After the last update 1.210.012 b0, projected merge blocks don't stay on the projector grid while welded and just drops down before it is complete, so i can't weld a grid starting from merge block to merge block. Both blocks (on the projector and the projected grids are turned on and facing the way they are supposed to) The bug occurs on small and on big grids.
On older beta 1.209.024 b0 the merge blocks stick normally allowing for them to be welded.
I made a new clean vanilla save to test this, Used the ships from earth start, just added a merge block to them.
Attached are the save, the blueprint, and tho clips one of old behaviour (merge sticks) and the new bugged behaviour (merge drops). just turn on the welder on the ship, and watch 5-10 unfinished merge blocks fall down.
Since the game didn't crash i don't have a log of the save

I have the same bug
Hello Engineer,
Thank you for reaching our forum with this problem.
Issue was successfully reproduced on our side and put into our internal system.
Kind Regards,
Keen Software House: QA Department
Hello Engineer,
Thank you for reaching our forum with this problem.
Issue was successfully reproduced on our side and put into our internal system.
Kind Regards,
Keen Software House: QA Department
Got the same problem. It happens to me with all merge blocks on all grids, even stationary.
Got the same problem. It happens to me with all merge blocks on all grids, even stationary.
Keen added an unconditional neighbour refresh to MyShipMergeBlock.UpdateOnceBeforeFrame():
MyShipMergeBlock otherMergeBlock = GetOtherMergeBlock(); if (otherMergeBlock != null) { CubeGrid.UpdateBlockNeighbours(SlimBlock); CubeGrid.UpdateBlockNeighbours(otherMergeBlock.SlimBlock); }
The existing connection rule says:
if (IsWorking) return true; if (def == BlockDefinition && faceNormal == mergeFace) return false;
Therefore, an unfinished merge block is not allowed to retain a structural neighbour through its merge face when that relationship is refreshed.
Previously, that neighbour relationship was generally left alone while the block was being welded. The new unconditional refresh exposes the unfinished block to the rejection rule immediately.
The projector places the unfinished merge block.
It is initially non-functional.
The next-frame neighbour refresh tests its merge face.
ConnectionAllowedInternal() rejects that connection.
Grid-disconnect detection splits the new block away.
Keen added an unconditional neighbour refresh to MyShipMergeBlock.UpdateOnceBeforeFrame():
MyShipMergeBlock otherMergeBlock = GetOtherMergeBlock(); if (otherMergeBlock != null) { CubeGrid.UpdateBlockNeighbours(SlimBlock); CubeGrid.UpdateBlockNeighbours(otherMergeBlock.SlimBlock); }
The existing connection rule says:
if (IsWorking) return true; if (def == BlockDefinition && faceNormal == mergeFace) return false;
Therefore, an unfinished merge block is not allowed to retain a structural neighbour through its merge face when that relationship is refreshed.
Previously, that neighbour relationship was generally left alone while the block was being welded. The new unconditional refresh exposes the unfinished block to the rejection rule immediately.
The projector places the unfinished merge block.
It is initially non-functional.
The next-frame neighbour refresh tests its merge face.
ConnectionAllowedInternal() rejects that connection.
Grid-disconnect detection splits the new block away.
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