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This mod asks for a ship to be removed, it's Keen's code that actually does it.
I'm going to try running the script earlier, see if that fixes it. Not had net for 3 days so little I could do to even post this message.
Keen did add an option to disable all Exploration spawns, likely that change is what broke things.
Your just not grasping this, I DO NOT have any control over how Space Engineers spawns ships. All this mod controls is what ships the game chooses. If the mod blacklist a ship which say was spawning at a certain coordinates, the game WILL choose another to take it's place.
So answer to your question, no, a million times no. Keen couldn't do it either, as the save doesn't store the ships, just the random number used to select them.
way to avoid adding spawned but unseen ships on the list?
i mean it adds to the list the ship that has spawned, but if it spawned and then despawned without my attention it will still be on black list and i won't encounter a ship that i never saw
Also many of the ships/stations are over engineered, and the game (especially servers) doesn't like spawning them. Massive numbers of blocks, a life time supply of Uranium, or just too many machines left running.
Players can choose which ships they want to appear, and which ones have caused problems (lag, slowdown, game balance) to leave blocked.
i dont get it
I haven't put specific code in for comments, it just ignores any line it doesn't know. Still I'd use # at the start of a line that is a comment.
if you set up a template for respawn ships as well, that'd also be awesome.