Space Engineers

Space Engineers

Scrapyard - Scenario
RillienCot 27 Feb, 2024 @ 12:58pm
Useless Salvage Clean Up Options
I'm currently manually deleting abandoned settlements as I discover them to avoid going back to ones I've already looted, avoid cluttering, and free up space for new spawns.

A) This is a little game breaking. Not the biggest issue, but
B) Really not fun.

I'd turn on trash clean up, but I'm afraid that it'll wipe my scrapyard while I'm out salvaging. Is there any mod out there that perhaps creates a safe-zone like block that prevents trash clean up in it's area?

I'd make it myself, but honestly wouldn't even know where to start on that idea. I *somewhat* understand how to add new blocks. Would not even begin to know how to interact with trash clean up, let alone get it to work in a way that isn't immediately available through the admin screen already. If anyone can point me in that direction, please do.
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Showing 1-10 of 10 comments
Awesome 8 Mar, 2024 @ 12:08pm 
Does anyone with experience care to respond with help? I'm running a server for 5 of my friend's and manually scrapping everything is starting to drag down on my enjoyment.
Malignance 8 Mar, 2024 @ 10:34pm 
Nevcariel made a scrap beacon mod that has a "range" around it. Comes in both SG & LG.

*edited* since i thought it was by chipsticks but he supplied the model not the mod itself.
Last edited by Malignance; 9 Mar, 2024 @ 8:37pm
Khaylain 9 Mar, 2024 @ 8:44am 
The standard settings should not clean up powered grids. So if your base has a battery (and possibly a way to generate energy) then it should not be removed by the trash cleanup. There's also something about the size of the grids normally, standard is that grids over 20 blocks are not removed, although I don't know if that's an AND condition or an OR condition. As in whether a grid would have to be powered AND over 20 blocks not to be removed (so grids under 20 blocks get removed in addition to unpowered grids get removed) or the grid could be powered OR over 20 blocks to not be removed.
Awesome 9 Mar, 2024 @ 12:38pm 
Originally posted by Malignance:
Chipsticks made a scrap beacon mod that has a "range" around it. Comes in both SG & LG.
I was the scrap beacon and I've made sure every vehicle has one, but I'm not entirely sure what "range" means, could you elaborate?
Malignance 9 Mar, 2024 @ 8:34pm 
Khaylain - Being scrapyard. You tend to have a ton of "unpowered" / detached grids lying around. I feel like this is what the OP was talking about.

Awesome - by range i mean a distance around the "beacon" ie: 250 metres or 1km. i don't know the exact range but i have seen the beacon used in that way on Splitsie's community server streams.

*** Never mind. Seems the "range state" is not part of the scrap beacon mod but an extra mod made for Splitsie's community server.
Last edited by Malignance; 10 Mar, 2024 @ 8:30am
VandalVanda 15 Mar, 2024 @ 4:53pm 
What I've done is set up a Torch Essentials command to delete all Floating Objects, Unowned, and NPC-owned grids farther than 1000m from players (online) every night before a midnight restart. Some blocks don't have owners (e.g. thrusters), so if they're loose they will qualify for deletion, but you can just slap a control panel on them to make them player-owned.

!cleanup delete ownedby nobody playerdistancegreaterthan 1000
!cleanup delete floatingobjects playerdistancegreaterthan 1000
!cleanup delete hasownertype npc playerdistancegreaterthan 1000

Hope this helps some.
]v[@ 20 Mar, 2024 @ 9:23am 
I started playing this recently and found adding the Mod Rust Mechanics makes this more "alive". I have it where the powered grids are unaffected but making all the other grids rust away. Then I store all my loose parts in an air tight warehouse to slow down the rusting effect. To repair the parts that do rust, all you need to do is repaint them.
Blamudia 19 Apr, 2024 @ 8:02pm 
If you really want the same functionality, you can easily edit torch essentials to include a condition for filtering beacon distances.

Only took me a couple minutes to implement.
!cleanup delete beacondistancegreaterthan 1000
Last edited by Blamudia; 19 Apr, 2024 @ 8:07pm
ac_snowman 14 May, 2024 @ 1:06pm 
Was fiddling with the trash cleanup settings and just wiped out everything not 'owned' and attached to my base.
Assuming the old spawns are replaced by new spawns, I'll recover and just pretend I was visited by Jawas while I was out.

There has to be a better way of cleaning up than the default functionality!

How do you manually delete/cleanup scrap once done with it? That would at least be something.
Mike ={JcC}= 15 May, 2024 @ 3:48pm 
Originally posted by Khaylain:
The standard settings should not clean up powered grids. So if your base has a battery (and possibly a way to generate energy) then it should not be removed by the trash cleanup. There's also something about the size of the grids normally, standard is that grids over 20 blocks are not removed, although I don't know if that's an AND condition or an OR condition. As in whether a grid would have to be powered AND over 20 blocks not to be removed (so grids under 20 blocks get removed in addition to unpowered grids get removed) or the grid could be powered OR over 20 blocks to not be removed.

This is completey useless in a scenario like this. Because you would need to mount every single block temporarily to your base wich would cost rare resources. Some blocks cannot be attached other than with the welding plates (mod) wich takes computer parts you cannot make.
On my scrapyard there are piles of all kinds of parts, much like in a real scrapyrad, wich all count as single block grids and would be deleted by the trash removal if i turned it on. You can set a range like 5000 meter, but as soon as you leave that range, everything is gone too. So at the moment there is no other option as to manually remove unwanted grids, wich kinda sucks because it breaks the immersion.
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