Space Engineers

Space Engineers

33 ratings
Clean Freak
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Type: Mod
Mod category: NPC, Other
File Size
Posted
Updated
415.587 KB
4 May, 2020 @ 2:36pm
11 May @ 8:00pm
5 Change Notes ( view )

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Clean Freak

Description
This mod deletes garbage in the world. However, there is always the chance it may delete something you wanted to keep. While it does completely ignore player grids and all stations (player or NPC owned), that doesn't mean you didn't want to keep that NPC ship coasting 12k off your base. So... Backup your save!

If you find any bugs, send me logs!

You can always find me in the EEM Discord (yeah, I'm that guy): https://discord.gg/PNtpMyw

User configurations for all settings can be found in the save game folder (you need to launch your save with this mod active at least once for it to be generated). Follow the rules in the .ini!

Change log:

Mod Version 1.3 [Released 11 May 2024]
  • Added a new setting which provides a verbose debug log for... debugging purposes. It's off by default. Turn it on i fyou want to help me debug your issue, or if you're just curious why ships are vanishing.
  • Rewrote the player detection algo so it is less confused sometimes.

Mod Version 1.2 [Released 19 Apr 2024]
  • Added a new setting to allow bypassing the grid movement check when determining if a grid is valid for deletion or not.
  • Uploaded to Mod.IO

- 1.1 Added a null check for players in the respawn screen.

- 1.0 brings with it a host of new settings, different settings per spawn type (encounter, cargo ship) and the user config file.
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Ever wonder why enemy NPC ships stopped spawning when they were so plentiful before?

Space Engineers forces a hard cap on the NPC PCU limit that's not changeable by the average Joe. You either need to edit the sandbox or use another mod of mine to push the limit higher. However, that doesn't really solve much since as more pirates spawn, more of their PCU gets devoured, and the lag just builds and builds.

This mod aims to get rid of the garbage floating in your skies and wrangle that ever annoying stalled ship, floating debris, or old wreck you just don't want to deal with.

The rules are... complex, yet simple, yet completely configurable you!

RULES:
- Player owned grids are EXEMPT from cleanup (must have majority ownership)
- NPC Stations are EXEMPT from cleanup
- Subgrids are ignored from cleanup; only the main grid will be counted

- Debris cleanup
Affects any small collection of blocks (6 or less) greater than 1km from any player
Affected grids base rules given above
If the player owns any blocks on the grid it will be ignored
Ownership requires a block with computers in it; armor won't do
Requires 3 strikes before removal

- Standard cleanup
Affects any grids greater than 10km from any player
Affected grids base rules given above
If the player owns any blocks on the grid it will be ignored
Requires 3 strikes before removal

- Aggressive cleanup
Affects any grids greater than 5km from any player
Affected grids base rules given above
If the player owns any blocks on the grid it will be ignored
Requires 6 strikes before removal

- Super Aggressive cleanup
Affects any grids greater than 10km from any player
Affected grids base rules given above
If the player owns any blocks on the grid it will STILL BE COUNTED!
Well, it won't be counted if a player owns the majority of the blocks, just some of the blocks
Requires 12 strikes before removal

After 6 minutes a timer starts that evaluates all grids in the game that do not meet the above criteria. If a ship is stationary or moving in an unchanging linear path AND not near a player (see above for distance), it will get a strike against it. Every minute thereafter it will be evaluated again for the same criteria. Once the total allowed strikes are given, the grid is deleted. If at any point a player gets near the grid or the grid moves in any way, the strikes will reset.

Lots of rules!

When I add the configuration options, all of the rules will be configurable. Including one specific for servers that will shut down cleanup while no one is online. Right now this is set to false, so this will run on a server when no players are active.
58 Comments
brantje 27 Jul @ 5:03am 
Agree with @adirtynacho, would it be possible to implement a scrapyard mode? I'll be happy to contribute to the development of such feature.
Thraxus  [author] 30 Apr @ 5:29pm 
Well that's odd, but good to know! Thanks for the info :D
DrakoMT 25 Apr @ 6:04am 
So for me and my friends it works if you load the mod on an already existing save but if you start fresh in a new scenario that it world fails to load error comes up. But it's not a big issue just new game save , quit load the mod again and it works fine. Just in case it happens to someone else.
This mod is a life saver!
Thraxus  [author] 23 Apr @ 4:29pm 
Nope. It's on if it's installed. Uninstalling is the only thing that turns it off.
KGB_Vitkor 23 Apr @ 11:39am 
Tell me, is there a command to stop or start the mod while in the game?
Thraxus  [author] 19 Apr @ 6:17pm 
Mod Version 1.2 [Released 19 Apr 2024]
-- Added a new setting to allow bypassing the grid movement check when determining if a grid is valid for deletion or not.
-- Uploaded to Mod.IO
Thraxus  [author] 11 Apr @ 9:54am 
@adirtynacho - sorry, I missed this. Hit me up on Discord, I may be able to make something work, but need a bit more info.

@DrakoMT - nope, sounds like a mod issue on your end. I use this myself, and I only play solo. I can help you on Discord, but not Steam comments.
DrakoMT 11 Apr @ 2:08am 
World Fails to Load when you load this mod in survival mode :/
adirtynacho 21 Mar @ 9:45am 
Can you add support for having a area defined based on a block? That would help immensely in scrapyard survival? for example theres a scrap beacon mod thats included with it, and using that as a point to clean up grids from so that certain loose blocks ("debris") found around the floor at their homes aren't eaten up.
KLEYDOX 4 Mar @ 2:53am 
this mod is the best thing in the workshop