{"action":"created","issue":{"url":"https://api.github.com/repos/KeenSoftwareHouse/SpaceEngineers/issues/288","labels_url":"https://api.github.com/repos/KeenSoftwareHouse/SpaceEngineers/issues/288/labels{/name}","comments_url":"https://api.github.com/repos/KeenSoftwareHouse/SpaceEngineers/issues/288/comments","events_url":"https://api.github.com/repos/KeenSoftwareHouse/SpaceEngineers/issues/288/events","html_url":"https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/288","id":89132386,"number":288,"title":"Encounter configuration GUI with damaged and hostile ship % sliders","user":{"login":"CodeHamster","id":12735308,"avatar_url":"https://avatars.githubusercontent.com/u/12735308?v=3","gravatar_id":"","url":"https://api.github.com/users/CodeHamster","html_url":"https://github.com/CodeHamster","followers_url":"https://api.github.com/users/CodeHamster/followers","following_url":"https://api.github.com/users/CodeHamster/following{/other_user}","gists_url":"https://api.github.com/users/CodeHamster/gists{/gist_id}","starred_url":"https://api.github.com/users/CodeHamster/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/CodeHamster/subscriptions","organizations_url":"https://api.github.com/users/CodeHamster/orgs","repos_url":"https://api.github.com/users/CodeHamster/repos","events_url":"https://api.github.com/users/CodeHamster/events{/privacy}","received_events_url":"https://api.github.com/users/CodeHamster/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":12,"created_at":"2015-06-17T21:36:44Z","updated_at":"2015-06-29T20:50:25Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/KeenSoftwareHouse/SpaceEngineers/pulls/288","html_url":"https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/288","diff_url":"https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/288.diff","patch_url":"https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/288.patch"},"body":"\r\n![encounterconfiguration medium](https://cloud.githubusercontent.com/assets/12735308/8417548/45d65520-1ea5-11e5-9c48-5e6a45e1dbb0.png)\r\n\r\n![encountershipselection medium](https://cloud.githubusercontent.com/assets/12735308/8417551/4abaf5be-1ea5-11e5-968e-beff59c5d289.png)\r\n\r\n![damage 1 medium](https://cloud.githubusercontent.com/assets/12735308/8294170/6d20e60e-1932-11e5-9567-f10442facfcc.png)\r\n\r\n![damage 2 medium](https://cloud.githubusercontent.com/assets/12735308/8294174/7409ad3e-1932-11e5-8a5c-e3281e935bde.png)\r\n\r\n![damage 3 medium](https://cloud.githubusercontent.com/assets/12735308/8294176/78e55bbe-1932-11e5-9aaa-cf9a25034616.png)\r\n\r\n\r\nAdds a new encounters configuration GUI screen, accessible from the advanced world settings screen using the encounters 'Configure' button.\r\n\r\nAllows encounters to be fine tuned across the world, to suit your preferred play style.\r\n\r\nFeatures:\r\n\r\n*  <strong>You can set the number of ships in each encounter group up to a maximum of 5.</strong>  The actual number of ships will be randomly determined as the group spawns, with the selected max as the cap, so even if you select 5 you'll probably get an even mix of small and large groups.\r\n\r\n* <strong>You can set the % of hostile/non-hostile encounters in the game.</strong>  Hostile ship groups will shoot at you when you approach.  They will have all of their turrets enabled. Different groups will also shoot at other groups and cargo ships, but not at other ships in the same group.  Since they're static that isn't much of a feature. Yet.\r\n\r\n* <strong>You can set the % of damaged/undamaged ships that spawn in the game. </strong> Damaged ships will look battered and beaten.  I've tried to make this look as natural and interesting as possible.\r\n\r\n* <strong>For damaged ships you can choose the maximum damage level that will be applied.</strong>  The actual damage applied will be chosen randomly, using this setting as the cap.  So there will be ships ranging from brand new to what-ever your prefered level of damage is.\r\n\r\n* <strong>You can also apply the same level of damage to all ships equally.</strong>  So if you want all of your encounter ships to look like they've been eaten by nano-bots, without any shiny, new ones in the game, then you can.\r\n\r\n* <strong>You can choose the % of ships that begin with their reactors on.</strong> It's worth keeping in mind that the ship may be hostile, even with the reactors off.  Especially when you hit the on button.\r\n\r\n* <strong>You can choose the % of ships that begin with their antennas active.</strong> For those ships that spawn without antennas active, all beacons and antenna will be turned off, to keep the element of surprise if the reactors are enabled.\r\n\r\n* <strong>You can choose whether antenna use their maximum range or the default for the ship.</strong>  Some of the exploration prefabs have these set to lower than max limits, presumably to conserve power, ticking this forces their antenna to broadcast their position over a wider area, at the expense of their fuel stock-pile.\r\n\r\n* <strong>You can choose the ratio of small ships to large</strong>  Groups the available encounter candidates into small and large ship/asteroid bases and randomly generates encounters based on the ratio of each that you chose.  Warning: selecting high large ship ratio's may cause performance problems, especially when used in conjunction with large encounter groups.\r\n\r\n* <strong>Set large ships selection to be restricted to only those with turrets</strong>  If you want a challenge every time you find a hostile encounter ship then be sure to click this.  Restricts the large grid encounter candidates to those that have turrets on board.  Doesn't currently distinguish between gatling, missile and interior turrets. All count as armaments.\r\n\r\n* <strong>Include and exclude specific ships for encounters using the encounter selection screen</strong>  Use the encounter selection screen to provide full control over the encounter candidates available in game, either using the flexible filter system or by clicking on each individually in the ships table.\r\n\r\n* <strong>Review ship block statistics</strong>  Hover over the 'blocks' and 'turrets' columns in the encounter selection screen to see a detailed break-down of the encounter candidate blocks.\r\n\r\n* <strong>Themed Presets allow you to quickly choose a set of options that suit a preferred game style. </strong>  Choose from Peace, Adventure, War and Ruins.  All settings will be modified to match, with only tweaking required.  The Random preset will set every setting randomly before closing the screen, so that you can't see what was selected.  Peace mode will replicate the settings used by the current vanilla default game mode.\r\n\r\nThis change includes and makes obsolete the changes for:\r\nhttps://github.com/KeenSoftwareHouse/SpaceEngineers/pull/272\r\n\r\nThe only difference between that change and this one, that isn't included above, is that the word 'hostile' has been removed from the antenna name; it looks better without and doesn't require translation.  Obviously there is also no need for the 'Hostile Encounters' checkbox any longer.\r\n\r\nI have had some difficulty deciding on maximum values for the number of ships allowed in each group and the maximum amount of damage that can be applied, as both settings can affect performance.\r\n\r\nFor the max number of ships, the reason for the performance problems are obvious, it's the same reason that having loads of ships in your world causes it to slow down.\r\n\r\nThe performance hit for damage is less obvious.  I've set it up so that each damage severity level randomly affects a different number of blocks.  So the 'Almost new' setting might affect up to 2% of blocks, while the 'Heavily Damaged' option might affect up to 20%.  Non-functional blocks get destroyed completely (distorting the blocks around them) and functional blocks (thruster/solar panels/etc.)  are damaged so that they start their various damage effects (sparking/flame/gas, etc.).  Looks good.\r\n\r\nAt the lowest settings the ship looks like it's been hit by micro-meteorites, but is otherwise structurally sound, while at the mid-range settings, they look crumpled and distorted.  At the highest settings, the ship can start to break up (depending on the ship design) and that effectively adds more ship grids as each section separates.\r\n\r\nI did have it so that  the highest setting completely gutted the ship/station, however the resulting loss of block cohesion, when applied to 5 large ships at a time resulted in hundreds of twisted ship sections floating off into space.  It looked incredible and is exactly what I'd like to see in the game, however I've had to reduce it as it caused too many resource problems.\r\n\r\nWith the maximum values available, both settings now seem stable and performant for me, on the 32-bit version, under high spawn density, and it may be possible to raise their cap to much higher values on the 64-bit versions of the game.\r\n\r\nI've probably missed something obvious, so if you have any questions please let me know."},"comment":{"url":"https://api.github.com/repos/KeenSoftwareHouse/SpaceEngineers/issues/comments/116842872","html_url":"https://github.com/KeenSoftwareHouse/SpaceEngineers/pull/288#issuecomment-116842872","issue_url":"https://api.github.com/repos/KeenSoftwareHouse/SpaceEngineers/issues/288","id":116842872,"user":{"login":"CodeHamster","id":12735308,"avatar_url":"https://avatars.githubusercontent.com/u/12735308?v=3","gravatar_id":"","url":"https://api.github.com/users/CodeHamster","html_url":"https://github.com/CodeHamster","followers_url":"https://api.github.com/users/CodeHamster/followers","following_url":"https://api.github.com/users/CodeHamster/following{/other_user}","gists_url":"https://api.github.com/users/CodeHamster/gists{/gist_id}","starred_url":"https://api.github.com/users/CodeHamster/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/CodeHamster/subscriptions","organizations_url":"https://api.github.com/users/CodeHamster/orgs","repos_url":"https://api.github.com/users/CodeHamster/repos","events_url":"https://api.github.com/users/CodeHamster/events{/privacy}","received_events_url":"https://api.github.com/users/CodeHamster/received_events","type":"User","site_admin":false},"created_at":"2015-06-29T20:50:25Z","updated_at":"2015-06-29T20:50:25Z","body":"Uploaded the new encounter selection GUI, which works almost as described above.  Changed the filtering system, as it was overly-complicated and didn't make sense. \r\n\r\nNote:\r\nI added a MyPrefabProfileDefinition POCO, to hold profile information on the ships.  Wasn't entirely sure where to place it, so may need moving.\r\n\r\nSpaceTexts will need to be added for the tooltip block name descriptions.\r\n\r\nWill do the above and refactor, as and when the time is available. "}}