merege blocks incorrectly merging

Tom Hathaway shared this bug 32 days ago
Reported

If 2 Merge Blocks are directly adjacent to each other when 1 or both are turned on, they do not merge correctly. They will functionally merge (the grids will merge together as one) but only 1 of the blocks will merge, the other will not. This can be best seen by looking at the coloured lights. The lights of one of the blocks will turn green, but the other will stay white. If you move the blocks a short distance from each other, then turn them on, then move them back together, they will function correctly. There are a few minor issues caused by this, but the main problem is that it will fail to trigger Event Controllers. This is easily replicable. I believe this is the main reason that Event Controllers are unreliable with Merge Blocks.

Replies (1)

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Hello Tom,

Thank your for reaching our forum with this problem.

As you can see, we are already aware of this problem. Please see link:

https://support.keenswh.com/spaceengineers/pc/topic/46858

While the actual steps to trigger this problem might be different on your side, the outcome seems to be the same.

As that shared thread is currently in "Reported" state, I will close this one as "Duplicate".

Please follow the shared thread for any new information, comments and possible fix coming.

Let us know if even after the fix, you can still see the problem on you side.

Thank you for your understanding.

Kind Regards

Keen Software House: QA Department

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The link you posted does seem to refer to the same or a similar problem, but does not mention anything about the cause. It's worth noting that this happens consistently when merge blocks are turned on when directly adjacent to each other.

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Hello Tom,

Thank you for your reply and for continuing to follow up on this thread.

Since this issue appears to occur consistently on your side, could you please provide some additional details so we can include them in the internal ticket we already have?

If possible, please share any affected grid(s) and/or a save file where the grids are already in place.

For saves:

You can access your save files by typing %appdata% into your Windows search bar and you will be redirected to the hidden Roaming folder. After that just follow: \Roaming\SpaceEngineers\Saves. There should be a folder with your SteamID and your saves.

Please zip the file and attach it here. If you are having difficulty attaching files you can optionally use Google Drive. When sharing a google drive link please make sure it is set to be downloadable by anyone with the link.

For blueprints:

You can access your blueprints files by typing %appdata% into your Windows search bar and you will be redirected to the hidden Roaming folder. After that just follow: \Roaming\SpaceEngineers\Blueprints. Select the correct folder where your blueprint is saved (local or cloud), zip the file and attach it here.

Additionally, clear steps to reproduce the issue - or a short video showing the actions that lead to the problem - would be very helpful.

This would allow us to investigate the issue under the same conditions on our side.

Thank you in advance.

Kind Regards

Keen Software House: QA Department

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I have attached a save file with my craft. I have also included 2 short videos with it working correctly and incorrectly. My craft attaches on by 4 merge blocks. There is a Event Controller on the main rig that controls a Piston that extends out with a Connector. You can see this working correctly in the video titled as such. Notice that in that video, I turn the Merge Blocks on while I am a short distance away, and then move to attach them. In the "working incorrectly" video, I turn on the Merge Blocks whilst the blocks are touching. Notice how only the lights on the Merge Blocks on the craft I am flying turn green. The Merge Blocks on the landed rig that I attach too stay white, and the Event Controller does not trigger, so the piston does not extend. Interestingly, however, when I tried to replicate this on a simplified test setup, it functioned entirely correctly and the bug did not replicate. So this is clearly not as simple as I thought.

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I figured out that the difference on the simplified test was that the grid I was merging too was a static grid. I changed it so both grids are not static, and the simplified test replicates the bug. I have included a video.

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Hello Tom,

Thank you for the update and for sharing the video.

To allow us to investigate this further on our side, could you please also share the save file with the simplified setup shown in the video, if possible? Ideally, this would be from a vanilla world (without any mods), as the original save contains mods and we’re unable to provide support for modded environments.

If you could also include clear steps to reproduce the issue that we can follow (based on the simplified setup), that would help us ensure we’re testing the same scenario.

Thank you for your cooperation, and we appreciate the additional details.

Kind regards,

Keen Software House

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Hello. Apologies for late reply. I have attached a brand new unmodded save with just the craft as shown in the "simplified test" video. The entire setup is mounted on a landing gear in order to keep it as a non-static grid. It seems to work correctly and not replicate the bug on static grids. There are event controllers that will turn lights on when triggered by the Merge Blocks attaching. If you jump in to helm on the flat atmospheric thruster, turn the merge blocks off (press 2) and then immediately turn them back on again without moving the craft, you will notice that they attach, but half of the Merge Blocks (the ones on on the object you are attaching too, not the craft you are flying) will remain white and not trigger the Event Controller.

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Hello Tom,

Thank you for reaching our forum. We are already aware of this issue and have an internal ticket for it.

For now, we will add this thread to our internal ticket.

Kind Regards,

Keen Software House: QA Department

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