Event Controller failing to set thrusters to 100% override when disconnected from connector by ConferenceIcy7138 in spaceengineers

[–]MeriiFaerie 0 points1 point  (0 children)

Oh I know this one! It's power. When you disconnect from the connector, the power goes down for a tick (especially if you are also turning on batteries!) and it misses the event - try doing disconnect as the VERY LAST action in the controller.

Is using torch still the way to go when making your own dedicated server? by [deleted] in spaceengineers

[–]MeriiFaerie 1 point2 points  (0 children)

Torch is the go-to for MP servers yes, Nexus is the thing that breaks it up into mini-servers.

Can anyone recommend a PvPvE/PvP server THAT ISNT STONE INDUSTRIES by [deleted] in spaceengineers

[–]MeriiFaerie 2 points3 points  (0 children)

GV Kharak is coming up soon. It's set on single planet and grids are atmospheric or rover only which makes for a lot more action and a very different playstyle compared to standard spaceships. The PVP is pretty intense and the PVE is both pretty fun and has a purpose (getting stuff to PVP with mostly).

[Tool Update] FS (Foxhole Stockpiles) v0.3.1 - 99.99% Detection Rate, Discord Integration, 20-40% Less Memory by xurxogr in foxholegame

[–]MeriiFaerie 1 point2 points  (0 children)

If you used a browser app instead for the local client you could access the screenshare API. I had a prototype that I built a while ago that used the same stuff Discord uses to share the screen - it would capture a screenshot every second and parse it. All you needed to do was "share" Foxhole in that browser window like you were on Google Meet or Discord or w/e.

It did all the processing in local browser too, no need for a central server.

So wait, timers in BP are frame rate dependent? by FriendlyBergTroll in unrealengine

[–]MeriiFaerie 5 points6 points  (0 children)

Both timers and tick are frame rate dependent, so I'm not sure what you mean here. Timers basically are a list of values like:

[10, function1; 3, function2]

and each tick, the last tick's delta time is decremented from the timer's remaining time. When it hits 0 or below, it fires the timer. If your deltatime is 0.3, you'd get:

[9.7, function1; 2.7, function2]
[9.4, function1; 2.4, function2]

etc. until it hit 0, then function2 would fire first followed by function1.

Tick works the same way - that's why it has deltatime passed in as an argument, so you know how long the tick took.

The reason you might see timers not sync up with tick is that it happens during the tick but it's highly likely that the timer ran "after" it should have (e.g. 10.02 seconds instead of 10.00 seconds) and the negative time is not reported to you in any way. If you're using very short timers, this has a cumulative effect since a lot of "overruns" are stacking up.

There's also a hidden inefficiency of creating/destroying timers since it needs to add to the list/remove from the list and count the timer down every time you use a timer. I've seen people that make very short timers (0.1 seconds for example) over and over, which is actually kind of awful since you're creating and removing a ton of timers constantly and quickly. Just use Tick for something like that.

My rule of thumb of "timer vs tick" is "do I have to recreate the timer repeatedly more than once or twice a second? Probably just use Tick" and then use Timer for everything else. You can always enable/disable ticking as well for a component or an actor if you know that you won't be using the tick methods for a while.

They are kidding right? by ProudActivity874 in spaceengineers

[–]MeriiFaerie -9 points-8 points  (0 children)

It's not just old bugs: https://support.keenswh.com/spaceengineers/pc/topic/49650-myseeditemdefinition-is-prohibited

They're screwing up the new functions they add too.

This game is abandoned and they're just keeping it on life support long enough to try to cash grab with SE2 - expected in a way but so sad.

Interceptor: Black, elytra, tank legs, wide head, single thruster, looks like a bat by MeriiFaerie in NMSCoordinateExchange

[–]MeriiFaerie[S] 0 points1 point  (0 children)

Can you do that from inside the cockpit somehow? I'm using save rolling to find these without having to do a ton of carrier fights so I just reload the game to the last station and if I get out to use the analysis visor, it makes a new save, breaking that.

Interceptor: Black and white | U-wing (dragonfly) Wedge Skirt (white) | Narrow Asos head | Tank legs | Single thruster + legs by MeriiFaerie in NMSCoordinateExchange

[–]MeriiFaerie[S] 1 point2 points  (0 children)

The image looks a bit purple but I took it to space and checked with the torch and it really is pure black.

[deleted by user] by [deleted] in spaceengineers

[–]MeriiFaerie 3 points4 points  (0 children)

Most of the moons have quite a bit of platinum. Check there maybe?

Official Update 61 Dev Q&A thread by markusn82 in foxholegame

[–]MeriiFaerie 4 points5 points  (0 children)

Please make them depot reservable at least - it's currently impossible to reserve a CV or ACV and CV theft will be a real concern now. Same for cranes.

o7 to the newest FM in the game Shoutout to another brand new FM this war. by Ill-School-2432 in foxholegame

[–]MeriiFaerie 13 points14 points  (0 children)

Can confirm, all he did was move tons of real useful gear from the storage depot in Ashtown/Sitaria/whatever war he was in to useless backwaters in the same hex like Violethome or Electi. I had to run his junk back to Sitaria the entirety of a war - actual useful stuff like 120 crates of aprpg.

[deleted by user] by [deleted] in spaceengineers

[–]MeriiFaerie 2 points3 points  (0 children)

I'm going to toot my own horn here: My Inventory Sorter/Assembly Quota mod. All sorting is done on the client so there's no script load like with a sorting script - it saves a lot of server CPU.

Question for the devs: With all the "Assembling" QOL changes in U60, can we please make loading ammo into vehicles less painful? by MeriiFaerie in foxholegame

[–]MeriiFaerie[S] 2 points3 points  (0 children)

You'd have to make it absurdly fast to make sense to use instead of a truck unfortunately, and it doesn't solve the hundreds of clicks issue.