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SpaceEngineersAddict

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May 9th, 2015
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  1. Dynamic Entity Management
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  3. This option, when turned on, automatically manages entities in the world. The biggest issue with Space Engineers currently is when a dedicated server gets a lot of entities, it's UPS drops due to GameLogic. This is almost always due to having too many entities in the world. This system manages them by removing / disabling entities in the world that no one can see, or are generally doing nothing. This helps improve UPS greatly as these entities no longer get processed. The system is complex and updates to it are ongoing, but many servers now use it with great success.
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  5. Dynamic turret management is another dynamic setting that lets the server control all the turrets in the world. The server will turn off all turrets if no one is around, but if an enemy or neutral player comes close, it will turn them back on. This effectively rids the server of lag created by having active turrets always running.
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  7. All conceals and reveals are logged in your C:/path/to/instance/Logs/ directory.
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  9. Options:
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  11. DynamicConcealEnabled - This enables / disables entity concealment. If you disable this after it being enabled, you must run the command /admin reveal force to forcefully show entities that have been concealed.
  12. DynamicConcealDistance - This is the distance that a player must be from an entity before it reveals. If they get any closer than this distance (in meters) then the entity reveals itself. (default: 8000 meters)
  13. DynamicConcealIgnoreSubTypeList - This is a list of block subtypes that. This allows administrators to make it so that grids that contain these subtypes never get concealed. Helpful for when blocks "warp" users around or require a "end point" like stargates.
  14. DynamicConcealIncludeLargeGrids - When this is disabled, large grids and stations can not be concealed. This is the safest mode, as then only small ships get concealed. Once you enable this, large grids and stations without med bays can be concealed. This requires more checks and is a bit more intensive, but results in the biggest increase in UPS.
  15. DynamicConcealIncludeMedBays - When this is disabled, large grids with medbays are not disabled. When enabled, large grids with med bays are concealed, but are revealed when a user logs in that can use that med bay. Please note that there is a very tiny chance that a spawn point won't be shown when a user logs in and a grid is concealed. All they need to do is hit "refresh" and it comes back. The chance of this happening is VERY small. (I've only ever seen it happen once)
  16. DynamicShowMessages - When enabled, this shows when ships are concealed/revealed. Some people consider it a bit spammy, so you can turn it off if you don't like the messages.
  17. DynamicTurretManagement - Enable / Disables turret management. This will allow the server to control the enabled state of turrets dynamically.
  18. DynamicTurretTargetDistance - This is the distance turrets will scan in order to determine if there is an enemy. Obviously as you increase this option, so does the CPU usage, though that shouldn't effect things too badly. It's recommended to keep this value 2x the distance of the distance your turrets can shoot. For example most default turrets can fire at 800m, so setting it 1600m+ is best. (Default is 2000m)
  19. DynamicTurretAllowExemption - Enable / Disable user exemptions. This allows users to exempt out of server controlled turrets. This isn't really recommended, but I added this option in case you want to allow users to opt out of server controlled turrets. They must add [ManualControl] to their turret name in order for that turret to be exempted from control.
  20. DynamicTurretManagementType - Selects the type of management. All means turrets will turn on for everything that is a grid, or player. AllButOwner means it will turn on for everything except things owned by the owner of the turret. EnemyAndNeutral means it turns on for only enemy or neutral targets.
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