[FeildWork] small grid Event controller action slots are mixed up with merge blocks and connectors

Stuart Alleyne shared this bug 4 months ago
Investigating

when the event for merge blocks and connectors are selected, The negative state is triggering when the positive requirement is met. Something confusing is happening.

To recreate ( with small grid):

build 1 steel cube, 1 small battery, 1 event controller, 1 merge block, and 1 access panel for system access.


1. From the access panel, go into the event controller and change the event to merge block merged/unmerged.

2. Select the single merge block


-Notice that it understands the merge block is NOT merged, but is looking to trigger action slot 1. instead of slot 2.


-Now add an additional merge block to connect to the first merge block

Notice that it understands the merge block IS merged, and is also looking to trigger action slot 1.


-Lastly, remove the second merge block that was connected.

Notice that it understands the merge block is NOT merged, and NOW wants to trigger action slot 2. however, this step can sometimes be inconsistent and will stay on slot 1 or not even trigger at all.


This is particularly noticeable when building a small grid from a blueprint and something should be triggered on the small grid when the merge block is then unmerged after welding. This fails. But the desired action happens if the merge block is then re-merged.

Replies (4)

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2

yes iv reported this bug several times but its always more info needed or mot enough votes. have you noticed the one where if the event controller is watching the state of a merge to do something when you unmerge it then paint the grid in any way and it triggers the sequence as if you unmerged. the ai blocks are riddled with bugs that nobody seems to care about like when you rebuild a sub grid fighter and the recorder forgets its relative beacon so it tries to go back to the location you first programed it.

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2

Hey Marcus, no I have not seen those bugs in my average play scenarios. This was the first time I've ever even come across this bug which is what made me think its something that was just introduced. It's definitely a pia though.

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1

Hello,

Thank you for your report.

Based on your description, I believe the issue appears at the final step—removing the merge block.

Here's what I think might be happening:

  • After building and setting up the Event Controller, it hasn't yet gone through the event, so it remains in its default state.
  • Merging with another merge block seems to work correctly, as Action 1 is triggered.
  • The issue seems to be that Action 2 is not consistently triggered on unmerge.

However, I was not able to reproduce the issue by following your steps exactly.

A few days ago, I came across a similar thread:

Event Controller not triggered after merge block unmerge

The problem described there closely resembles yours, and we were able to reproduce it using the user’s instructions.

Any additional information—such as a video or affected blueprint—would be greatly appreciated. It would help us determine whether both reports are describing the same issue or if they are two separate but similar problems.


Kind regards,

Keen Software House

QA Department

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1

Hey guys,

Thank you for looking into this. Strange that my instructions didn't work for you as it's reliably doing it for me. I've attached a video clearly showing the issue in a a real application as how it affects me. I suspect the other issue you found is more than likely related to the same issue. Let me know if you need anything else.

Thanks and Best,

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1

Hello Stuart,

Do you think you can also share with us a blueprint of grids that have this issue happening?


You can upload them to Steam as hidden, we will still be able to see them.

Kind regards,

Keen Software House

QA Department

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1

Hello there,

Ok so, I think I'm on to something. For the purpose of testing and giving you a simple grid to look at, I decided to start a fresh world and build a brand new pmw with the exact same launch set up.... and it worked fine! BUT, it also doesn't work.........

To cut to the chase, it looks like it's an issue in old worlds and entities created in that world.

Scenario 1) New world / New Launch Pad (built) / PMW (projected) = Works

Scenario 2) New world / Old Launch Pad (Pasted) / PMW (projected) = Works

Scenario 2) Old world / New Launch Pad (Pasted) / PMW (projected) = Works

Scenario 3) Old world / New Launch Pad (Built) / PMW (projected) = Doesn't work


It seems there may be a residual coding conflict in old worlds? So even if you build a brand new grid in that world, that bug connects to the grid in some way. But if you build in a new world and paste into the old world it's fine. This is from my "top of the iceberg" observation so I'm sure there is more to it.


I've included a zip file with the blueprints for the pmw and two launch pads (built in new vs built in old). I've also included both the new and old testing worlds. See attached.

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1

I also have struggled with this problem and it made me quit SE for many months. I have built many different missiles that use merge blocks for launch and suddenly they stopped working (around the time the second Prototech update that added the multiplayer only encounter if i remember correctly).

As the apex update came out, i got motivation to come back and do some testing. Here is the test Setup:

a simple test platform where the merge block can be controlled from control seat or buttons. Notes were added to displays

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I did small changes to the platforms and divided them categories: Working, issue 1 and issue 2. Testing was done in new save without mods (creative mode star system with meteors turned off)) i will include its file to this posts


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Findings:

Issue 1: Event controller does not activate at all

Happens if merge block is unmerged and the event controller is the side that has less blocks. this also prevents next issue from happening.

Issue 2: event controller does not detect the unmerge. When merged, it triggers the unmerge action


If the merge bocks are detached from the other side. If the merge blocks are detached from the side of the event controller, then it works fine.


Note:

works also well about 1-2 times

after the grid is spawned (by copy paste or when save game is reloaded),

but after few merge/unmerge cycles, it behaves like

mentioned above


other findings:

Event controller must read merge block from the same side.

Otherwise the merge/unmerge can't be detected


If the merge block does not separate grid to different parts , the event controller detects the change in merge block normally.

Center of mass and grid pivot did not matter. only block count

At least issue 2 might be somehow related to this other bug where the merge indicator stays gray even when merged. here is link to the other bug: Why does merge block not indicate it's locked when it's locked? | Space Engineers PC Support and picture from my world: 64e8da0c024107d6f3b02a85379f3d16

All necessary blueprints can be found easily in the included save file

Hopefully These help to solve this issue :)

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