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Merge Block IsConnected in Programmable Block returns true on yellow state
Solved
The IsConnected method of the IMyShipMergeBlock interface returns true on yellow state.
But IsConnected should return true only in green state.
Files:
Evidence.png
I have the same bug
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello, Engineer!
Thank you for your feedback! Your topic has been added between considered issues.
Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
See also: https://support.keenswh.com/spaceengineers/general/topic/merge-block-incorrectly-reports-itself-as-connected-when-its-touching-another-merge-block
See also: https://support.keenswh.com/spaceengineers/general/topic/merge-block-incorrectly-reports-itself-as-connected-when-its-touching-another-merge-block
Any update on this issue? Monumentally infuriating trying to script with merge blocks at the moment
Any update on this issue? Monumentally infuriating trying to script with merge blocks at the moment
The problem still exists
The problem still exists
If this is fixed, please consider allowing the information about yellow state of merge block to be accessible as well, as some clang drive scripts rely on that input.
If this is fixed, please consider allowing the information about yellow state of merge block to be accessible as well, as some clang drive scripts rely on that input.
Hi, an possible solution are make an equivalent enum like "MyShipConnectorStatus"
Thanks for yours works :)
Hi, an possible solution are make an equivalent enum like "MyShipConnectorStatus"
Thanks for yours works :)
I just got bit by this bug. Tried to make a mining piston that could build its own track to move forward. It shouldn't advance until merged but now it does and stalls when things don't line up properly later. Said script works perfectly in ideal conditions though so the yellow = merged bug is the root of my issue.
I just got bit by this bug. Tried to make a mining piston that could build its own track to move forward. It shouldn't advance until merged but now it does and stalls when things don't line up properly later. Said script works perfectly in ideal conditions though so the yellow = merged bug is the root of my issue.
was using sensons till now , somehow i stumbled upon the "IsConnected" prop, got excited for nothing :(
was using sensons till now , somehow i stumbled upon the "IsConnected" prop, got excited for nothing :(
I stumbled upon this issue as well, but because of how the merge block works it was pretty easy to solve in another way by simply checking if they are members of the same CubeGrid. This should only be true while they are merged.
if (mergeBlockA.CubeGrid == mergeBlockB.CubeGrid) { // do something when they have been properly merged }I stumbled upon this issue as well, but because of how the merge block works it was pretty easy to solve in another way by simply checking if they are members of the same CubeGrid. This should only be true while they are merged.
if (mergeBlockA.CubeGrid == mergeBlockB.CubeGrid) { // do something when they have been properly merged }Just stumbed on this one. Pretty anoying as my script was supposed to fire once grids merge, and it activates way too early.
Just stumbed on this one. Pretty anoying as my script was supposed to fire once grids merge, and it activates way too early.
Also just stumbed on this 'feature' :( at least this forum entry had a solution after little tweak looks like this:
public static class MyShipMergeBlockExtensions { public static bool IsMerged(this IMyShipMergeBlock mergeBlock) { //Find direction that block merges to Matrix mat; mergeBlock.Orientation.GetMatrix(out mat); Vector3I right1 = new Vector3I(mat.Right); //Check if there is a block in front of merge face IMySlimBlock sb = mergeBlock.CubeGrid.GetCubeBlock(mergeBlock.Position + right1); if (sb == null) { return false; } //Check if the other block is actually a merge block IMyShipMergeBlock mrg2 = sb.FatBlock as IMyShipMergeBlock; if (mrg2 == null) { return false; } //Check that other block is correctly oriented mrg2.Orientation.GetMatrix(out mat); Vector3I right2 = new Vector3I(mat.Right); return right2 == -right1; } }Also just stumbed on this 'feature' :( at least this forum entry had a solution after little tweak looks like this:
public static class MyShipMergeBlockExtensions { public static bool IsMerged(this IMyShipMergeBlock mergeBlock) { //Find direction that block merges to Matrix mat; mergeBlock.Orientation.GetMatrix(out mat); Vector3I right1 = new Vector3I(mat.Right); //Check if there is a block in front of merge face IMySlimBlock sb = mergeBlock.CubeGrid.GetCubeBlock(mergeBlock.Position + right1); if (sb == null) { return false; } //Check if the other block is actually a merge block IMyShipMergeBlock mrg2 = sb.FatBlock as IMyShipMergeBlock; if (mrg2 == null) { return false; } //Check that other block is correctly oriented mrg2.Orientation.GetMatrix(out mat); Vector3I right2 = new Vector3I(mat.Right); return right2 == -right1; } }Hello, All!
Thank you for letting us know about this issue. This has been reported internally.
Kind Regards
Laura, QA Department
Hello, All!
Thank you for letting us know about this issue. This has been reported internally.
Kind Regards
Laura, QA Department
Hello Engineer,
We were reviewing your bug report in our backlog and noticed that it has been marked as fixed since update 200.
We apologize for the delayed response and are now closing this ticket as Solved.
Kind Regards,
Ludmila Danilchenko
Head of Space Engineers QA Department
Hello Engineer,
We were reviewing your bug report in our backlog and noticed that it has been marked as fixed since update 200.
We apologize for the delayed response and are now closing this ticket as Solved.
Kind Regards,
Ludmila Danilchenko
Head of Space Engineers QA Department
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