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general:playertips [2024/07/24 20:00] – [Plugin Launcher setup and getting it to launch from the steam game] gurpadmin | general:playertips [2024/09/03 17:21] (current) – [To Recap:] gurpadmin | ||
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===== BuildAndRepair Issues and best practices===== | ===== BuildAndRepair Issues and best practices===== | ||
Note: BuildAndRepair will henceforth be shortened to " | Note: BuildAndRepair will henceforth be shortened to " | ||
- | ==== General best practices | + | === General best practices === |
This section describes general best practices to allow seamless BARing! | This section describes general best practices to allow seamless BARing! | ||
* Do not include limited blocks in the blueprint! Before you take the final version, remove any limited blocks (especially refineries, assemblers and H2/O2 Generators) from the grid. If structurally necessary, add a brightly colored light armor scaffolding to be ground off afterwards. | * Do not include limited blocks in the blueprint! Before you take the final version, remove any limited blocks (especially refineries, assemblers and H2/O2 Generators) from the grid. If structurally necessary, add a brightly colored light armor scaffolding to be ground off afterwards. | ||
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* Subgrids are best separated, connected to main grid via brightly colored sprues and then attached with a tug. The " | * Subgrids are best separated, connected to main grid via brightly colored sprues and then attached with a tug. The " | ||
- | ==== How to get your BAR stuck, and how to fix common issues | + | === How to get your BAR stuck, and how to fix common issues === |
Any of the following will prevent the BAR from working fully or will get it stuck. A good way to tell a BAR is stuck is when the main block plays the welding animation and sound, yet no blocks get added to the grid/welded up. | Any of the following will prevent the BAR from working fully or will get it stuck. A good way to tell a BAR is stuck is when the main block plays the welding animation and sound, yet no blocks get added to the grid/welded up. | ||
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* Running " | * Running " | ||
- | ==== General fixing steps should none of the above work==== | + | === General fixing steps should none of the above work=== |
Credit: @jonasfors on GURP Discord | Credit: @jonasfors on GURP Discord | ||
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===== Plugin Launcher setup and getting it to launch from the steam game ===== | ===== Plugin Launcher setup and getting it to launch from the steam game ===== | ||
- | ==== Setup ==== | + | === Setup === |
[[https:// | [[https:// | ||
- | ==== Inject into steam launch | + | === Inject into steam launch === |
Credit: @mommyraven on GURP Discord | Credit: @mommyraven on GURP Discord | ||
Find Space Engineers in your steam library, and right click > properties. | Find Space Engineers in your steam library, and right click > properties. | ||
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Please note that shortcuts that directly connect to GURP will not work with this. | Please note that shortcuts that directly connect to GURP will not work with this. | ||
- | ===== Whitelisted scripts ===== | ||
===== Grid optimization ===== | ===== Grid optimization ===== | ||
+ | Credit: @toluenefennec on GURP Discord | ||
- | ===== Helpful third party tools ===== | + | * Conveyor loops (even really long ones, which are worse) cause lag by the pathing algorithm used for conveyor systems getting confused and will drastically increase lag as more is added to the system. |
+ | {{ : | ||
+ | * Cargo and Tank blobs cause the same issues as loops and lag from the pathing check looking into each connected cargo causing more calculations and lag. | ||
+ | {{ : | ||
+ | * Refinery and assembler blobs are notably much worse, Due to their constant pulling and pushing of components it does hundreds of calculations a second and since it checks all things in the path to it, it will create exponentially more lag per machine in the path of the check. This applies to h2 gens as well. | ||
+ | {{ : | ||
+ | * Dry pulling when you run out of materials is in a similar vein as this, due to it checking every frame to check if it has more materials it causes a large amount of lag, try to turn off your assemblers when you run out of materials. | ||
+ | * Extremely long conveyor lines just increase the base calculations the check has to do, It's generally a bad idea to have a conveyor length of more than 75 or so blocks on a station due to how much it will be used. This isn't quite a problem on a lesser used ship like a fighting craft. | ||
+ | {{ : | ||
+ | * A good setup would have nothing having to link through another machine nor any loops in the conveyor system (If you can go in a circle without going to the same place twice, you have a loop). | ||
+ | {{ : | ||
+ | |||
+ | === To Recap: === | ||
+ | * Do not leave large ships connected for extended periods of time, it increases the size of your conveyor network and causes more checks and lag. | ||
+ | * Do not have large spread out docking lines | ||
+ | * Try to keep your Build and Repairs as close to your cargos as you can (do not place them directly on the side of cargo containers) | ||
+ | * You can use Industrial cargo containers side by side if you rotate it so the side ports don't link | ||
+ | * Try to avoid large pressurized environments, | ||
+ | * Do not leave welders on unless being used (they have the same issue as assemblers) | ||
+ | * Have a main conveyor line with your cargo near the central point of it | ||
+ | * Mobile bases, while fun are a bad idea, moving heavy grids that are 5m kg+ cause permanent physics lag which is only fixed by a restart | ||
+ | * If you have to path through a machine to get to a machine, you did something wrong | ||
+ | |||
+ | |||
+ | ===== Helpful third party tools ===== | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | ===== How to get logs ===== | ||
+ | -> Open Windows Run (Win+R) | ||
+ | -> Enter: | ||
+ | %appdata%/ | ||
+ | -> Search for the file called " | ||
+ | (Replace YYYYMMDD with the date of when the event you get the log for happened, xxxxxxxxx will be a random string of numbers) | ||