The purpose of this initiative is to recommend a set of configuration settings to the Space Master that will create a player experience that we want regarding encounters and improve the health of the game server.
- Research - Read the available documentation and other resources to understand the capabilities of the mod and configuration options.
- Define a profile that defines a set of design goals and possible configuration settings.
- Get consensus from members and players on design goals.
- Test new settings in local world.
- Make final recommendation.
*04/24 - Finished initial research. There are still open questions about how the mods work but I think we have enough information to start making some changes. I completed the design goals for a scaled back profile. The feedback has been positive so far. I still need to complete the configurations for planet based encounters and find out if there are many encounters that use the other types. Once that is done I will continue testing in my local world to try to determine if the settings will give us the intended behavior.
Looking for Trouble Configuration Profile
This configuration profile defines a set of design goals and configuration options for the Modular Encounter Spawner Mod. I wanted to greatly reduce the frequency of encounters and the number of NPC grids to reduce server load but make them available to players who wish to go out and find them.
- Players will experience infrequent NPC encounters but they have to go looking for trouble in order to maintain contact.
- Stationary NPC encounters will spawn more often than cargo encounters that move.
- Players will need to travel a decent distance in order to spawn a stationary encounter. The exact distance depends on whether the encounter is in space or planet side. As a rule the distance should be 2x the average distance to an ore deposit.
- Cargo encounters will spawn far away and never get close to a player that is not traveling. Cargo encounters will be much less frequent but last somewhat longer and travel further. Cargo encounters should never get close enough to a player grid to trigger aggro unless the player approaches the convoy. As a rule, the closest approach should be 2x the maximum aggro distance.
- A player should never see more than one active encounter at a time.
- A player should expect to see 0-1 encounters in a regular play session (1:3 hrs on average).
Configuration - Random Encounters
These settings govern the stationary space encounters. They trigger when a player has been moving and stay in place until the player goes out of range.
|PlayerSpawnCooldown||300||1200||Moving this from a default of 5 min to 20 min. This means that if somone was out looking for an encounter they would basically get only one.|
|PlayerTravelDistance||15000||80000||In space 40km is about how far any resource is. This distance is not too far but you have to work at it in order to find one.|
|MaxShipsPerArea||10||3||This value probably wont come into play as much since the travel distance and cool down are so high.|
|MinSpawnDistanceFromPlayer||8000||4000||Once the travel distance is reached, the encounter should spawn close to the player but not too close to trigger aggro.|
|MinDistanceFromOtherEntities||3000||6000||This needed to be bumped down as it was causing a condition where no encounters spawned.|
|DespawnDistanceFromPlayer||1000||1000||Confused by this value. Is it if you get within 1000 it will not despawn?|
|CleanupDistanceTrigger||50000||20000||The idea here is that if you are going out hunting for an encounter, you cant go back to base to get your fighting ship. There will be some time to get back into the battle but just enough.|
|CleanupTimerTrigger||1800||300||Down from 30 minutes to 5 minutes.|
Configuration - Space Cargo Ships
These settings govern all of the moving ‘cargo’ space encounters. These include lunar encounters. They trigger on a timer at random distance from the player. They move to a second random point in space at a steady random speed.
|FirstSpawnTime||300||300||Not changed. The very first cargo ship can spawn after a player has been logged in for 5 min.|
|MinSpawnTime||780||3600||The next encounter cannot trigger for at least another hour.|
|MaxSpawnTime||1020||14400||and up to 4 hours.|
|MaxShipsPerArea||15||2||There is a question about this setting but I am taking 'Ships' to mean 'Encounters'. The other settings should make this moot.|
|AreaSize||15000||25000||Bumping this up slightly. The other settings should make this setting moot.|
|MinPathDistanceFromPlayer||2000||5000||This should be far enough to easily avoid but close enough to engage if desired. Updated to allow spawning.||MinPathDistance||10000||20000||Doubled the distance a ship(s) might travel.|
|MaxPathDistance||15000||20000||Doubled the distance a ship(s) might travel. Updated.|
|CleanupDistanceTrigger||50000||60000||Bumped this up a bit. These will stay around a bit longer. This should let most of these encounters complete their intended path assuming the player is not moving much when it triggers. These are very rare and potentially very valuable. This should give a player time to prepare a strike. Based on the other settings, a player should expect at least one of these in a play session but not be guaranteed more.|
|CleanupTimerTrigger||1800||600||Down from 30 minutes to 10 minutes. Generally these will spawn closer to a base. This time should be adequate to get to a base and back in case it spawns while away from a base.|
Configuration - Planetary Installations
Planetary installations spawn on a planet surface when players are moving near the planet. They remain as long as the player is near enough to the encounter location. These encounters should spawn only when a player is specifically looking for them and be quickly removed unless the player maintains constant contact.
|PlayerSpawnCooldown||300||7200||Changed to 2 hours. If a player is hunting these encounters and fails on the first attempt they still have a chance at a second in the play session.|
|PlayerDistanceSpawnTrigger||6000||2000||This did not work the I originally expected. Updated|
|MaxShipsPerArea||10||2||The other settings should make this moot but it is a fail safe.|
|AreaSize||15000||50000||This prevents new encounters from spawning if 2 players are working in the same area.|
|PlayerMaximumDistanceFromSurface||6000||6000||Not changed. Defines the boundry of planet encounters. Could have an impact on space to planet travel.|
|MinimumSpawnDistanceFromPlayers||3000||3000||These should spawn far enough away so that accidental aggro is unlikely. A player needs to go out of the way to hunt these.|
|MinimumSpawnDistanceFromOtherGrids||2500||5000||This prevents a type of griefing whereby one player attempts to drop an encounter on another's base. This should always be outside of aggro range.|
|CleanupDistanceTrigger||50000||7000||The timer starts when this distance is exceeded.|
|CleanupTimerTrigger||1800||900||Reduced timer from 30 minutes down to 15 minutes. This should be enough time to die, respawn, reequip, and trave back to the encounter. Assume the encounter is on average 30km from base.|
|AggressiveTerrainCheck||true||false||Even with very flat terrain nothing was spawning until I changed this one. I suppose we could end up with floating bases.|
Configuration - Planetary Cargo Ships
These encounters are all of the moving convoys on a planet. They spawn on a timer, have a start and end point. These encounters should be very rare but last long enough for a player to properly engage if they desire. They should not get close enough to trigger aggro unless the player engages them.
|FirstSpawnTime||300||300||The first encounter will spawn no earlier than five minutes after a player joins.|
|MinSpawnTime||780||7200||While a player can expect to see one shortly after they join, these should be very rare.|
|MinPathDistanceFromPlayer||3000||5000||This is the closest approach from current location of the target player. This should be far enough away to avoid accidental aggro.|
|MaxPathDistanceFromPlayer||5000||10000||This should be close enough to allow the player to engage from their base.|
|MinSpawnFromGrids||1200||5000||This avoids a spawn on top of a player's grids who may not be online.|
|MinPathDistance||10000||20000||This defines how long the convoy will travel. This should provide a player plenty of time to get equiped and engage.|
|DespawnDistanceFromPlayer||1000||1000||Not Changed - I am not clear on this setting. "This setting allows you to specify the minimum distance players must be from the encounter before despawn is triggered."|
|CleanupDistanceTrigger||50000||7000||The timer starts when this distance is exceeded.|
|CleanupTimerTrigger||1800||1800||Not changed. These encounters should be much more rare and even more valuable. Players should have enough time to make several attempts to engage the targes. The spawn timer is the main setting that should limit these.|
Relevant Configuration Settings
NPC Spawning Mechanics
NPC spawning is centered on a player position. Each player position will be considered a trigger point.
- Triggers - Triggers could be changed to happen much less frequently. This could have an indirect effect on server load depending on how long each triggered process takes.
- UseMaxNpcGrids - This setting allows you to specify whether or not a global limit on NPC grids in the world should be used. Value can be replaced with true or false.
- MaxGlobalNpcGrids - If UseMaxNpcGrids is set to true, then this setting specifies how many NPCs are allow to exist in the world at once. Value can be replaced with any integer (Eg: 5, 10, 42, etc) This setting would have a direct impact on how the NPC encounters work.
Common Settings - Each type of encounter has these settings.
Space Cargo Ships
Mechanics - The space cargo ship encounter triggers on the player position. It determines a starting point, and ending point and a velocity.
Mechanics - This appears to be space based only. They appear when a player is traveling in space. These settings seem to govern the stationary installations. This needs confirmation.
Planetary Cargo Ships
NPC Cleanup Mechanics
NPC Cleanup is centered on the NPC grid. It is not clear how the program determines what is an NPC grid when some part of the blocks are owned by a player.
- CleanupTimerTrigger - This setting allows you to specify the time limit (in seconds) before a grid is removed if
- CleanupDistanceTrigger - CleanupUseTimer is set to true. Value can be set to any integer number higher than 0
This setting allows you to specify the time limit (in seconds) before a grid is removed if CleanupUseTimer is set to true. Value can be set to any integer number higher than 0
if im not mistaken cant you as server admin setup safezone that you can stop NPC spawning in? – wont stop spawning per se - but they wont spawn if the path intersects the zone
cargo ships will spawn around players on a timer (both space and planet), while random encounters (and also planetary installations) only spawn as players explore.