Salvage - Renegade Salvage ship disappears while grinding

Jeff Parker shared this bug 2 months ago
Submitted

Build v2.3.0.2798

Unfortunately, I didn't capture this issue on video because it was so startling and shocked me so much that I was first checking the mission and the grinder's inventory to see if I had enough parts to complete the mission, or if I would be forced to abandon it or reload from an older save to salvage the game.

I am in Helionis sector starting the missions. One of the first ones available is a repeat of the Salvage - Renegade Salvage mission where you are grinding the ship down for a specific list of parts.

I completed the local grinder as the mission expects and started by grinding down the thrusters to prevent the ship from flying off in random directions since they were still active.

After grinding down the thrusters, I accidentally bumped the rear half of the ship and set it to drifting. I had only just started grinding down the back half, so I hadn't collected a lot of parts.

Suddenly and unexpectedly, the drifting back half of the ship vanished leaving me with only the front portion of the ship to grind. Tons of lost parts because what vanished was a huge grid.

Needless to say, the game learned a few new swear phrases (sorry about that), and I was quickly checking whether I could keep going with the mission. I decided no, so I reloaded the game from an earlier save, which happened to be right before I transported to Helionis. I did try to capture a video snapshot, but unfortunately it was long after the back half of the ship vanished.

I am currently flying back to the mission, and if it happens again, I'll try to capture a video snapshot. (No promises.)

I have had other parts vanish, but they have been small warped grids that I couldn't find the grinding target for. Usually nothing this big, unless it was after an explosion.

Also, the ship had not left the mission area and was still nestled in the open crater of the shipyard. So it was not a distance from mission limitation.

Replies (8)

photo
1

Okay, the mission just did it again. It was while I was grinding, and the ship wasn't even drifting yet. See attached videos. This occurred in the middle of grinding out the ion engines.

photo
1

This is a follow-up message. I changed the approach to grinding down the ship, and I was eventually able to complete the mission. The key was not to separate the two sections of the ship, or the game would delete the floating structures.

Once the mission was completed, I was loading up the ship to return to claim the reward, and the shipyard itself was deleted before I left.

photo
1

i have not expérienced this, just having fantom blocs, may they test to find whats is going on. i return three times to shipyard all was there, and better... i track the grinding ship to my orbit base... infinite powered ship is a good opportunity with ion propulsion.. XD

photo
1

All NPC ships despawn without notice currently. I recently found an "asteroid base" and when i landed on it, it literally despawned in front of me. NPC ships despawn over time but there is a logic bug currently where it's triggered within proximity of the player. The NPC system isn't implemented so it's literally half-baked.

photo
1

Yeah, the game does this. What the game is doing is "garbage collecting" when the amount of PCU of non-player bases/vehicles/ships exceeds a certain amount. It doesn't seem to take into account what the player is using, seeing, or working on.


How this should probably be fixed:

- Limit missions that can be accepted other than "deliver X quantity" to 1 at a time.

- Spawn the mission base/ship/vehicles and then internally mark it not to garbage collect when the mission is active. When a mission is abandoned/completed, move it to the top of the garbage collection list.

- Have the player temporarily "own" vehicles the player needs to complete the mission so that longer missions don't despawn on the player, particularly if it involves having to build/complete a vehicle and then use it. Right now, they are usually shown as a partial projection, that you repair, once, but if you break it and say, lose the mining drill of a mining craft, the vehicle becomes a softlock, since you can't build another drill on it.


- To avoid early PCU garbage collection, do not spawn additional NPC ships while construction missions are active.

photo
1

yes! i see this... do not scavange them or you'll lost the advantage!

photo
photo
1

Game V4. Few times on a different Renegade missions ships still disappears to fast while grinding. Last time at mission from Oblivara station, I grind around 10 big blocks after mission complete message and it disappeared.

First of all - game does not looks like a sandbox if entire ships disappear at your eyes.

In SE1, I grabbed an enemy ship by landing leg of fighting ship, transported it to my base in many kilometers and only then salvaging it with a specialized salvager-ship. I think it was a timer around 30 min to dissapear.

photo
1

This ship broke one too many times for me, so I changed my approach to the task. Now my first step is to grab some steel plates and repair either the top or bottom of the hull and then ignore the reactor until almost everything required is in the delivery container.

Powered grids are not subject to clean up and with a solid connection front to back the ship doesn't break in half and the reactor keeps it all powered.

With the contract unfinished, the main grid is not a candidate for cleanup and you can take your time scavenging.

photo
1

That makes sense in terms of priority. I’ve seen stolen ships sit outside my base for several in game days before I get around to salvage, while others disappear within minutes. Power seems to be a contributor but ultimately I see those powered ships are cleaned up eventually, as well.

photo
photo
1

yeah, this is kind of ridiculous how the current game despawns stuff like this. I actually fixed that ship up and was flying it back to base and it vanished halfway back to base with me in the pilot seat. Seriously, <bleep> shouldn't vanish ever if a player is within detection range of said <bleep>. if it's a case of cleanup logic, there should always be a way to flag/claim unclaimed <bleep> so that it never vanishes. The SE1 logic of 'claim grid' is fine for this.

The transient nature of <bleep> in SE2 is a little wacky and is immersion breaking..

Leave a Comment
 
Attach a file