SkunkWorks 3.0

1 World, 12 Servers. A Space Engineers experience.

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Frequently Asked Questions



This section is under construction. Please be patient with us while it is being updated.



Most Common Questions

Q: Can you add this really cool mod called Build and Repair?
A: No.

Q: Are SkunkWorks Servers PvP only? Is there a PvE server?
A: The server has both but it depends on what sector you're in. Earth/Luna is a starter sector where players can focus on building and learning the basic mechanics of Space Engineers in a (mostly) safe environment. That being said, the starter sector comes with some limitations to help nudge players out of the nest while still providing a complete Space Engineers experience.

Q: That didn't really answer my question. What does starter mean?
A: Starter means that the sector geared towards a new players first experience in multiplayer Space Engineers. In order to do that, the sector is strictly PvE so players can learn without fear of being attacked. This is achieved thanks to a plug-in that disables damage to grids owned by other players.

Q: Hang on a minute, I just shot at somebody and I'm on Earth. I thought you said this was PvE?
A: Don't panic if your weapons attacked another player or vice versa. You may have wasted some ammo but their grids will be okay. Be warned, this same protection does not extend to players themselves so please try to avoid grinding or shooting at another player. This is a limitation of the plug-in and something you'll have to get used to.
Remember, you can always turn your weapons off when near other players to stop this from happening.

In the event that the plug-in failed to work and your grid was damaged, please submit a ticket in the SkunkWorks discord and an admin can assist you with restoring the grid.

Q: So what about the other sectors? Are they PvP?
A: Yes, they are PvP, but that doesn't mean you're required to attack other players on sight. It just means that the plug-in protecting your grids isn't there.

Q: Actually, what is a sector?
A: The SkunkWorks Space Engineers servers utilize the Nexus plugin in order to seamlessly stretch a single map across multiple servers. This allows us to have a much larger population on a single world experience with very smooth and lag-free experiences for everyone.

Q: How do I get onto the sectors?
A: Everyone starts in the Lobby Server (see Server Details for connection information) on the Lobby Station. From the station, you can enter different “pods” which are labeled with the various areas you can goto, including returning to your character already in the world. If you choose one of the spawn pods, you will start in a custom Rover or Space pod (depending on your choice) to help you get started.

Q: Do I have to go back to the lobby to change sectors?
A: Nope! You can just fly across the sectors just like you would normally traverse a map! The planetary zones transition at 250km from the center of a given planet (so for example, 250km from the middle of Earth you will enter Interplanetary Space).

Q: Do the locations of the sectors change?
A: No, they are static, but new sectors may be added to enlarge the world. See the Server Map for more details.

Q: What is the advantage of the different sectors? Why shouldn't I just stay in the starter sector where it's nice and safe?
A: Staying in the starter sector means that you'll be missing out on a few things: you'll be restricted to half the PCU per grid of the other sectors (20,125 vs 40,250) and no offline refining capabilities. Offline refining is pretty self-explanatory. It allows your static grid to continue refining the ores you've harvested when you're not logged in. Leaving the starter sector might seem scary at first but space is huge.
Note: Offline refining is also disabled in the Interplanetary sector for stability purposes caused in part by high population.

Q: Are voxels (IE: Planets & Asteroids) reset? If so, when?
A: Yes. Voxels are reset with each server restart. Voxels will not reset if there is a Player-Owned Static grid within 5 km.

Q: Does that mean I can't build underground?
A: You can build underground. Voxels will not reset within 5km of a Player-Owned Static grid.

Q:What is voting? What am I voting for?
A: Voting is accomplished in-game via the !vote command, which opens the website Space-Engineers.com to the listing for SkunkWorks 3.0 Lobby (https://space-engineers.com/server/149093/). You're voting for the server on a ranked list of popular Space Engineers servers to increase our visibility & draw in new players to improve & grow our community.

Q:What are the rewards from !reward and how often can I get them?
A: There are two parts to the rewards from !reward. The first part is 250,000 in credits, which is always awarded. The second part is random, and can include any combination of the following: tiered tech, ingots (including Uranium and Platinum), ammunition, power packs, med packs, or ores (including STONE!). There is also a chance of no additional rewards. You get one reward per vote, and voting is limited to once-per-day (rollover at midnight Eastern US time).

Q: What is the Hangar?
A: The Quantum Hangar is a plugin mod on the server that allows players to “save” grids. When a grid is saved, it is no longer in the server, but is retained attached to their Steam ID. This has the benefit of ensuring that the grid is safe from harm & lessens the active load on the server.

Hangaring Notes

  1. There is no cost to hangar or unhangar a grid
  2. When a grid is un-hangared, it appears in the exact same location that it was saved at
  3. If that location is occupied by another grid, it will appear close to that area
  4. If a grid was underground when it was hangared, and the voxels have been reset & filled in, it will need to be dug back out manually.
  5. You cannot hangar or un-hangar a grid if there is an enemy within 4 km
  6. When a grid is un-hangared a yellow GPS marker will appear to let you know where it is
  7. Grids are automatically hangared if the grid owner is offline for 4 days
  8. When hangared, a grid is saved exactly as it was when saved. Nothing is processed, created, or used while hangared. It exists in stasis indefinitely


Faction Offline Protection Questions

Q: What is the Faction Offline Protection on the servers?
A: The Faction Offline Protection is a safezone that automatically engages after all members of a faction are offline for 3 minutes. The safezone is 500 meters in diameter and centered around the largest static grid in the area.

FACTION OFFLINE PROTECTION WILL NOT ENGAGE IF ANOTHER FACTION'S GRID IS WITHIN 800 METERS

The specific rules are below, but the offline protection (when engaged) will do the following:

  1. Create a safezone bubble centered around the largest grid in an area
  2. All faction and allied grids inside the bubble are protected & cannot be harmed
  3. The protected grids are still active when not in concealment, including their turrets. If you attempt to shoot at the grids inside the zone, the grid will be able to shoot back, but your bullets and missiles will do nothing. Theirs will. It is a waste of ammo

Offline Protection Rules

  1. The protection does not commense until 3 minutes after all faction members go offline (or 1 second after a server restart). This is to avoid combat logging-out
  2. The safe zone is centered around the largest static grid in concealment range, with a diameter of 500 meters
  3. The grid must be owned by a player who is in a faction
  4. All terminal blocks on the main grid must be owned by the same faction as the largest static grid, or by a faction that is allied or neutral
    1. If there are allied faction blocks, then all members of that allied faction must also be offline


Additional Questions

Q: What are the PCU limits?
A: The Earth/PvE sector has more restrictive limits to encourage growth and exploration. Earth's limits are: PER-GRID: 50,000 PCU and PER-PLAYER: 100,000 PCU. All of the other sectors in PvP space have a PER-GRID: 115,000 PCU limit with NO PER-PLAYER PCU limit.

Q: I CAN'T FIND MY SHIP!
A: That's not a question. Use the !grids list command to get a GPS point for all of your grids that are currently loaded onto the server. If you still can't find it, check your !hangar list to see if it was auto-hangared.

Q: What is the !fixship command?
A: Fixship helps reset the current state of the ship by having the server cut and paste it back into the server in the exact location it just was. This can help get loose items unstuck, fix some desynch issues, and help with other CLANG-y related problems. Always try to !fixship before anything else.

Q: When are the server restarts/reboots?
A: Server restarts are scheduled at 3am, 9am, 3pm, and 9pm (Eastern US time). Admins may also restart servers at any time as-needed to help maintain stability. The server is hard rebooted infrequently on an as-needed basis to install updates or deal with any other issues which may require a hard-box reboot.

Q: When does SkunkWorks wipe the servers?
A: Almost never. On the rare occasion the server does wipe, it is planned and announced well in advance. The most recent wipe was in early December 2021. That being said, if the server save becomes corrupted, or if Keen or one of our dependent mods/plugins releases an update which breaks things substantially, or for some other reason it becomes untenable to continue the server save we may be forced to wipe.
This is always a last resort and we do not want to ever have to wipe, so please don't expect it at the slightest server hiccup.

Q: How do I work the Defense Shields?
A: Please refer to the Defense Shield guide found here.

Q: How do I keep my grid from being deleted during regular server cleanups and restarts?
A: Please refer to the Server Cleanup section for specifics. Short version: Rename your grids!

Q: Does the grid need a beacon or power?
A: Your grid does not need a beacon and it does not need to be powered. The beacon requirement was an old rule that was never enforced and has become a weird myth that just won't die. The only thing a grid needs to avoid being cleaned up is a name. Refer to the guidelines detailed in the Server Cleanup section.

Q: What about subgrids or connected grids? Do they need to be named?
A: Subgrids connected by Rotors, Hinges, Wheels, and Pistons do not need to be named unless you plan on removing them. Grids connected via Connectors or Landing Gear, need to be renamed.

Q: How do I rename my grid?
A: From any control panel or interface on the grid itself (not via subgrids) you can rename the grid from the K Menu on the Info tab - in the lower right. You may also rename a grid by sitting at any control seat or cockpit and type /rename NewNameHere.
NOTE: There is a Keen bug that sometimes overwrites what you're naming, you may need to delete the default name and enter a blank space quickly before naming the grid. Blank names won't be saved either, so be sure to complete the renaming.

Q: What about Merge Block grids?
A: When grids are connected via Merge Block they don't (but double check that it didn't revert to a default name on merge). Once a Merge Block is separated, or once a built grid is separated, the smaller grid of the two will be given a default name and need to be renamed to avoid getting deleted during auto-cleanup.

Q: Where is the server based & what are the specs?
A: The two servers are based out of a data center in Virginia, USA. The specs are:
Intel Xeon E-2288G
64gb DDR4 RAM
1Gbps port
512 GB SSD NVMe Drive

faq.txt · Last modified: 2022/01/11 17:08 by spookymulder

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