Space Engineers

Space Engineers

Lagless Drills (OBSOLETE)
90 Comments
T4Ken 15 Jan, 2017 @ 2:01am 
I think u can remade it xD Server Sim Speed drops again ;-P
DanP  [author] 2 Jul, 2016 @ 9:45am 
Hi Spades, as far as I can tell, Keen corrected their code such that using more than 2-3 drills at a time no longer reduces the entire server to 0.2 - 0.3 sim speed. So I am happy to say that this mod is obsolete.
Ace 22 Jun, 2016 @ 8:52pm 
So, this is now obsolete, why is it obsolete? Purely curious.
Silhouette_8✘⛩ °口° 19 Oct, 2015 @ 12:38am 
The latest update/hotfix (Update 01.104) seems to have broken this, where as the previous version it seemed to work perfectly, now the drills wont drill at all.
PeeeLz 11 Jul, 2015 @ 8:06am 
Once I downloaded the mod and activated via control panel, I couldn't move anymore haha.
Greatheart 10 Jul, 2015 @ 6:12am 
Had the same as the below. Drils would turn but wouldn't mine anything. Disabling the mod fixed it. Such a shame!
Verok 3 Jul, 2015 @ 5:31am 
The latest update to the game seems to have caused this to stop working. The drills don't appear to be able to penetrate some asterouds now.
DanP  [author] 22 Jun, 2015 @ 5:54am 
Just so everyone is aware, I have updated the license for the mod to allow non-commercial derivatives. I feel my period of exclusivity has passed, so enjoy. :-)
Siro 22 Jun, 2015 @ 5:46am 
I've only ever gotten large freezes when approaching/leaving the area around asteroids when in ships composed of a particularly large number of blocks and/or ships composed of blocks owned by multiple users.
DanP  [author] 22 Jun, 2015 @ 5:29am 
I am not sure as I have never experienced that.
Spaz 21 Jun, 2015 @ 10:35am 
Does this also fix the issue where drilling an asteroid on a server, then trying to fly away from it causes big frame freezes?
DanP  [author] 19 Jun, 2015 @ 9:03am 
Yeah, it was a bit of a pain to work out. Having other mods to look at really helps. I had to assemble bits and pieces of knowledge from dozens of other mods, some random conversations in forums, and my own trial & error. I am glad to hear it helped.
Siro 19 Jun, 2015 @ 6:46am 
Cool, thank you. I like this mod and just looking through the comments in your code really helped me break the ice in terms of understanding how Keen has stuff organized so I could put together my own mod.
DanP  [author] 18 Jun, 2015 @ 6:20pm 
Alright, the updated version has been posted. I added special thanks to you in the change log for shedding light on this. Truth be told, seeing so many classes seemingly vanish had me avoiding looking at it again after the first 1/2 hour of searching, hence the wait for a fix.
DanP  [author] 18 Jun, 2015 @ 6:15pm 
Thanks, uploading now. It was also missing VRage.ModAPI for IMyEntity.
Siro 18 Jun, 2015 @ 4:54am 
Okay well to fix it without substantively changing anything, just fixing the namespaces, add:
using VRage.ObjectBuilders;

and change:
Sandbox.Common.ObjectBuilders.Definitions.SerializableDefinitionId
to:
VRage.ObjectBuilders.SerializableDefinitionId

As to compiler warnings, I'm just using notepad++ and testing stuff with the game directly and getting no warnings/errors in the SpaceEngineers.log after making the above change. A lot of stuff got moved from the sandbox to VRage. Trust me, just do the above and run it in the game. Works, at least with the most recent avialable version from the workshop anyway...
DanP  [author] 17 Jun, 2015 @ 7:34pm 
Thanks for the pointers. I considered having it add the ore directly to the drills when I created it, but the idea was to get as close to vanilla as I could. Right now, there are issues with the spawning that A) blow up really large drills and B) do not let much ore escape. But I do plan to fix those issues, so for now, spawning will remain if possible. As of right now, there are 29 errors in the code dealing with more than just SerializableDefinitionId. I will have a closer look tomorrow.
Siro 17 Jun, 2015 @ 5:53pm 
pretty sure some stuff got moved into VRage.Game.

Anyway, you don't need to actually chcek for whether or not items can be added to the inventory because AddItems already does this and even returns false if it fails. So simply removing that extra check (which seems to be the only place you have "SerializableDefinitionId") causes the mod to work as normal.

Also, if you want to do the 1==2 section, you'd just move the spawn code up and end it with the AddItems section earlier in the code to the array of drill inventories instead of actually spawning the ore. As far as I can tell it's actually harder to add the floating ore to the world then pick it back up than it is to actually just spawn it into the drill directly.
DanP  [author] 17 Jun, 2015 @ 4:47pm 
Yeah, sorry guys. I tried to reply sooner, but the comment must not have gone through. I am not certain if I can fix it this time. I have been unable to find some of the classes I used, but I have not yet exhausted my entire bag of tricks. I've been pretty caught up in the Witcher 3, but I'll give it another go soon.
Hitwood 15 Jun, 2015 @ 10:49am 
Great Job ! To back up a follow gamer "Still it would be nice if you could make it compatible with the Stargate (working teleport) mod, because actually lagless drills aren't capable to drill the new ores (3 types of ore) that the mod has in it xD."
Siro 13 Jun, 2015 @ 3:31pm 
Indeed, getting "The type or namespace name 'SerializableDefinitionId' does not exist in the namespace 'Sandbox.Common.ObjectBuilders.Definitions'" in the log.
Ninta Silverwind 11 Jun, 2015 @ 1:53am 
stopped working again indeed. doesn't mine anything atm
Shaddaz - [EN] 7 Jun, 2015 @ 6:38am 
Just tried it on my little drill ship it mined a flat edge and then stopped working :(
PhoenixTheSage 4 Jun, 2015 @ 4:45pm 
Stopped working again I think...
DanP  [author] 2 Jun, 2015 @ 9:03pm 
Small ships and large ships. It has no effect on hand drills.
[FOX]FoxTech 30 May, 2015 @ 5:28pm 
Does this change the function of drills on small ships and hand drills as well as large ship drills?
TheMoran 29 May, 2015 @ 3:54am 
I actually LOVE this mod, it is a great work.
Still it would be nice if you could make it compatible with the Stargate (working teleport) mod, because actually lagless drills aren't capable to drill the new ores (3 types of ore) that the mod has in it xD.
However this is an AWESOME job, thank you so much!
DanP  [author] 24 May, 2015 @ 7:39pm 
Sorry for the delay guys--just finished moving everything over to a PC here on the other side of the USA. The fix has been tested, published, and tested again. Enjoy!
Coreinsanity 22 May, 2015 @ 3:47am 
Just wanted to stop in and say this is a great mod, it makes mining much less painless (I actually like mining in this game, if it wasn't for the ridiculous amounts of lag).

Looking forward to when you get it fixed, but please don't mistake that for rushing!

Enjoy your vacation!
DanP  [author] 21 May, 2015 @ 7:27pm 
The mod is currently not working after today's update. I have already fixed the issue in code, but I am currently on vacation and cannot get Space Engineers to run remotely in order to publish. Tomorrow, I will see about installing Space Engineers on another PC here so I can publish the fix.
Drats666 18 May, 2015 @ 5:00pm 
hey I was just wondering, if you planned on making a lagless welder and lagless grinder? would love a welder that doesnt kill people and dont have the blinding spark >.< nearly made my wreck 3 ships i was welding. as for the grinder one well was just recommending that to cover the bases :-p +1 man +1
RulerOfDiscord 18 May, 2015 @ 4:03pm 
It doesn't seem to be working for me at all, I loaded up a creative world to test it in with that being the only mod on the world. The drills are still able to be turned on with the mouse and produce the standard noise as well.
DanP  [author] 18 May, 2015 @ 5:53am 
@TheAmazingTaco It works in single player as well. Others have had trouble with it if it isn't the top mod, assuming they have other mods running that alter the vanilla drills. There are a few other situations people have found where the mod does not work, that you can find in the "Bug Reports & Weirdness" discussion topic. If none of those apply to you, please let me know.
RulerOfDiscord 17 May, 2015 @ 8:32pm 
I'm having trouble with the mod actually working, does it have to be on a dedicated server or can it also be run in single player?
Jakesnake5 17 May, 2015 @ 5:48am 
@Gorbadon The upgrade module mod DOES replace the vanilla drills to work with the module.

In order for these drill to benefit from it, DanP will have to add the upgrade interface to the drill too.
DanP  [author] 16 May, 2015 @ 1:29pm 
UPDATE:
Drilling should be a little smoother now. I just released an update that handles the target drilling area quite a bit better in several different ways. If you have been having trouble drilling at certain angles, this latest update will fix that for you.
Gorbadon 15 May, 2015 @ 6:30am 
@Scootermagoo Try to move Lagless Drills to the top of the mod-list, if one of the other mods changes the stock drill in any form that can cause incompatibilities with this mod.
Gorbadon 15 May, 2015 @ 6:16am 
Currently this mod is not working with the new drill-upgrade module by Keen, I think they both override the stock drill.
Can you somehow get them to cooperate please?
DanP  [author] 14 May, 2015 @ 5:58pm 
The fix for today's breakage has been posted.
DanP  [author] 14 May, 2015 @ 2:00pm 
I have received reports that the mod is not working since today's Space Engineers update. I will investigate in a few hours.
J0K3R6397 14 May, 2015 @ 9:21am 
@Scootermagoo did you add the mod to a world that already existed? Try using the mod on a new world. You can use SEToolbox to import all your ships, asteroids, etc... into the new world so you don't lose any progress/builds. You will however lose GPS locations and faction information, which can easily be recreated.
Scootermagoo 14 May, 2015 @ 2:04am 
Bug report 1 they do not drill. had a 3 drill and a 81 drill plunge and the plunge moved 5000kg in about 10 minutes, not impressed. vrs 1.81
J0K3R6397 13 May, 2015 @ 10:38pm 
I think I have figured out what the issue is... The mod cannot be added to a world that already had mods in it. In short, when I created a new world with all my other mods, it works fine. But when I try to use it on an existing world, it doesn't work.
J0K3R6397 13 May, 2015 @ 8:28pm 
Note:::

Even in your video, the dust puffs I am referring to do not appear, nor does the drilling contact sound I referenced play either.
J0K3R6397 13 May, 2015 @ 8:27pm 
(1 of 2)

@Nugs Mining is the key part of the game, aside from when you're in creative mode. For this reason, I tend to test the efficiency/failure of ships before epicly failing in survival (a.k.a. finding out the hard way)

@DanP I have just under 100 mods, so to list them here would be shameful (for lack of a better, possibly derpier word.)

On your note about absent/removed animations, your mod does indeed remove the dust puff animations that vanilla drilling creates at a rate of about 3 per drill per second (or more) as well as the asteroid bits animation that follows any present gravity. (The little rock pieces that fall, then despawn.) Whether this side-effect is intentional or not, it happens, regardless of the cause, be it your mod or a mix of mods and/or effects caused by them.
J0K3R6397 13 May, 2015 @ 8:26pm 
(2 of 2)

To reiterate, something (that I assumed was your mod at first), causes these dust puffs to not appear at all as well as the impact drill sound while deforming asteroids, both of which are definite performance increases. However, these effects are only occurring when drilling with vanilla drills, and not when using modded drills like those found in the "ShadowFlux Used Equipment Sales and Service" mod, for one - http://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=297456650

I would like to have the sound play, assuming the game doesn't also stack those per drill, which would be (and seemed to be in large numbers) an obvious source of lag/server load. In essence, the changes you have made would be applied to a new drill mod that is in production, he just doesn't know exactly how to implement it yet. I personally don't know a thing about modding this game yet, but would love to learn.
Nugs 13 May, 2015 @ 6:27pm 
@z51aj17 ah ok. I just hate mining lol
DanP  [author] 13 May, 2015 @ 5:42pm 
@z51aj17 The animations are not the problem, and the mod does not disable the animations. The mod sets the "real" range and offset of the vanilla drills to 0 so that the stock drill system is never used. Lag is avoided primarily by combining all asteroid reads and writes per ship and asteroid. The drills themselves do nothing at all but play animations. It is a global script mod running in the background that seeks out activated drills, batches their intended reads/writes together, and then executes them. The animations are absent because they are not implemented by the alternate drilling system built into the mod.

The result is that for 20 drills on a ship, you perform 1 read/write. I have simulated Vanilla lag by moving the drilling code back into the individual drills, meaning 20 read/writes (and presumably any associated geometry recalculations) for 20 drills on a ship.

If you don't mind me asking, which mods were you running above it? Or does it even matter?
J0K3R6397 13 May, 2015 @ 10:36am 
@Nugs It's called bore testing, to see if the creation can fit through the hole it makes without hitting the sides. Besides, I just spawn a test asteroid then delete it afterwards.

@DanP I have done some testing, and the mod seems to work in creative, but only when I put it at the top of the mods list. Otherwise, I just bounce off asteroids with no damage or drilling taking place with vanilla drills. Other drills work fine, but obviously still have their laggy animations intact.

On a side note, is there any way you could give me a link to, or a tutorial yourself, on how to modify the drill settings to make the animations stop being rendered? I'd like to apply it to another mod a friend is working on.

Thanks again.
DanP  [author] 13 May, 2015 @ 5:36am 
The mod does and has always worked in creative mode. If the mod is not working for a particular user in creative mode, something else is going on.