When event controller is watching blocks, in some cases during attach and detach via merge blocks, the event controllers forgets which blocks they are watching. Blueprint in link is having the issue in vanilla (no mods)
Video Example:
Blueprint example: (Reccomend to spawn in gravity as rotors wont engage in 0 gravity)
https://steamcommunity.com/sharedfiles/filedetails/?id=3146632657
When spawning in blueprint, all event blocks have setup for blocks to watch
Deploy 2 Event Rotor Counter Clockwise
- Watching Rotor Counter Clockwise
Deploy 3 Event Base Piston
- Watching Base Pistons
Deploy 4 Event Rotor Counter Clockwise
- Watching Rotor Counter Clockwise
Retract 2 Event Lift Arm Pistons
- Watching Lift Pistons 1 and 2
Retract 3 Event Rotor Counter Clockwise
- Watching Rotor Counter Clockwise
When you click the button or trigger deploy/retract and the grid unmerges, some of the event blocks loses its watched blocks
In my latest test only: Deploy 3 Event Base Piston retained its watched blocks. all remaining event controllers lost its watched blocks
I know this is likely the same bug reported here:
But i figured providing a bluepring example would be valuable. Hope this gets fixed soon as event controllers are a lot safer to use for certain applications (like this bluepring) than timers, but this bug makes them useless for anything advanced/complex
I have the same bug
I believe I am having this same issue, however, it is occurring with an automated ship assembly setup that uses merge blocks. I have constructed automated fighter drones that work fine when pasted into the world from a saved blueprint but when I weld them from a blueprint with a projector in survival and unmerge them from the "ship printer", the Cockpit, Event Controllers and Timer Blocks forget their assigned actions and showing the icon representing "block/group missing/unavailable" in their stead.
I believe I am having this same issue, however, it is occurring with an automated ship assembly setup that uses merge blocks. I have constructed automated fighter drones that work fine when pasted into the world from a saved blueprint but when I weld them from a blueprint with a projector in survival and unmerge them from the "ship printer", the Cockpit, Event Controllers and Timer Blocks forget their assigned actions and showing the icon representing "block/group missing/unavailable" in their stead.
Been experiencing the same problem. One build had a Merge Block attached to a Piston that would disappear from the Event Controller's watchlist from time to time upon detaching the Merge Block. I think upon separating grids the game needs a moment to assign which block goes to what grid and if it takes too long it overlaps with the Event Controller's window of operation or something.
I haven't encountered this problem when using Connectors so far.
Been experiencing the same problem. One build had a Merge Block attached to a Piston that would disappear from the Event Controller's watchlist from time to time upon detaching the Merge Block. I think upon separating grids the game needs a moment to assign which block goes to what grid and if it takes too long it overlaps with the Event Controller's window of operation or something.
I haven't encountered this problem when using Connectors so far.
i have the same bug with a drone printer in survival where i use the same blueprint in multiple projectors. it loses the selected block.
the problem with losing actions can be worked around by putting the block you want to trigger in a group and then use the group instead of the block in the actions. i believe this is because if you put blocks in a hotbar it uses a unique block identifier that sometimes changes if merge blocks are involved. with groups the hotbar searches for the group name, so make sure your group names are unique. same thing as with losing cockpit actions in printed ships or when merging
edit: as a solution you(devs) could let us add groups to the 'selected blocks' in the event controller menu
i have the same bug with a drone printer in survival where i use the same blueprint in multiple projectors. it loses the selected block.
the problem with losing actions can be worked around by putting the block you want to trigger in a group and then use the group instead of the block in the actions. i believe this is because if you put blocks in a hotbar it uses a unique block identifier that sometimes changes if merge blocks are involved. with groups the hotbar searches for the group name, so make sure your group names are unique. same thing as with losing cockpit actions in printed ships or when merging
edit: as a solution you(devs) could let us add groups to the 'selected blocks' in the event controller menu
Hello, rik jilleba (rockyrock3),
I am sorry you are experiencing this issue. Can you please share your save or blueprint with me?
Thank you in advance.
Kind regards,
Keen Software House: QA Department
Hello, rik jilleba (rockyrock3),
I am sorry you are experiencing this issue. Can you please share your save or blueprint with me?
Thank you in advance.
Kind regards,
Keen Software House: QA Department
I have the same problem building a automated contraption to build a space elevator. Several event controllers are in the mechanism that welds the next section and then climbs up the side of the tether. When the mechanism un-merges from the tether, the monitored blocks un-link in the event controllers. https://youtu.be/1a3JmaYNQqE?t=2517
p.s. ignore the clang explosion at the end, unrelated.
I have the same problem building a automated contraption to build a space elevator. Several event controllers are in the mechanism that welds the next section and then climbs up the side of the tether. When the mechanism un-merges from the tether, the monitored blocks un-link in the event controllers. https://youtu.be/1a3JmaYNQqE?t=2517
p.s. ignore the clang explosion at the end, unrelated.
Hello, rik jilleba (rockyrock3),
thank you for the detailed save and steps to reproduce. I was able to reproduce the issue and I reported it into our internal system.
Kind regards,
Keen Software House: QA Department
Hello, rik jilleba (rockyrock3),
thank you for the detailed save and steps to reproduce. I was able to reproduce the issue and I reported it into our internal system.
Kind regards,
Keen Software House: QA Department
I’m having the same issue with the event controllers losing the blocks they are watching. Been working on a scenario and had set up all the drones but now I’m finding that none of the event controllers are looking at anything. Every single event controller has dropped the blocks they were looking at. This is over power stored and cargo. I have 2 event controllers on each drone. 1 for ammo reshoot and 1 for power recharge. Now I have drones falling out of the sky!!!!!!!
I’m having the same issue with the event controllers losing the blocks they are watching. Been working on a scenario and had set up all the drones but now I’m finding that none of the event controllers are looking at anything. Every single event controller has dropped the blocks they were looking at. This is over power stored and cargo. I have 2 event controllers on each drone. 1 for ammo reshoot and 1 for power recharge. Now I have drones falling out of the sky!!!!!!!
Experiencing the same issue, making a gate with merging/unmerging, during the merging sequence one of the event controllers loose the tracking of its block and i have to re-assign it every time the grid merges
Experiencing the same issue, making a gate with merging/unmerging, during the merging sequence one of the event controllers loose the tracking of its block and i have to re-assign it every time the grid merges
pictures of the setup, yellow Rotors/Pistons are removed from watchlists of Event Controller
pictures of the setup, yellow Rotors/Pistons are removed from watchlists of Event Controller
Posted a bug report with video and blueprint example aswell.
https://support.keenswh.com/spaceengineers/pc/topic/42256-bug-event-controller-removes-watched-blocks-when-detachingre-attaching
Following this thread, hoping for a fix in the future
Posted a bug report with video and blueprint example aswell.
https://support.keenswh.com/spaceengineers/pc/topic/42256-bug-event-controller-removes-watched-blocks-when-detachingre-attaching
Following this thread, hoping for a fix in the future
Big issue. Controller forgets actions and target blocks if the grid detaches. You have to use the controller to trigger a timer because the timer remembers it's actions. This sucks because of pcu and space needed for the timer block.
Big issue. Controller forgets actions and target blocks if the grid detaches. You have to use the controller to trigger a timer because the timer remembers it's actions. This sucks because of pcu and space needed for the timer block.
Hello Engineer,
We’re pleased to inform you that the issue with the Event Controller (EC) losing tracked blocks or actions during grid split/merge has been partially resolved in version 205.
The EC now performs better when detachment and reattachment occur quickly, especially in simpler setups. To improve reliability, we recommend simplifying grid hierarchies and minimizing separation levels where possible.
Happy engineering!
Kind regards,
Keen Software House - QA Department
Hello Engineer,
We’re pleased to inform you that the issue with the Event Controller (EC) losing tracked blocks or actions during grid split/merge has been partially resolved in version 205.
The EC now performs better when detachment and reattachment occur quickly, especially in simpler setups. To improve reliability, we recommend simplifying grid hierarchies and minimizing separation levels where possible.
Happy engineering!
Kind regards,
Keen Software House - QA Department
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