Enable Position-Based Spawning of Respawn Pods
I'm experiencing an issue with the new respawn pod system. In particular, space pod spawns.
(Reference this bug report: https://support.keenswh.com/spaceengineers/general/topic/1-189-039-space-pod-spawns-extremely-distant-from-centre)
My community server relies on a central asteroid field for mining and PVP consisting of manually placed asteroids located in an area immediately surrounding 0, 0, 0. New space pods are preferred to spawn approximately 25-30KM from 0, 0, 0.
Procedural asteroids are not enabled in my worlds, as my community likes to concentrate people together at focal points (like our central asteroid field) to encourage far higher levels of player interaction and PVP than can be found in a fully procedural environment. Players are encouraged to keep close together and regularly interact because they need to in order to mine and get resources, yet still have the option to explore deep space as they see fit.
Prior to the survival update this system worked perfectly. After the update, as soon as a few people are established in the world, spread across different planets and out in deep space, the spawn radius for new space pods shoots up to 1000KM average (and even up to 30,000KM from the centre in a densely populated world). This happens on old worlds as well as new. Through testing the absolute closest anyone's been able to spawn is 400KM from 0, 0, 0.
After discussing this issue with Inflex, I was advised...
You have disabled procedural asteroids and have only persistent ones. But these are considered occupied or mined out or "someone may return here for resources" (cos procedurals become persistent when someone touches them) and thus not taken into possible spawn locations. Since there are no "habitable" asteroids in entire universe and there is no place to spawn new player, system falls back absolutely random spawn location anywhere in known universe.
Players expand the "know universe", but there is no "habitable" space near (or anywhere in the space) so system runs out of options and places player randomly in the known universe.
I run the most populated server in Australia. Usually 20+ players a night (this weekend over 40+ per night). My world and its "known universe" is going to be large and expansive, and the thing that makes it so popular and successful is the central asteroid field concept which keeps players close together and interacting at the centre. This new system will basically kill off my server by removing that possibility.
Prior to the survival update there used to be codeblocks available for use in the prefab .sbc files of respawn ships. For example...
<PositionAndOrientation> <Position x="0" y="0" z="0" /> <Forward x="0" y="0" z="-1" /> <Up x="0" y="1" z="0" /> </PositionAndOrientation <UsePositionForSpawn>true</UsePositionForSpawn>But these no longer seem to work.
I'm proposing that it be made possible to use the old <PositionAndOrientation> and <UsePosititionForSpawn> codeblocks, along with a <PositionSpawnRadius> codeblock, to allow modders to edit the .sbc prefab files for respawn ships to enable them to be spawned at a predefined position that would override any other spawn location considerations. There should be a variable radius of slight randomness available through the <PositionSpawnRadius> codeblock (which should accept an integer in metres), but otherwise the exact position should be used.
This would mean server owners would have to implement a respawn ship mod with these codeblocks present as our own fix for the issue, but it would be a fix. The survival update's new system would be left in place but server owners would have that option available.
Essentially, these codeblocks would put the power back into the hands of server admins like myself with years of experience running community servers, who know exactly how to encourage interaction and engagement of players in their communities through careful world design. Please do not restrict our creative control and capabilities.