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Blocks lose Power when detached from original grid

Simon Sprang shared this bug 4 years ago
Won't Fix

I saw a closed bug similar to this concerning rotors, but for me it affected merge blocks and regular block (when grinded away) as well.

I was using a large grid and this did not occur every time a separation happend

In my application there was a static grid mean to shoot a projectile which is separated after being welded on to the static grid. None of the Ways i tried worked even close to reliably though.


The part that is separated had all its powered blocks (timers and artificial mass in my case) show a red light and 0 power consumption even though there are stil power sources on the new grid and the block is on after the separation occured. Since the timers are affected too, there is no way I can see to turn it back on automatically, but i can manually toggle the block off/on to make it work again. It seems that after the separation the power grid is not updated on the moving part until i manually enable/disable a block.

I appreciated your help with this or just any information on if this is going to/can be fixed or what more information i can provide.

Edit: i found a workaround by grinding a block on the moving grid after separation until it changes to nonfunctional. Adding a block to the grid or otherwise modifying it seems to trigger the power grid update correctly.

Replies (6)

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i can't edit my report a second time, but i forgot to mention, i am using experimental mode.

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Hello, Engineer!


Thank you for your report. Could you please provide us with more information inlcuding a video and a save of your world where you are experiencing this issue? Please provide us reliable steps to reproduce.

Any additional information will be greatly appreciated.


Kind Regards

Keen Software House: QA Department

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Thanks for your reply,

I attached the save file and video. In the save the character is next to the structure that has this bug. it is a projectile launcher called Bombenwerfer. To activate it the "Timer 1" Timer Block has to be activated like in the video. Then the projectile is created and launched, but as you can see in the video sometimes the artificial mass stays red until a block is sufficiently deconstructed by the grinder (from my workaround i mentioned) even though the projectile has two reactors.

Regards

Simon

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I noticed that there is a similar issue from 2 years ago, that i did not find before posting this. Here is the link for it.

Also i can't see the attachments from my last comment, i hope this is to be expected.

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Hello, Simon!

I appreciate this thread is quite old. Is this still an issue that persists with you? If it has been resolved, I will close this for you. If it is still an issue, please could you re-attach a save/video as these were not added last time :)


  • 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.

Kind Regards

Laura, QA Department

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Hello, Engineer!

Because there is no new comment from you, and we are unable to reproduce the issue on our own, I will close this thread now as outdated.

If you or any other player will experience this issue again, please make a new thread and provide all needed info there.

Thank you for understanding.

Kind Regards

Keen Software House: QA Department

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