Trash Clean Up Is Too Aggressive.
Submitted
Unknown signals and mission sites are being cleaned up by the game before you've had a chance to finish everything you want to do there. It's been this way since the last patch.
Also, any plans to make the mission locations persistent? I think they help populate the system when you have places to visit. Maybe good for contracts to visit/revisit multiple locations at some point.
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I have the same bug
ive not encountered stuff disapearing on me YET.... but ive started stockpiling stuff in mission locations "if i need them" for the future... so... yes?
ive not encountered stuff disapearing on me YET.... but ive started stockpiling stuff in mission locations "if i need them" for the future... so... yes?
There seems to be several clean-up operations.
1) Removal of contract location grids.
2) The cleanup of blocks that do not have power
and probably a long list...
The Unknown Signals disappearing is a bug that they have not been able to figure out. It seems like they do not store enough debug information in the log files. At a certain time in the game, you will no longer be able to get unknown signals or even see them for that matter. Other times you may have 5 spawns in at one time and 5 vanish 30 seconds after they appear on your HUD.
There seems to be several clean-up operations.
1) Removal of contract location grids.
2) The cleanup of blocks that do not have power
and probably a long list...
The Unknown Signals disappearing is a bug that they have not been able to figure out. It seems like they do not store enough debug information in the log files. At a certain time in the game, you will no longer be able to get unknown signals or even see them for that matter. Other times you may have 5 spawns in at one time and 5 vanish 30 seconds after they appear on your HUD.
For me this is the biggest issue with the game right now. Not really a bug so much as a balance issue. Even if we had the timers that SE1 used. Even better would be a cancelling of the clean up once you get close to a signal. Nothing should de-spawn a certain distance from a survival kit either. Making your base a de-spawn safe zone. Right now I get contracts de-spawning before I'm even close to done with them.
For me this is the biggest issue with the game right now. Not really a bug so much as a balance issue. Even if we had the timers that SE1 used. Even better would be a cancelling of the clean up once you get close to a signal. Nothing should de-spawn a certain distance from a survival kit either. Making your base a de-spawn safe zone. Right now I get contracts de-spawning before I'm even close to done with them.
Worse - I took a ship as part of one of the missions (a cute little miner). Bloody thing keeps disappearing on me before I can grind it down. That's tres annoying.
Worse - I took a ship as part of one of the missions (a cute little miner). Bloody thing keeps disappearing on me before I can grind it down. That's tres annoying.
This might be why the Vallation station in my world is missing
https://steamcommunity.com/sharedfiles/filedetails/?id=3700153736
This might be why the Vallation station in my world is missing
https://steamcommunity.com/sharedfiles/filedetails/?id=3700153736
This seems related to my more recent one (I didn't look far enough back I guess).
https://support.keenswh.com/spaceengineers2/pc/topic/53575-garbage-cleanup-logic-flaws
This seems related to my more recent one (I didn't look far enough back I guess).
https://support.keenswh.com/spaceengineers2/pc/topic/53575-garbage-cleanup-logic-flaws
A possible solution: Allow taking over NPC grids, once they are yours, there is no more disappearing during cleanup. If you run out of PCU, that limit should be at the discretion of the player anyway.
A possible solution: Allow taking over NPC grids, once they are yours, there is no more disappearing during cleanup. If you run out of PCU, that limit should be at the discretion of the player anyway.
Agree, I've been a fan of the SE1 system they more recently introduced where when you find an NPC grid you literally are given a despawn timeout (2 hours) if unclaimed and if you gain access to a working terminal on the grid (or make one) you can claim it. Claiming it doesn't actually make it yours, only declares your intent to try and take it over. You still need to grind all the important blocks to the 'claim point' make it fully yours.
Agree, I've been a fan of the SE1 system they more recently introduced where when you find an NPC grid you literally are given a despawn timeout (2 hours) if unclaimed and if you gain access to a working terminal on the grid (or make one) you can claim it. Claiming it doesn't actually make it yours, only declares your intent to try and take it over. You still need to grind all the important blocks to the 'claim point' make it fully yours.
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