Event Controller + Merge Block Bugs

kvyx shared this feedback 16 hours ago
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1. On a local creative server with just me: trying to activate a small-grid missile's launch sequence using an event controller (on the missile) that's watching when the merge block (also on the missile) un-merges doesn't work if there is more than one missile attached to the grid via merge blocks. If I separate the missile grids from each other before un-merging them, the event controllers work correctly. If un-merging a missile does not separate it from the grid, the event controller works correctly. The missiles do have their own batteries, and the batteries are always on.

On Keen US#1 (PvP), this bug does not happen, but I do get this other bug: https://support.keenswh.com/spaceengineers/pc/topic/41027-rebuilding-an-event-controller-from-blueprint-puts-it-into-a-nonfunctional-state (which I had to circumvent by reselecting the merge blocks in the event controllers in order to test if my own bug would appear).

2. I have a catapult that will automatically fling things connected to it via merge block. It begins flinging when an event controller detects that the merge block has merged with something. If I fling a missile by pasting it on, the missile won't activate about one third of the time. If I reduce the catapult's hinge's torque from 3.4 MNm to 336 kNm, the problem goes away. If the catapult fling is initiated with a timer block (every 3 seconds) instead of an event controller, the problem goes away.

Some other weird and inconsistent things have happened as well, like if I fling multiple missiles with a catapult (manually initiated) all at once or slightly temporally offset from each other, some of them will activate and some won't. But trying to reproduce those bugs gave inconsistent results, as if the level of "working" deteriorated with each attempt so I don't want to investigate anymore.


I attached a save folder with some examples of the first two problems. (At least I think I did. Let me know if I did it wrong.)

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