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Space Engineers: A Simple Methodology for Defeating Autorespawn

A simple methodology for defeating autorespawn.

Abstract

With the latest update, you may have noticed that spawning has changed. Many servers now have “autorespawn” enabled, meaning you no longer get to choose which grid to spawn at. Instead, you automatically respawn at the grid closest to your death. Two timer blocks per grid is all it takes to defeat this mechanic and spawn at medical rooms/survival kits anywhere in the world. Once you have a sprawling empire, this method allows you to “cycle” between grids until you spawn at the desired grid. The logic is simple and (hopefully) idiot-proof. This system has been tested between 3 grids in survival on an official Keen server.

Configuration

Two timer blocks and at least one medical room/survival kit are necessary to begin. The first timer block (Respawn) will turn off ALL medical rooms/survival kits located on the grid and start the second timer block (Reset), which will activate after a set time and turn the medical rooms/survival kits back on.

You’ll want the following configuration on every grid you plan to use this system with:

Timer Block Respawn:
-Setup Actions – Survival kit (off) / Timer Block Reset (start)
-Time doesn’t matter, won’t be used.

Timer Block Reset:
-Setup Actions – Survival kit (on)
-Time set to 15 or more seconds (“aperture”)

Settings / Aperture

The “aperture” is the amount of time until your Survival kit/Medical room(s) turn back on. If you have numerous grids located all over the world, you’ll want a much longer aperture than 15 seconds, possibly up to several minutes. This allows you to turn off respawn points in succession until you arrive at the desired grid. This cycling effect will occur in the order of proximity, that is, the grid nearest your last respawn. Once the apertures expire, all respawn points will turn back on in the order you shut them off.

The aperture is set by adjusting the time on Timer Block Reset, the minimum value should be 10 to 15 seconds. If you have a longer aperture and manage to shut off all your survival kits (temporarily), you’ll be prompted to join a new faction and get a respawn ship. Resist this urge.

You can add as many Survival kits/Medical rooms to a grid as you want, provided that they all get turned off by Timer Block Respawn. If you have more than 8 spawn points on your grid, you’ll need another timer block and I’ll let you figure that out on your own, Mr. Spawny-pants.

Usage Example

You have grids A and B located 2000km apart, both with Survival kits turned on. You are at grid A, and select “trigger now” on the Respawn timer block, which turns off grid A’s Survival kit. During the 15 second “aperture” before the Reset block triggers, you hit backspace and respawn. You should find yourself at grid B, the only other Survival kit in the world owned by you that is currently turned on. 15 seconds after your initial triggering, grid A’s Survival kit is turned back on.

Pitfalls

The only known pitfalls are not configuring the blocks correctly (PEBKAC), and servers where grids desync immediately after you spawn away from them. This is the part I am unsure of, how long can your aperture be while grids still update in your absence? The timer block will have to turn your respawn points back on while you are spawning thousands of kilometers away. This has not caused any issues yet, but more information is needed.

The method described in this guide is possible with only one timer block, but it requires more effort each time. With a single timer block turning your medical rooms/survival kits back on, you can simply turn them off by hand and activate the timer manually. In addition, using only one timer block is prone to user error, and will eventually result in a spawn point being turned off permanently. I went with the 2-timer block approach for ease of access and less risk when cycling between grids.

Video Proof

I have two grids parked next to each other, and a third that has been jumped 4000km away. This (potato) video shows the configuration and testing of the method.

Written by Splattercaster

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