#Shipyard Pruning
1 messages · Page 1 of 1 (latest)
VS doesn't delete chunks, so yea
peak
yes
but maybe find out why vs doesn't do it automatically already
wtf
this isnt already a thing in game!!!???
no wonder my long time running world had over 8,000 shipyard .mca region files
yes this has to be added to be done automatically upon ship removal and upon deletion of the final block of any ship
if it can be some how
In the world, or the whole game?
VS doesn't have "ship removed" event

World
Okay then thx
I think it would not fix my too many ship problem
omg
is this where the "received physics frame for ship id "blank" but ship with id "blank" does not exist!" or whatever that log spam is, is form?
Finally!!!
No
Idk
I was gonna ask why it doesn't already

It just doesn't bother and I don't think anyone else does
seems like an oversight imo
i sure didnt like my region folder being enourmous
making more world take for ever to load and save
this is not the main reason for either of those issues
Ruby said it was because ships aren’t really expecting to be deleted by command
The other way of deleting a ship, the survival way, is by removing all its blocks
So the blocks are already gone, but maybe VS could also delete the region files
well
people do
bc if you get enough ships, you run out of space and they clip into each other
How many is that, even?
Because I'm certain the plot allocations are non-overlapping
they should be? but apperently not if ships have been deleted or something? i've personally had this issue, you just assemble a ship and part of an old deleted build appears in it upon assembly
In my experience that only happens when
- the server crashes sometime upon ship creation, and VS2 ship data becomes inconsistent
- the ship.dat is deleted but not the region files
Since the ship data keeps track of what plots can be used
It shouldn’t overlap if the data is correct
I've confidently never had it happen otherwise
The only issue is that once it happens its difficult to recover since the ship.dat is not readable
I’ve managed to read it
It’s a multi-step process though, rather annoying to do manually
However, the region files are deterministically allocated so you can be sure that X failed ships means X chunks appearing on newly spawned ships
Just make it an external process atp
It gets annoying when rapidly assembling interactive contraptions get into the mix
And you end up with a few thousand plots filled
yup ive had this exact thing happen before too
ive placed a block down shipified it with the vs ship creater and all of a sudden a redstone link from another ship appeared ontop of it
this was durring the porting of my world from 1.18.2 to 1.20.1
before i deleted the old shipyard regions
and vs data
VS data doesn’t really like updating from 1.18 to 1.20
It probably got messed up then
yes I've had that happen too
Pretty sure no one reports it anymore because most people are already on 1.20
Does this command work with every ship/world on default? Would be great for fixing my world. Also, does it delete everything from shipyard at once?
I don’t really know what pruning means, so maybe you could explain this a little?
Make it a config if possible, that would be the best
And I agree that this is a nice thing to have
Even with "empty" region files the overhead of having theses files is still here
i had over 8,000 shipyard region .mca files that were more than doubling the size of my region folder by themselves alone đź’€
thats over 4,000,000 chunks

it's not really overhead though
it's just save file bloating
... which is a kind of overhead
doesn't overhead usually refer to cpu time or memory?
usually its used for that, but it is not necessarily the case afaik
Here I used the term to mean filesystem/hardware bloating

