc or similar, to discover the blockpairname.
[RS] Bartas Apr 21, 2020 @ 11:20pm 
It works now. Somehow it only took the first block pairname I limited and ignored the rest. Noticed it takes about 5-10 seconds before blocks are actually damaged but it is OK.
In general it works really well and I'd rather use this that Torch plugin which causes many problems. If only I could get modded blocks pairnames in a reliable way I would be in high heaven.
jonn19  [author] Apr 21, 2020 @ 10:29pm 
Hi Bartas, unsure what GridManager.cfg is. You'll find the config file BlockLimits.cfg in your save folder/Storage/2016859498_IndustrialAutomaton/ directory. In order to increase the flexibility I had to change the file type totally, I'm sorry, so it might need reconfiguration. I tested it working in SP, vanilla DS and Torch DS so please let me know if you still find issues.