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@Zeruel - That's all in the configs, not sure off the top of my head, but maybe 20 minutes? There is a hit system on every cleaning, so a grid needs to fail a set of checks several times before it's removed. It's all configurable though.
This mod is a life saver!
-- Added a new setting to allow bypassing the grid movement check when determining if a grid is valid for deletion or not.
-- Uploaded to Mod.IO
@DrakoMT - nope, sounds like a mod issue on your end. I use this myself, and I only play solo. I can help you on Discord, but not Steam comments.
If you need more help, hop into my Discord (link in the mod desc) and drop me a line. Steam comments suck for back and forth discussions.
This could just help extend that abit more if it dosnt cause any major issues as you say
One thing it adds besides performance is auto grid saving, the system could save a number of backups. For example grids around the player could parodically save, with a max number of backups. If clang happens instead if having to reload you could try just pasting in a auto backup BP(which could be alot quicker then a reload specially for some worlds)
The system could also be constricted to only save one thing at a time. So as you leave an area there could be 5 grids, the system saves 1 grid per every 5 minutes
Depends on how it works now i guess
Clean freak mod could work along side it to just get rid of things that obviously not needed like debris
It's not a bad idea, and it's been a while since I explored the performance of it (probably 4 years or so). Might be worth revisiting. In general though Keen has added a feature to grids that basically sleeps them when the player isn't close to them. They don't have zero performance hit to the game in this state, but their effect is pretty minimal.
Clean Freak is more aimed to remove grids that are close to the player and cause performance degradation, or garbage that's just flying endlessly through space and cluttering up the save. Items it removes would be within the view distance (typically) of a player, so temporarily removing them wouldn't really be an option.
Could grids have silent blueprints be taken before there deleted and there cord noted
If a player leaves an area(no players in area) then a grid is 'saved' and removed
As a player comes back into that area a system/script respawns the grid from the saved blueprint back into the world as if it was never removed. As its saved each time all players leave its state(damage/inventory) would all be saved and put back when players return.
It would keep grids to a minimum in a radius around players, a server with players spread out less so but a single player game for sure
TBH this is probably how clean-up should work as it would make the world feel persistent always but only actually have things in the world when a player is actually there
Example:
\AppData\Roaming\SpaceEngineers\Storage\2085051314.sbm_CleanFreak_Thraxus\
Whereas Saves would be in:
\AppData\Roaming\SpaceEngineers\Saves\
The config file is in the specific save games storage folder though.
Thanks for keeping me updated!
I'm dumb and had the native trash removal settings set to delete a player's grids after 36 hours of inactivity. Not sure if that was on by default or if I set it that way at some point, but that was almost certainly what happened.
As a rule of thumb with any mod, always check the logs and forward them to the mod author when you encounter a bug. Without the logs, all we can do is play guessing games where we usually end up pointing the finger at something else. With the logs, we're more likely to be able to see the actual issue and help resolve it regardless who is at fault.