Projections remain even after turning off projector
Reported
Projections turn invisible, but remain weldable after turning the projector off. If the projector is then turned on, the projections stay invisible in this laggy state; if the projector is cycled back off and on, the projection becomes visible again. This behaviour leads to troubles when changing PBW type in the chamber of a launch system, see attached video. Mods are not responsible since this bug can be reproduced on a fresh vanilla save. Also attached is an archive with the blueprints of the ship on the video and of the ammo.
The glitch might be triggered when the projectors are switched on/off by a timer, as is the case in the video
The glitch might be triggered when the projectors are switched on/off by a timer, as is the case in the video
Hello engineer,
Thank you for reaching out to us on the forum.
Based on the shared blueprints, we were unable to locate the grid shown in the provided video. Additionally, none of the shared blueprints appear to include a projector block. Since we could not reproduce the issue on our end, we kindly ask you to check if your affected grid contains any modded blocks or if the world/server where this issue occurred has any active MODs. If so, please create a new unmodded (vanilla) world and check if the issue persists. If the issue does not occur in the vanilla world, it may be related to the MODs or modded blocks. However, if the issue continues in the unmodded world as well, please provide us with a new screen recording/video showing the issue, along with the vanilla world save file.
Kind Regards,
Keen Software House: QA Department
Hello engineer,
Thank you for reaching out to us on the forum.
Based on the shared blueprints, we were unable to locate the grid shown in the provided video. Additionally, none of the shared blueprints appear to include a projector block. Since we could not reproduce the issue on our end, we kindly ask you to check if your affected grid contains any modded blocks or if the world/server where this issue occurred has any active MODs. If so, please create a new unmodded (vanilla) world and check if the issue persists. If the issue does not occur in the vanilla world, it may be related to the MODs or modded blocks. However, if the issue continues in the unmodded world as well, please provide us with a new screen recording/video showing the issue, along with the vanilla world save file.
Kind Regards,
Keen Software House: QA Department
Hello, Engineer.
We're sorry to hear you're experiencing issues.
We are aware of this issue. We will add your report to our internal ticket for it.
We will update this thread when we have more information.
Kind Regards
Keen Software House
QA Department
Hello, Engineer.
We're sorry to hear you're experiencing issues.
We are aware of this issue. We will add your report to our internal ticket for it.
We will update this thread when we have more information.
Kind Regards
Keen Software House
QA Department
The issue is related to the workings of merge blocks: Each and every time one gets toggled, all projectors on the same grid receive an "update" that invisibly re-enables them; in other words, they appear disabled according to the terminal button, in-game colors etc., but are very much so enabled, as the detailed info (showing block weld status etc.) and the in-game welding will tell you.
One can "uncorrupt" such a projector (aka turn it off for good) by explicitly turning it OFF (meaning turning it ON and then OFF again from the terminal's view). However, make sure to account for the time gap between unmerging and uncorrupting by disabling the welder as well.
Most people use the merge block on the welded grid to disconnect from the printer, as this avoids the issue of accidentally reconnecting, which can arise if we use the printer merge block instead and re-enable it prematurely (before the welded grid has left the connection area).
So, using this situation as an example on how to even make MULTIPLE projectors (same welder, different blueprints) work as intended, every time welding completes...
1. Turn off the welder first. This prevents undesired partial welds between steps 2. and 3.
2. Turn off the merge block on the welded grid. This corrupts all turned off projectors (and doesn't do much for the currently enabled one).
3. Turn all projectors ON, then OFF, which fixes the corrupted one's (and disables the currently enabled one). If you use a timer / programmable block to do this, make sure to include a delay of some sort in-between ON / OFF.
4. Once you are ready to weld another blueprint (possibly from a different projector!) just turn on the welder and corresponding projector in any order.
The issue is related to the workings of merge blocks: Each and every time one gets toggled, all projectors on the same grid receive an "update" that invisibly re-enables them; in other words, they appear disabled according to the terminal button, in-game colors etc., but are very much so enabled, as the detailed info (showing block weld status etc.) and the in-game welding will tell you.
One can "uncorrupt" such a projector (aka turn it off for good) by explicitly turning it OFF (meaning turning it ON and then OFF again from the terminal's view). However, make sure to account for the time gap between unmerging and uncorrupting by disabling the welder as well.
Most people use the merge block on the welded grid to disconnect from the printer, as this avoids the issue of accidentally reconnecting, which can arise if we use the printer merge block instead and re-enable it prematurely (before the welded grid has left the connection area).
So, using this situation as an example on how to even make MULTIPLE projectors (same welder, different blueprints) work as intended, every time welding completes...
1. Turn off the welder first. This prevents undesired partial welds between steps 2. and 3.
2. Turn off the merge block on the welded grid. This corrupts all turned off projectors (and doesn't do much for the currently enabled one).
3. Turn all projectors ON, then OFF, which fixes the corrupted one's (and disables the currently enabled one). If you use a timer / programmable block to do this, make sure to include a delay of some sort in-between ON / OFF.
4. Once you are ready to weld another blueprint (possibly from a different projector!) just turn on the welder and corresponding projector in any order.
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