Solution to undocked entity lag?

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    Buff the rail related blocks to be almost indestructible. Or super strong like faction blocks.

    This way you can still kill turrets doors and other docked things, and they will still stay attached. And well that is probably 99% of combat lag. Undocked entities clipping and spazzing out.
    Also seems more 'realistic' than everything coming undocked in 2 seconds and I think wrecks would look way cool with damaged items still on them.

    Of course you'd need to counter idiots making entire ships out of them. Maybe make them clip through or something so they provide zero armour defence, or it could be left to individual servers to just govern it with rules. Most would not be so stupid but hey, always one in every crowd :rolleyes:

    Any way I think this is a simple solution to one of StarMades biggest and buggiest issues.

    Might have a go at this myself, anyone point me to the right code to edit so I can have a shot at modding the blocks stats myself?
     
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    Reactions: Lone_Puppy
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    Of course you'd need to counter idiots making entire ships out of them. Maybe make them clip through or something so they provide zero armour defence, or it could be left to individual servers to just govern it with rules. Most would not be so stupid but hey, always one in every crowd :rolleyes:
    Like this?
     
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    Buff the rail related blocks to be almost indestructible. Or super strong like faction blocks.

    This way you can still kill turrets doors and other docked things, and they will still stay attached. And well that is probably 99% of combat lag. Undocked entities clipping and spazzing out.
    Also seems more 'realistic' than everything coming undocked in 2 seconds and I think wrecks would look way cool with damaged items still on them.

    Of course you'd need to counter idiots making entire ships out of them. Maybe make them clip through or something so they provide zero armour defence, or it could be left to individual servers to just govern it with rules. Most would not be so stupid but hey, always one in every crowd :rolleyes:

    Any way I think this is a simple solution to one of StarMades biggest and buggiest issues.

    Might have a go at this myself, anyone point me to the right code to edit so I can have a shot at modding the blocks stats myself?
    They're practically indestructible, but once they take enough damage they stop their entity from doing anything be being armor/cannon fodder. That way you can still "knock off" turrets.
     

    Edymnion

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    Meh, best suggestion I've seen for it was to simply have the rail/docker ghost when destroyed but not undock, and then disable everything in the docked entity.
     
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    Might have a go at this myself, anyone point me to the right code to edit so I can have a shot at modding the blocks stats myself?
    Search in the BlockConfig.xml for Docking and it will bring you to the related part in the file:

    <Block icon="594" name="Rail Docker" textureId="454, 455, 453, 453, 453, 453" type="RAIL_BLOCK_DOCKER">
    <Consistence>
    <Item count="25">TERRAIN_M3L2_ID</Item>
    <Item count="25">METAL_MESH</Item>
    </Consistence>
    <CubatomConsistence/>
    <Controlling>
    <Element>STASH_ELEMENT</Element>
    </Controlling>
    <Price>500</Price>
    <Description>This is a rail docking module. It is used to dock to a basic rail, a rail rotator, or a Rail Turret Axis. The arrow on its top side works like a magnet aligning itself with the arrow on the block you are docking to. For each docker you can set a docking beam from within your weapon panel. There is no restriction to the size and mass in docking, except overlapping areas are not allowed. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
    <BlockResourceType>2</BlockResourceType>
    <ProducedInFactory>4</ProducedInFactory>
    <BasicResourceFactory>0</BasicResourceFactory>
    <FactoryBakeTime>5.0</FactoryBakeTime>
    <Animated>false</Animated>
    <Armour>60.0</Armour>
    <ArmorHPContribution>0</ArmorHPContribution>
    <StructureHPContribution>0</StructureHPContribution>
    <Transparency>false</Transparency>
    <InShop>true</InShop>
    <Orientation>false</Orientation>
    <Slab>0</Slab>
    <Enterable>false</Enterable>
    <Mass>0.1</Mass>
    <Volume>0.1</Volume>
    <Hitpoints>100</Hitpoints>
    <Placable>true</Placable>
    <InRecipe>true</InRecipe>
    <CanActivate>false</CanActivate>
    <IndividualSides>6</IndividualSides>
    <SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
    <HasActivationTexture>false</HasActivationTexture>
    <MainCombinationController>false</MainCombinationController>
    <SupportCombinationController>false</SupportCombinationController>
    <EffectCombinationController>false</EffectCombinationController>
    <Physical>true</Physical>
    <BlockStyle>6</BlockStyle>
    <LightSource>false</LightSource>
    <Door>false</Door>
    <Deprecated>false</Deprecated>
    <CubatomCompound>
    <Cubatom>
    <mass>light</mass>
    <spinning>null_spin</spinning>
    <thermal>solid</thermal>
    <conductivity>insulator</conductivity>
    </Cubatom>
    <Cubatom>
    <mass>light</mass>
    <spinning>anti_spin</spinning>
    <thermal>gas</thermal>
    <conductivity>insulator</conductivity>
    </Cubatom>
    </CubatomCompound>
    <ResourceInjection>0</ResourceInjection>
    <ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
    <LightSourceColor>1.0,1.0,1.0,1.0</LightSourceColor>
    <SlabReference>0</SlabReference>
    <OnlyDrawnInBuildMode>false</OnlyDrawnInBuildMode>
    <LodShapeFromFar>0</LodShapeFromFar>
    <LowHpSetting>false</LowHpSetting>
    </Block>
    <Block icon="595" name="Rail Basic" textureId="456, 463, 463, 463, 463, 463" type="RAIL_BLOCK_BASIC">
    <Consistence>
    <Item count="10">TERRAIN_M2L2_ID</Item>
    </Consistence>
    <CubatomConsistence/>
    <ControlledBy>
    <Element>RAIL_SPEED_CONTROLLER</Element>
    </ControlledBy>
    <Controlling>
    <Element>STASH_ELEMENT</Element>
    </Controlling>
    <Price>100</Price>
    <Description>This is the basic rail module. As a single bock this module works like a docking module. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
    <BlockResourceType>2</BlockResourceType>
    <ProducedInFactory>4</ProducedInFactory>
    <BasicResourceFactory>0</BasicResourceFactory>
    <FactoryBakeTime>5.0</FactoryBakeTime>
    <InventoryGroup>railtrack</InventoryGroup>
    <Animated>false</Animated>
    <Armour>60.0</Armour>
    <ArmorHPContribution>0</ArmorHPContribution>
    <StructureHPContribution>0</StructureHPContribution>
    <Transparency>false</Transparency>
    <InShop>true</InShop>
    <Orientation>false</Orientation>
    <Slab>0</Slab>
    <Enterable>false</Enterable>
    <Mass>0.05</Mass>
    <Volume>0.05</Volume>
    <Hitpoints>100</Hitpoints>
    <Placable>true</Placable>
    <InRecipe>true</InRecipe>
    <CanActivate>false</CanActivate>
    <IndividualSides>6</IndividualSides>
    <SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
    <HasActivationTexture>false</HasActivationTexture>
    <MainCombinationController>false</MainCombinationController>
    <SupportCombinationController>false</SupportCombinationController>
    <EffectCombinationController>false</EffectCombinationController>
    <Physical>true</Physical>
    <BlockStyle>6</BlockStyle>
    <LightSource>false</LightSource>
    <Door>false</Door>
    <Deprecated>false</Deprecated>
    <CubatomCompound>
    <Cubatom>
    <mass>negative</mass>
    <spinning>anti_spin</spinning>
    <thermal>solid</thermal>
    <conductivity>conductive</conductivity>
    </Cubatom>
    <Cubatom>
    <mass>medium</mass>
    <spinning>base_spin</spinning>
    <thermal>gas</thermal>
    <conductivity>draining</conductivity>
    </Cubatom>
    </CubatomCompound>
    <ResourceInjection>0</ResourceInjection>
    <ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
    <LightSourceColor>1.0,1.0,1.0,1.0</LightSourceColor>
    <SlabReference>0</SlabReference>
    <OnlyDrawnInBuildMode>false</OnlyDrawnInBuildMode>
    <LodShapeFromFar>0</LodShapeFromFar>
    <LowHpSetting>false</LowHpSetting>
    </Block>
    <Block icon="597" name="Rail Turret Axis" textureId="461, 462, 460, 460, 460, 460" type="RAIL_BLOCK_TURRET_Y_AXIS">
    <Consistence>
    <Item count="10">TERRAIN_M2L2_ID</Item>
    </Consistence>
    <CubatomConsistence/>
    <Price>100</Price>
    <Description>This is the turret axis module. Use a Rail Docker to dock to this block. A Rail axis will only move within the axis the block is facing. However, it is possible to chain two of them together to make turrets with full 360 degree freedom. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
    <BlockResourceType>2</BlockResourceType>
    <ProducedInFactory>5</ProducedInFactory>
    <BasicResourceFactory>0</BasicResourceFactory>
    <FactoryBakeTime>5.0</FactoryBakeTime>
    <InventoryGroup>railtrack</InventoryGroup>
    <Animated>false</Animated>
    <Armour>60.0</Armour>
    <ArmorHPContribution>0</ArmorHPContribution>
    <StructureHPContribution>0</StructureHPContribution>
    <Transparency>false</Transparency>
    <InShop>true</InShop>
    <Orientation>false</Orientation>
    <Slab>0</Slab>
    <Enterable>false</Enterable>
    <Mass>0.1</Mass>
    <Volume>0.1</Volume>
    <Hitpoints>100</Hitpoints>
    <Placable>true</Placable>
    <InRecipe>true</InRecipe>
    <CanActivate>false</CanActivate>
    <IndividualSides>6</IndividualSides>
    <SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
    <HasActivationTexture>false</HasActivationTexture>
    <MainCombinationController>false</MainCombinationController>
    <SupportCombinationController>false</SupportCombinationController>
    <EffectCombinationController>false</EffectCombinationController>
    <Physical>true</Physical>
    <BlockStyle>6</BlockStyle>
    <LightSource>false</LightSource>
    <Door>false</Door>
    <Deprecated>false</Deprecated>
    <CubatomCompound>
    <Cubatom>
    <mass>light</mass>
    <spinning>null_spin</spinning>
    <thermal>liquid</thermal>
    <conductivity>draining</conductivity>
    </Cubatom>
    <Cubatom>
    <mass>negative</mass>
    <spinning>anti_spin</spinning>
    <thermal>liquid</thermal>
    <conductivity>insulator</conductivity>
    </Cubatom>
    </CubatomCompound>
    <ResourceInjection>0</ResourceInjection>
    <ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
    <LightSourceColor>1.0,1.0,1.0,1.0</LightSourceColor>
    <SlabReference>0</SlabReference>
    <OnlyDrawnInBuildMode>false</OnlyDrawnInBuildMode>
    <LodShapeFromFar>0</LodShapeFromFar>
    <LowHpSetting>false</LowHpSetting>
    </Block>
     
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    Reactions: Nickizzy
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    Search in the BlockConfig.xml for Docking and it will bring you to the related part in the file:

    <Block icon="594" name="Rail Docker" textureId="454, 455, 453, 453, 453, 453" type="RAIL_BLOCK_DOCKER">
    <Consistence>
    <Item count="25">TERRAIN_M3L2_ID</Item>
    <Item count="25">METAL_MESH</Item>
    </Consistence>
    <CubatomConsistence/>
    <Controlling>
    <Element>STASH_ELEMENT</Element>
    </Controlling>
    <Price>500</Price>
    <Description>This is a rail docking module. It is used to dock to a basic rail, a rail rotator, or a Rail Turret Axis. The arrow on its top side works like a magnet aligning itself with the arrow on the block you are docking to. For each docker you can set a docking beam from within your weapon panel. There is no restriction to the size and mass in docking, except overlapping areas are not allowed. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
    <BlockResourceType>2</BlockResourceType>
    <ProducedInFactory>4</ProducedInFactory>
    <BasicResourceFactory>0</BasicResourceFactory>
    <FactoryBakeTime>5.0</FactoryBakeTime>
    <Animated>false</Animated>
    <Armour>60.0</Armour>
    <ArmorHPContribution>0</ArmorHPContribution>
    <StructureHPContribution>0</StructureHPContribution>
    <Transparency>false</Transparency>
    <InShop>true</InShop>
    <Orientation>false</Orientation>
    <Slab>0</Slab>
    <Enterable>false</Enterable>
    <Mass>0.1</Mass>
    <Volume>0.1</Volume>
    <Hitpoints>100</Hitpoints>
    <Placable>true</Placable>
    <InRecipe>true</InRecipe>
    <CanActivate>false</CanActivate>
    <IndividualSides>6</IndividualSides>
    <SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
    <HasActivationTexture>false</HasActivationTexture>
    <MainCombinationController>false</MainCombinationController>
    <SupportCombinationController>false</SupportCombinationController>
    <EffectCombinationController>false</EffectCombinationController>
    <Physical>true</Physical>
    <BlockStyle>6</BlockStyle>
    <LightSource>false</LightSource>
    <Door>false</Door>
    <Deprecated>false</Deprecated>
    <CubatomCompound>
    <Cubatom>
    <mass>light</mass>
    <spinning>null_spin</spinning>
    <thermal>solid</thermal>
    <conductivity>insulator</conductivity>
    </Cubatom>
    <Cubatom>
    <mass>light</mass>
    <spinning>anti_spin</spinning>
    <thermal>gas</thermal>
    <conductivity>insulator</conductivity>
    </Cubatom>
    </CubatomCompound>
    <ResourceInjection>0</ResourceInjection>
    <ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
    <LightSourceColor>1.0,1.0,1.0,1.0</LightSourceColor>
    <SlabReference>0</SlabReference>
    <OnlyDrawnInBuildMode>false</OnlyDrawnInBuildMode>
    <LodShapeFromFar>0</LodShapeFromFar>
    <LowHpSetting>false</LowHpSetting>
    </Block>
    <Block icon="595" name="Rail Basic" textureId="456, 463, 463, 463, 463, 463" type="RAIL_BLOCK_BASIC">
    <Consistence>
    <Item count="10">TERRAIN_M2L2_ID</Item>
    </Consistence>
    <CubatomConsistence/>
    <ControlledBy>
    <Element>RAIL_SPEED_CONTROLLER</Element>
    </ControlledBy>
    <Controlling>
    <Element>STASH_ELEMENT</Element>
    </Controlling>
    <Price>100</Price>
    <Description>This is the basic rail module. As a single bock this module works like a docking module. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
    <BlockResourceType>2</BlockResourceType>
    <ProducedInFactory>4</ProducedInFactory>
    <BasicResourceFactory>0</BasicResourceFactory>
    <FactoryBakeTime>5.0</FactoryBakeTime>
    <InventoryGroup>railtrack</InventoryGroup>
    <Animated>false</Animated>
    <Armour>60.0</Armour>
    <ArmorHPContribution>0</ArmorHPContribution>
    <StructureHPContribution>0</StructureHPContribution>
    <Transparency>false</Transparency>
    <InShop>true</InShop>
    <Orientation>false</Orientation>
    <Slab>0</Slab>
    <Enterable>false</Enterable>
    <Mass>0.05</Mass>
    <Volume>0.05</Volume>
    <Hitpoints>100</Hitpoints>
    <Placable>true</Placable>
    <InRecipe>true</InRecipe>
    <CanActivate>false</CanActivate>
    <IndividualSides>6</IndividualSides>
    <SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
    <HasActivationTexture>false</HasActivationTexture>
    <MainCombinationController>false</MainCombinationController>
    <SupportCombinationController>false</SupportCombinationController>
    <EffectCombinationController>false</EffectCombinationController>
    <Physical>true</Physical>
    <BlockStyle>6</BlockStyle>
    <LightSource>false</LightSource>
    <Door>false</Door>
    <Deprecated>false</Deprecated>
    <CubatomCompound>
    <Cubatom>
    <mass>negative</mass>
    <spinning>anti_spin</spinning>
    <thermal>solid</thermal>
    <conductivity>conductive</conductivity>
    </Cubatom>
    <Cubatom>
    <mass>medium</mass>
    <spinning>base_spin</spinning>
    <thermal>gas</thermal>
    <conductivity>draining</conductivity>
    </Cubatom>
    </CubatomCompound>
    <ResourceInjection>0</ResourceInjection>
    <ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
    <LightSourceColor>1.0,1.0,1.0,1.0</LightSourceColor>
    <SlabReference>0</SlabReference>
    <OnlyDrawnInBuildMode>false</OnlyDrawnInBuildMode>
    <LodShapeFromFar>0</LodShapeFromFar>
    <LowHpSetting>false</LowHpSetting>
    </Block>
    <Block icon="597" name="Rail Turret Axis" textureId="461, 462, 460, 460, 460, 460" type="RAIL_BLOCK_TURRET_Y_AXIS">
    <Consistence>
    <Item count="10">TERRAIN_M2L2_ID</Item>
    </Consistence>
    <CubatomConsistence/>
    <Price>100</Price>
    <Description>This is the turret axis module. Use a Rail Docker to dock to this block. A Rail axis will only move within the axis the block is facing. However, it is possible to chain two of them together to make turrets with full 360 degree freedom. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
    <BlockResourceType>2</BlockResourceType>
    <ProducedInFactory>5</ProducedInFactory>
    <BasicResourceFactory>0</BasicResourceFactory>
    <FactoryBakeTime>5.0</FactoryBakeTime>
    <InventoryGroup>railtrack</InventoryGroup>
    <Animated>false</Animated>
    <Armour>60.0</Armour>
    <ArmorHPContribution>0</ArmorHPContribution>
    <StructureHPContribution>0</StructureHPContribution>
    <Transparency>false</Transparency>
    <InShop>true</InShop>
    <Orientation>false</Orientation>
    <Slab>0</Slab>
    <Enterable>false</Enterable>
    <Mass>0.1</Mass>
    <Volume>0.1</Volume>
    <Hitpoints>100</Hitpoints>
    <Placable>true</Placable>
    <InRecipe>true</InRecipe>
    <CanActivate>false</CanActivate>
    <IndividualSides>6</IndividualSides>
    <SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
    <HasActivationTexture>false</HasActivationTexture>
    <MainCombinationController>false</MainCombinationController>
    <SupportCombinationController>false</SupportCombinationController>
    <EffectCombinationController>false</EffectCombinationController>
    <Physical>true</Physical>
    <BlockStyle>6</BlockStyle>
    <LightSource>false</LightSource>
    <Door>false</Door>
    <Deprecated>false</Deprecated>
    <CubatomCompound>
    <Cubatom>
    <mass>light</mass>
    <spinning>null_spin</spinning>
    <thermal>liquid</thermal>
    <conductivity>draining</conductivity>
    </Cubatom>
    <Cubatom>
    <mass>negative</mass>
    <spinning>anti_spin</spinning>
    <thermal>liquid</thermal>
    <conductivity>insulator</conductivity>
    </Cubatom>
    </CubatomCompound>
    <ResourceInjection>0</ResourceInjection>
    <ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
    <LightSourceColor>1.0,1.0,1.0,1.0</LightSourceColor>
    <SlabReference>0</SlabReference>
    <OnlyDrawnInBuildMode>false</OnlyDrawnInBuildMode>
    <LodShapeFromFar>0</LodShapeFromFar>
    <LowHpSetting>false</LowHpSetting>
    </Block>
    Nobody open that spoiler!