Space Engineers

Space Engineers

[Psycho] Trade Lanes | TEST RELEASE
TwitchingPsycho  [developer] May 3 @ 4:07am
Change Log
UPDATE 1
GPS markers should now work properly.
Fixed particles for ships in transit having the stars too far out with tunnel rings.



UPDATE 2
Added automatic GPS entries for the Trade Lane Network that you can show/hide in GPS terminal. Instead of opting for antenna based marking, I opted for GPS to keep the clutter down. If you delete the GPS by mistake, it will be added after a few seconds.


UPDATE 3
Fixed low FPS due to particles not being removed when player is far away. Might need adjustment for camera block zooming.
Adjusted speed to 100k m/s.
Added Speed: settings for longer or shorter distance Trade Lanes.



UPDATE 4
Fixed (hopefully) the grid orientation based on active controller.


UPDATE 5
Now if you leave your seat while in transit, you will be seated back again.
Don't go actively trying to yeet yourselves out the seats now, ok?
Cuz 60% of the time it works every time.
xD


UPDATE 6
Added very low poly LOD3 to the trade lane rings in hopes it will fix some slow-downs when multiple lanes are placed near each other (like an intersection).


UPDATE 7
Added Safe Zone and Gate Size settings to Custom Data.
Reworked the GPS system. Hopefully fixed any old bugs and hopefully didn't introduce new ones. xD
Also trade lane computer (hidden global GPS markers) should be indexed by distance.
Reminder, do not add GPS markers similar to my markers and do not edit them or they will break.
If you do break them or they bug up, simply delete the GPS marker or all of them and it should fix itself after a few seconds.


UPDATE 7 QUICK FIX
Fixed particle effects not scaling with the rings.


UPDATE 8
IMPORTANT - Some major changes
• Trade Lane Computer block should now be properly inaccessible to non-admin players via unavailable component.
• The Trade Lane Computer is now invisible and has physics disabled unless you have 'Enable creative mode tools' ticked. In creative mode it's always visible tho. This is only for survival mode.
Because of this change, the Trade Lane Computer has it's mount points now disabled and won't allow any block placements. It has now access to the terminal on the trade lane computer itself.
• Safe Zone is now off by default as well and needs SafeZoneRadius in Custom Data to enable it. Safe Zone was used to keep the trade lane computer safe from damage. Since now the trade lane computer won't have physics enabled and won't be visible, safe zone isn't essential and is now an optional feature.
• To make easier to interaction for admins with the trade lanes, the trade lane grids are now automatically getting their name set to the trade lane ID and from/to. Also, the safe zone, if enabled, are being named properly now for easier safe zone customization.



UPDATE 9
• Fixed a bug when Safe Zone setting is removed from the custom data, it won't actually remove it, you had to put it to 0 first to depsawn it and then remove the setting.
• Misc code optimization regarding safe zone and gate scale settings update.



UPDATE 10
• Added some changes to the docking request check in hopes to allow grids that were hanging in Stage 1 docking sequence to continue the docking process.
• Grid dock checkup should now permit remote or AI controlled ships to dock.
• At a request, added a new setting to make the rings invisible. Check Custom Data Settings


UPDATE 10 - HOTFIX
Set the rings to be invisible by default, whoops. FIXED NOW xD


UPDATE 11
• Docking has been refined and hanging on docking stage 1 should now be eliminated even for large vessels.
• The text info has been a bit refined to not be as jerky anymore.
Last edited by TwitchingPsycho; May 4 @ 2:35am