Trash Removal very restrictive & confuses New Players
Submitted
Hello there,
as I now have spoken to like 10 people already that have the problem of disappearing Grids, i might give this thing a kick for discussion.
For Veterans it's no problem, they know that the Trash Removal will remove everything under 20 Blocks and unpowered as soon as you go 500 meters from it, but for Starters it's horrible.
Just imagine you start your ship, put some landing gear on it, some reactor, finalize it the half way and realize you are missing stuff to finish it, you go and mine that, come back and your build is gone. It's frustrating and can cost some time of Mining Ores and refining it.
People should atleast get some Warning or be informed about this.
Greets Michael
I second this, I forgot about this and lost pretty much all my progress when I went prospecting, upon realizing it was not a bug, I facepalmed and started a new world, this time, with the limit set to 2000 meters.
I second this, I forgot about this and lost pretty much all my progress when I went prospecting, upon realizing it was not a bug, I facepalmed and started a new world, this time, with the limit set to 2000 meters.
Old player but used to having it turning off on my own worlds. When I went to get an Unknown Signal on the new starting scenario I had a large cargo container I was moving from a Mayday ship despawn on me with the inventory of stuff I had just ground down...
Old player but used to having it turning off on my own worlds. When I went to get an Unknown Signal on the new starting scenario I had a large cargo container I was moving from a Mayday ship despawn on me with the inventory of stuff I had just ground down...
Once had slightly overloaded my only atmospheric ship and ditched it 1km from my base. It broke in two with one part being unpowered. There was no way to salvage the parts. The grids despawned when I left the radius, while the more limited "floaters" (internal platings) seemed to stick around forever, making me wonder if I should just have organized the components into big stacks to be dropped and picked up later. Maybe pair it with the "Trash Removal Grid Age" idea and put a timer on the grid as with "Unknown Signals".
On the other hand, if you have to walk your way back to base, a timer is probably no better than simply having a larger 2km default radius from the player.
Once had slightly overloaded my only atmospheric ship and ditched it 1km from my base. It broke in two with one part being unpowered. There was no way to salvage the parts. The grids despawned when I left the radius, while the more limited "floaters" (internal platings) seemed to stick around forever, making me wonder if I should just have organized the components into big stacks to be dropped and picked up later. Maybe pair it with the "Trash Removal Grid Age" idea and put a timer on the grid as with "Unknown Signals".
On the other hand, if you have to walk your way back to base, a timer is probably no better than simply having a larger 2km default radius from the player.
Unless your doing a lot of combat, the defaults are totally insane.
20 blocks is half a ship, not a bit of debris.
Defaults should be:
<2 blocks
OR
player more than 5km away
OR
Grid damaged and owned by NPC (space pirates)
Please, please, please, save deleted grids to a file, don't just delete them.
Unless your doing a lot of combat, the defaults are totally insane.
20 blocks is half a ship, not a bit of debris.
Defaults should be:
<2 blocks
OR
player more than 5km away
OR
Grid damaged and owned by NPC (space pirates)
Please, please, please, save deleted grids to a file, don't just delete them.
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