Space Engineers

Space Engineers

[OBSOLETE] NPC Clean-Up and Performance
82 Comments
Meridius_IX / Lucas  [author] 19 Jun, 2019 @ 4:20am 
No. Check mod description
VS-lockon 19 Jun, 2019 @ 4:14am 
will this get updated mate ?
Amaka 3 Nov, 2018 @ 5:17am 
ResetShipTimerIfPlayerNearby Where change distance? or What distance?
Meridius_IX / Lucas  [author] 13 Oct, 2018 @ 6:09am 
I've never explicitly tested that, but I'd have to guess it should be fine
Mark F. Smith 13 Oct, 2018 @ 4:58am 
Is this compatible as a stand-alone with EEM?
Sanquin 3 Oct, 2018 @ 6:48am 
Ahh, okay. Then that's it. Thank you. :)
Meridius_IX / Lucas  [author] 3 Oct, 2018 @ 5:56am 
If this mod is loaded along with the Modular Encounters Spawner, then it will stop executing it's script. The new spawner handles the cleanup duty that this mod used to.
Sanquin 3 Oct, 2018 @ 12:09am 
So I just downloaded this mod alongside a few others from the modular encounters collection. But when I activate the mod and load up the game no config file is created in my world save folder. No idea what's going on. =/

It's an already existing world, could that be the cause?
Redulus 25 Sep, 2018 @ 7:54pm 
Thanks for the help guys it got me thinking about the ui and it is just setting xml values so I installed the dedicated server set a limit in refineries and found that it is in the config file in the root of the folder and you would at this into the block limits incase anyone else is lookinf for the same thing:

<BlockTypeLimits>
<dictionary>
<item>
<Key>Refinery</Key>
<Value>5</Value>
</item>
</dictionary>
</BlockTypeLimits>

Thanks so much you guys have been helpful. I subscribed and will be using this mod on my server.
Redulus 25 Sep, 2018 @ 6:19pm 
XML is pretty easy to understand I just need to know what all tags if are exceptable for the xml file.
Redulus 25 Sep, 2018 @ 6:18pm 
I know where to set block limits as a general conig. But I cannot set limits on specific blocks. I looked into it and torch does do exactly what I need. Keep in mind I do not have the standalone server ui. I am interecting with the server through ftp and editing config files it is a rented server. The only option I can find is <MaxBlocksPerPlayer>0</MaxBlocksPerPlayer>. I was wondering if I could add something like <MaxRefineriesPerPlayer>5</MaxRefineriesPerPlayer>. Is there like a lexicon or something that I can look up to see what tags can be used in this config other then what is already there?
DarkJester 25 Sep, 2018 @ 2:49am 
@Redulus The type of restrictions you are looking at need to be set as block limits in the server configuration both Vanilla and Torch support this through their UI.
Meridius_IX / Lucas  [author] 24 Sep, 2018 @ 6:15pm 
If its a dedicated server all the same, I think there are even some vanilla controls to set that stuff - although with a server host w/ webpage, you might find yourself having to set stuff in the XML directly (and I'd have no idea where to start with that / never messed with it).

Might be able to find some tips on the Keen Discord in one of the multiplayer channels
Redulus 24 Sep, 2018 @ 6:09pm 
Yea my problem is I rented a server that I can interact with through a web page. I do not think I can install anything along side it. If I get people that actually play on my server I will look more into torch and getting a different host. Thank you however for the quick response.
Meridius_IX / Lucas  [author] 24 Sep, 2018 @ 6:03pm 
This particular script only affects NPC grids, so that's a no-go :(

There might be some tools out there that can already do this - maybe the folks with Torch have something like that.
Redulus 24 Sep, 2018 @ 6:01pm 
Can you set the limit of refineries and assemblers a player may have with this mod? I am looking for a mod or script that will do that. Any help would be greatly appreciated.
DarkJester 11 Sep, 2018 @ 4:08pm 
@Meridius Any chance you can roll the fix for custom faction clean-up into your mod? Love you work :steamhappy:
Fank 10 Aug, 2018 @ 4:15pm 
For everyone with issues not cleanup custom factions use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1473931408 its a workaround until Meridius_XI updates it
KelTuze 8 Aug, 2018 @ 9:06am 
Абсолютно не рабочий мод. Все куски кораблей дронов как висели так и висят на расстоянии до 100-200 300 километров
AViegarien 4 Aug, 2018 @ 2:29pm 
I seem to be running into issue, maybe it's me. The cleanup removes the strong unknown signal almost the second it spawns in. I've attempted to adjust the config file to use the timer and set it to 15 mins, but the world seems to ignore it.
KelTuze 29 Jul, 2018 @ 4:39am 
Could you make a mod that instead of deleting ships under set trash removal condition would teleport them into a set location and insert into a grid?
Sich 26 Jul, 2018 @ 12:25am 
@BiggBenn : always place at least 1 battery or a small generator when you build something and you need to go away.
Non powered grid are removed very quickly if you fly away...
Moon Bnuuy 25 Jul, 2018 @ 10:15pm 
I'm highly interested in this but am concerned that this mod will delete grids that I've captured and want to keep...
BiggBenn 22 Jul, 2018 @ 7:39am 
Pretty sure this mod deleted a ship i was just starting to build because it had no ownable blocks yet.
PhoenixTheSage 20 Jul, 2018 @ 11:23pm 
Seems to be working okay on 1.187 so far...
Sabrewulf 19 May, 2018 @ 6:14pm 
Hi @Meridius_XI
Can you add a option for limit how many npc small ships, large ships and stations with at least X blocks can stay spawned at same time for remove the farthest?
It will help me a lot for maintain my simspeed good and learn how much grids i can deal.
Beard 13 May, 2018 @ 4:29am 
thank you so much!
Meridius_IX / Lucas  [author] 7 May, 2018 @ 5:47pm 
I added a garbage cleanup routine for smaller grids - I think I forgot to add the exception for that tag as well - I'll get it fixed up!

Just for my curiosity - are the grids powered? static? and what sort of block count?
Stollie 7 May, 2018 @ 5:34pm 
Hey Lucas what did you update?

It's deleting all my grids that had the [NPC-IGNORE] tag on them all of a sudden :D
Honestly though 2 Apr, 2018 @ 2:37pm 
maybe a setting so any NPC ship without an antenna gets cleaned up when far enough away too, just to clean out broken ships that might be left behind or allow a player to "tag" a ship for removal by destroying the antenna
wolfpack5 2 Mar, 2018 @ 2:51pm 
I think you guys whould add something else to this mod and alllow us to remove ships that go over certain speeds for player that use speed mods and dont want their game to break and to also help server admins if or when they add a speed mod. I would love if you did this as i know it takes time to make mods but i think it would be a nice add on.
Omega Particl 2 Mar, 2018 @ 2:08pm 
I'll try with everything at false so nothing can despawn. What is the trigger for spawning. Granted this could be another mod at play preventing
Meridius_IX / Lucas  [author] 1 Mar, 2018 @ 7:29pm 
At a glance, I can't see anything wrong with that config. But even if something was mis-configured, it would likely just revert to default configuration - it can't really prevent spawns from appearing.
Omega Particl 1 Mar, 2018 @ 6:21pm 
I must have changed something. i'm not getting any spawns. Can anybody point out whats wrong? https://imgur.com/jWlULIz
Meridius_IX / Lucas  [author] 27 Feb, 2018 @ 10:22am 
good stuff!
PhoenixTheSage 27 Feb, 2018 @ 8:32am 
Just had to clear the previous spawns, it seems to be tracking the new ones fine, thanks.
PhoenixTheSage 27 Feb, 2018 @ 8:20am 
https://imgur.com/qvGvQKx still no dice, although I'll try with pirate concealment off next
Meridius_IX / Lucas  [author] 27 Feb, 2018 @ 8:13am 
I'll take the blame on that one - the discussion on the config page has that tidbit buried. I had to go back and make sure I had even put it there in the first place :P
PhoenixTheSage 27 Feb, 2018 @ 8:01am 
ah, I thought it was seconds, because that is what is most common...well that would explain it :D
Meridius_IX / Lucas  [author] 27 Feb, 2018 @ 7:59am 
I did a quick test last night and it looked like the timers were working properly.

I noticed in your settings you've got your timers set to 300 and 480. The timers work in minutes, so this would be 5hrs for ships and 8hrs for stations to be targeted (assuming no one flys within range and resets the timers since that's also enabled in your settings).

I plan to do more thorough tests in the near future, since many of mine use short distances and times just to see if the cleanup triggers.
PhoenixTheSage 27 Feb, 2018 @ 7:44am 
Oh, and spawn times are over double the cleanup time so that wouldn't be it :P
PhoenixTheSage 27 Feb, 2018 @ 7:41am 
@Meridius_IX https://imgur.com/hbwJ92K This number just grows, even with no one on the server or within range...I've only seen it cleanup 1 grid.
Omega Particl 27 Feb, 2018 @ 3:10am 
I have the opposite issue with the timer
Meridius_IX / Lucas  [author] 26 Feb, 2018 @ 11:22am 
Gonna look into it tonight
PhoenixTheSage 26 Feb, 2018 @ 10:37am 
@Meridius_IX sorry to say, the timer doesn't seem to work, at least on DS...spawns just keep building up with no players around...
Amaka 24 Feb, 2018 @ 1:11pm 
Dont work delete timer
Meridius_IX / Lucas  [author] 24 Feb, 2018 @ 6:21am 
@Omega Particles - You might want to play with a setting called StartShipTimerAfterDistance. If there are no players nearby the NPC, it will start a timer. If the player returns, the timer will stop. If the timer reaches its limit, the NPC is removed. You can also choose to reset the timer or not if the player comes within range again
Omega Particl 22 Feb, 2018 @ 10:00pm 
I'm having an issue where when somebody leaves that this mod is removing the NPCs from the area; at least thats what i'm guessing.

I haven't edit the config file yet but i'm trying to figure out what settings to change to prevent the NPCs from being removed so quickly. I'd assume that this would check for all players but I feel as if it is looking at one player during the time of spawn and tracks that player for distance and such.

If there are settings I could change what would those be?
CovertJaguar 22 Feb, 2018 @ 10:43am 
Turned it back on to try and get some data for you and everything works fine, go figure. Game was sluggish for weeks, until magically removing this mod makes everything better? And it stays great even after re-adding it? Sounds like the typical software bug!

It also no longer appears to be throwing Performance warnings on the Shift-F1 screen constantly.

Very little else changed between then and now. I did some manual grid clean-up before removing the first time, but at the time it seemed to make no difference to sim speed. Possibly simply restarting after that would have fixed things. I haven't add/removed any other NPC related mods recently either.

I've been running with default settings. I shall continue to monitor the situation and provide more data if the problem returns.