Unmerging breaks event controllers, not just the merge-block controllers, every ec on the grid
I built and configured the attached grid as two separate grids, by hand, no blueprints or anything, in pure vanilla nonexperimental survival apex steam, with validated install files, turned off the lights, merged, they both turned on, unmerged, they both turned off, merged again and it's broken. Sideband testing says it's the unmerge that does it: after the first unmerge the broken event controller still sees its own merge block and has it as "selected" but it's in a different-subgrid color.
 
 
The thing is, this isn't the worst symptom, it's just the first one. The unmerge breaks every. single. event. controller. on the damaged subgrid, in a variety of ways, and that variety grows if you're using the creative tools.
p.s. you can *recover* from some of the damage, it's not a workaround because, well, keep reading, grind the damaged ecs to below functional and rebuild them, they then see the devices they have recorded as selected really are the ones they had selected. Do that for every EC on your ship and you'll at least get your ship back. It'll probably help if you make yourself a downgraded grinder, even on realistic grinding the elite one almost wrecks a sg ec in less than a second.
 
                                                                     
             
            
 I have the same bug
            I have the same bug        
Hello Engineer,
Thank you for reaching out on the forum.
Unfortunately, the attached ZIP file contains only the SBC file of the blueprint/world, not the complete blueprint or world data.
However, based on your description, it seems the issue might be similar to one we’ve already investigated and closed with an explanation. Could you please check if your issue matches this one?
Event controller not trigger after merge block unmerge, only trigger after remerge | Space Engineers PC Support
If not, please send us a screen recording/video showing the issue, along with the complete blueprint or world save where the issue occurred, along with the log file from the time this issue occurred. Before sharing, please make sure there are no MODs active in the world (it must be unmodded/vanilla), as MODs can interfere with the game’s basic functionality and cause issues. If it’s a blueprint, ensure the issue also occurs in an unmodded/vanilla world.
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
Thank you for reaching out on the forum.
Unfortunately, the attached ZIP file contains only the SBC file of the blueprint/world, not the complete blueprint or world data.
However, based on your description, it seems the issue might be similar to one we’ve already investigated and closed with an explanation. Could you please check if your issue matches this one?
Event controller not trigger after merge block unmerge, only trigger after remerge | Space Engineers PC Support
If not, please send us a screen recording/video showing the issue, along with the complete blueprint or world save where the issue occurred, along with the log file from the time this issue occurred. Before sharing, please make sure there are no MODs active in the world (it must be unmodded/vanilla), as MODs can interfere with the game’s basic functionality and cause issues. If it’s a blueprint, ensure the issue also occurs in an unmodded/vanilla world.
Kind Regards,
Keen Software House: QA Department
The problem isn't the unmerge events not being delivered in the same tick, or at all, the reproducible problem starts with bad events being delivered. The bad behaviors have been difficult for me to confine or reliably reproduce (it seems it's almost always something, exactly what is the hard-to-corral part), and consequent behavior is generally hard for me to predict, so I've left a lot of bad behavior out of this report and am confining it to a symptom I can 100%-reliably provoke. Banging on the general setup and details of how you build these, as part of what two ships, should prove entertaining.
As requested here is a less-enthusiastically-minimalized example as a pair of blueprints, along with the rest of the requested documentation:
> a screen recording/video showing the issue, along with the complete blueprint or world save where the issue occurred, along with the log file from the time this issue occurred
and along with the blueprints I've included a world save with the two blueprints already pasted and lined up.
The buttons toggle the lock/merge on their adjacent devices; their adjacent ECs watch those devices and set their attached blinkenlights to match the reported state. The (for me) 100%-reproducible sequence here is, unmerging from the right grid causes the left grid's connector-watching EC to be told its locked connector has unlocked when it hasn't. So far for me if you follow the exact sequence I give here it happens the first time, but it always happens eventually and again, in other builds it's just one of the bonbons on offer.
All of this was done entirely in vanilla worlds, Apex steam with a verified install, no mods enabled (edit: in this world) ever. Build the left grid, build the right grid, merge them, lock the docking connectors, unmerge them. For this report I've done it in survival with creative tools enabled.
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The important part is, as close as I've gotten it so far, unmerging grids when both have event controllers does unpredictable damage on EC connections on both of them; it's unlikely that "every EC connection on the grid" will get damaged at once, sorry for leaving that as a reasonable read, but in my experience every EC connection on the grid is vulnerable to bad events or no longer recognizing its watched device. Here the sequence seems reproducible but finding one that would hold still long enough took some doing.
Note that in the attached video, unlike every time I tried from this save before recording the video, it's the connector on the unmerging side whose EC gets the false unlock event; every other time I tried it it was the other connector's that got it.
The problem isn't the unmerge events not being delivered in the same tick, or at all, the reproducible problem starts with bad events being delivered. The bad behaviors have been difficult for me to confine or reliably reproduce (it seems it's almost always something, exactly what is the hard-to-corral part), and consequent behavior is generally hard for me to predict, so I've left a lot of bad behavior out of this report and am confining it to a symptom I can 100%-reliably provoke. Banging on the general setup and details of how you build these, as part of what two ships, should prove entertaining.
As requested here is a less-enthusiastically-minimalized example as a pair of blueprints, along with the rest of the requested documentation:
> a screen recording/video showing the issue, along with the complete blueprint or world save where the issue occurred, along with the log file from the time this issue occurred
and along with the blueprints I've included a world save with the two blueprints already pasted and lined up.
The buttons toggle the lock/merge on their adjacent devices; their adjacent ECs watch those devices and set their attached blinkenlights to match the reported state. The (for me) 100%-reproducible sequence here is, unmerging from the right grid causes the left grid's connector-watching EC to be told its locked connector has unlocked when it hasn't. So far for me if you follow the exact sequence I give here it happens the first time, but it always happens eventually and again, in other builds it's just one of the bonbons on offer.
All of this was done entirely in vanilla worlds, Apex steam with a verified install, no mods enabled (edit: in this world) ever. Build the left grid, build the right grid, merge them, lock the docking connectors, unmerge them. For this report I've done it in survival with creative tools enabled.
----
The important part is, as close as I've gotten it so far, unmerging grids when both have event controllers does unpredictable damage on EC connections on both of them; it's unlikely that "every EC connection on the grid" will get damaged at once, sorry for leaving that as a reasonable read, but in my experience every EC connection on the grid is vulnerable to bad events or no longer recognizing its watched device. Here the sequence seems reproducible but finding one that would hold still long enough took some doing.
Note that in the attached video, unlike every time I tried from this save before recording the video, it's the connector on the unmerging side whose EC gets the false unlock event; every other time I tried it it was the other connector's that got it.
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