It would be nice if multi-grid support is added to the projector. Now you cant use multi-grid blueprints in survival and i want to.
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multigrid support projectors
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I would like to see projectors able to project more grids. If come across this problem multiple times now when i want to build a blueprints on a projector. it will totally improve survival when your able to make bigger and complexer builds from the workshop.
I would like to see this dream in actual game. NO for projectors on rotor/piston heads! NO for complex blueprint divided into parts!
I would like to see this dream in actual game. NO for projectors on rotor/piston heads! NO for complex blueprint divided into parts!
This is absolutely necessary. I setup a whole drill boom and saved the blueprint only to find out that subgrids wouldnt be addable to a projection.
This also makes wheels not appear... which sucks.. a lot..
This is absolutely necessary. I setup a whole drill boom and saved the blueprint only to find out that subgrids wouldnt be addable to a projection.
This also makes wheels not appear... which sucks.. a lot..
This would be very handy indeed.
This would be very handy indeed.
Projectors absolutely have to project sub-grids as well. This is a completely necessary component that is missing in this game.
Imagine if blueprints on the workshop coulnd't copy over subgrids when you paste them. How retarded would that be? Immensely, that's how. Like, why even have blueprints at that point? That's what survival is like right now.
Projectors absolutely have to project sub-grids as well. This is a completely necessary component that is missing in this game.
Imagine if blueprints on the workshop coulnd't copy over subgrids when you paste them. How retarded would that be? Immensely, that's how. Like, why even have blueprints at that point? That's what survival is like right now.
Hello, thank you for the good idea. Lets see how popular it gets by voting.
Hello, thank you for the good idea. Lets see how popular it gets by voting.
I can't remember where i red the idea: if a blueprint contains multiple grids the projector should have a selectbox to choose which grid (main or one of the subgrids) to project. I think this would be a great solution, very functional and probably not very hard to implement.
I can't remember where i red the idea: if a blueprint contains multiple grids the projector should have a selectbox to choose which grid (main or one of the subgrids) to project. I think this would be a great solution, very functional and probably not very hard to implement.
Duplicate of https://support.keenswh.com/spaceengineers/general/topic/multigrid-support-projectors
Duplicate of https://support.keenswh.com/spaceengineers/general/topic/multigrid-support-projectors
100% agree this should be a thing.
100% agree this should be a thing.
Yes please. Since Rotors and Pistons are actually quite stable lately, this seems like the next logical step.
Yes please. Since Rotors and Pistons are actually quite stable lately, this seems like the next logical step.
I would really love multigrid projections.
However i think, there could be problems with interconnected subgrids like a piston connecting two rotors on the same grid. Easy solution would be to lock pistons and rotors while they belong to such a system and some blocks aren't constructed yet.
I would really love multigrid projections.
However i think, there could be problems with interconnected subgrids like a piston connecting two rotors on the same grid. Easy solution would be to lock pistons and rotors while they belong to such a system and some blocks aren't constructed yet.
This would be pretty handy indeed
This would be pretty handy indeed
I would like to see this dream in actual game. NO for projectors on rotor/piston heads! NO for complex blueprint divided into parts!
I would like to see this dream in actual game. NO for projectors on rotor/piston heads! NO for complex blueprint divided into parts!
If meerge blocks would allow the sub grids to merge into single grid. That would alow the projector to print the whole construct. And the we just grind off the suport links after printing.
If meerge blocks would allow the sub grids to merge into single grid. That would alow the projector to print the whole construct. And the we just grind off the suport links after printing.
Would be very useful.
Would be very useful.
i submitted it double by accident.
i submitted it double by accident.
This please!
You spend a lot time making a masterpiece in creative mode to bring it to survival and you get punished for using pistons and rotors...
This please!
You spend a lot time making a masterpiece in creative mode to bring it to survival and you get punished for using pistons and rotors...
yup whe need support for that indeffenitly becausse sometimes when you whanna place something and it has multple grids it only places the largest grid only.aswhell a sort button on smallblock builds or largeblock builds
yup whe need support for that indeffenitly becausse sometimes when you whanna place something and it has multple grids it only places the largest grid only.aswhell a sort button on smallblock builds or largeblock builds
Hello. Please, i have in the workshop a wonderful piece of fine engineering obviously relying on multi-grids due to its very complex nature. Contractors are complaining about the possibility to use the blueprint on the projector. I want you to consider how cold and loveless the world would be without my workshop item and ask you to solve this ticket ASAP because mankind deserves a chance.
Solve the ticket. Save the world.
Hello. Please, i have in the workshop a wonderful piece of fine engineering obviously relying on multi-grids due to its very complex nature. Contractors are complaining about the possibility to use the blueprint on the projector. I want you to consider how cold and loveless the world would be without my workshop item and ask you to solve this ticket ASAP because mankind deserves a chance.
Solve the ticket. Save the world.
Oh god yes. this is killing me in Survival.
Oh god yes. this is killing me in Survival.
multigrid support is really needed since most off the builds on steamworkshop are mutligrid becausse alot off players makes them so and also becausse sertain thing's are not only complex but also for sertain builds it looks more better also
multigrid support is really needed since most off the builds on steamworkshop are mutligrid becausse alot off players makes them so and also becausse sertain thing's are not only complex but also for sertain builds it looks more better also
I don't know if this is a duplicate of another feedback, but I like to not only vote for the multi-grid projection, but also help narrow down on what to have in this improvement.
For a day and a half, pondering about the projectors,
I thought of this... in 2 parts...
Part 1: A selection list for choosing a grid from the saved blueprint under the Projector.
The Projectors can scan for grids and find the biggest one, don't they? If one does, it could be possible for the Projector to have a selection list to choose a grid from the blueprinted multi-grid assembly. In par with the blueprint grid selection, it should also scan for any active connectors, pistons, and rotors on its grid, like the Remote Control for Cameras. If it can find any of them, it should check to see if they have a head and if the connectors has locked to another connector off-grid. If 2 connectors are locked together on the same grid, they should not be listed. If they have a head or locked off-grid connector, it should repeat the functions on the sub-grids based from the founded heads and off-grid connectors, to see if they have the same thing. The scanning for stuff section goes to the Second Part below.
Part 2: Another selection list for choosing a connector, piston, rotor, or none (for itself), even if they're not functional and/or don't have a head or locked off-grid connector.
For the selection list for itself, piston, rotor or connector, if what's selected is headless, or connector is unlocked, the Projector should give a warning about NO HEAD CONNECTED or CONNECTOR IS UNLOCKED, respectively, and make the projected blueprint useless, just like the OUT OF BOUNDS warning. So that way, those who do more exotic weapons or contraptions of any sort in Survival have an extra Builder's Life convenience.
Is my explanation well-detailed? I'm just trying to make it easier for you devs on what to achieve for. I'm sorry if what I said is too much, or is said by someone else.
I don't know if this is a duplicate of another feedback, but I like to not only vote for the multi-grid projection, but also help narrow down on what to have in this improvement.
For a day and a half, pondering about the projectors,
I thought of this... in 2 parts...
Part 1: A selection list for choosing a grid from the saved blueprint under the Projector.
The Projectors can scan for grids and find the biggest one, don't they? If one does, it could be possible for the Projector to have a selection list to choose a grid from the blueprinted multi-grid assembly. In par with the blueprint grid selection, it should also scan for any active connectors, pistons, and rotors on its grid, like the Remote Control for Cameras. If it can find any of them, it should check to see if they have a head and if the connectors has locked to another connector off-grid. If 2 connectors are locked together on the same grid, they should not be listed. If they have a head or locked off-grid connector, it should repeat the functions on the sub-grids based from the founded heads and off-grid connectors, to see if they have the same thing. The scanning for stuff section goes to the Second Part below.
Part 2: Another selection list for choosing a connector, piston, rotor, or none (for itself), even if they're not functional and/or don't have a head or locked off-grid connector.
For the selection list for itself, piston, rotor or connector, if what's selected is headless, or connector is unlocked, the Projector should give a warning about NO HEAD CONNECTED or CONNECTOR IS UNLOCKED, respectively, and make the projected blueprint useless, just like the OUT OF BOUNDS warning. So that way, those who do more exotic weapons or contraptions of any sort in Survival have an extra Builder's Life convenience.
Is my explanation well-detailed? I'm just trying to make it easier for you devs on what to achieve for. I'm sorry if what I said is too much, or is said by someone else.
even iff a projection is out of bounds aslong as its against a exicsting grid it still works when make multi part (space)stationbut whit real multigrids whe need the whole BP projected not just the biggest parts doesnt matter iff its has pistons/rotors or connectors
even iff a projection is out of bounds aslong as its against a exicsting grid it still works when make multi part (space)stationbut whit real multigrids whe need the whole BP projected not just the biggest parts doesnt matter iff its has pistons/rotors or connectors
I've been suggest by a dev to make the idea/plan I displayed earlier a feedback for an easy-finding.
Rob, I did say a selection list for choosing a grid from a single blueprint, which is part of removing the grid displaying limitations you pointed out.
I've been suggest by a dev to make the idea/plan I displayed earlier a feedback for an easy-finding.
Rob, I did say a selection list for choosing a grid from a single blueprint, which is part of removing the grid displaying limitations you pointed out.
Please, please please make this a reality.
Please, please please make this a reality.
Please.
Please.
this is a double post
this is a double post
Might be a bit of a stupid idea, but right now, current ideas for multigrid support would, generally, involve redoing the projector code. What if, instead, there was an option for ships, along with 'make station' 'make ship' to 'Freeze Subgrids' - this would freeze all subgrids on the ship (so pistons, rotors, modded stuff like hinges), and in it's frozen state be made into a single grid. This status could have a optional checkbox on projector to 'lose frozen status after subgrid is built' perhaps, or maybe you'd just have to fully build the ship, and after the whole thing is built select 'freeze subgrids' again, and the subgrids would be unfrozen, to be able to freely move around again. While frozen, of course, all options for piston extension/retraction, speed, rotors movement, etc, pretty much everything except for on/off status, would be greyed out.
In addition to being a boon for multiple-grid projections, this would also have the added benefit of assisting carriers when transporting ships with subgrids, or freezing in place projects that use a large-rotor-to-small-rotor-head emplacement (such as for interior decorating or other purposes) by possibly eliminating much of the 'clang-force' that affects ships with subgrids on them currently, thus allowing for a more stable 'storage' setting (by freezing the subgrids).
Might be a bit of a stupid idea, but right now, current ideas for multigrid support would, generally, involve redoing the projector code. What if, instead, there was an option for ships, along with 'make station' 'make ship' to 'Freeze Subgrids' - this would freeze all subgrids on the ship (so pistons, rotors, modded stuff like hinges), and in it's frozen state be made into a single grid. This status could have a optional checkbox on projector to 'lose frozen status after subgrid is built' perhaps, or maybe you'd just have to fully build the ship, and after the whole thing is built select 'freeze subgrids' again, and the subgrids would be unfrozen, to be able to freely move around again. While frozen, of course, all options for piston extension/retraction, speed, rotors movement, etc, pretty much everything except for on/off status, would be greyed out.
In addition to being a boon for multiple-grid projections, this would also have the added benefit of assisting carriers when transporting ships with subgrids, or freezing in place projects that use a large-rotor-to-small-rotor-head emplacement (such as for interior decorating or other purposes) by possibly eliminating much of the 'clang-force' that affects ships with subgrids on them currently, thus allowing for a more stable 'storage' setting (by freezing the subgrids).
Immortal words of Piccard. "Make it so"
Immortal words of Piccard. "Make it so"
Whatever solution would allow projecting blueprints of subgrids would probably also solve the problem where dampers don't account for the mass of subgrids.
Whatever solution would allow projecting blueprints of subgrids would probably also solve the problem where dampers don't account for the mass of subgrids.
i seen in a feedback post apparently there's some corrupted code that broke the multigrid support projectors
i seen in a feedback post apparently there's some corrupted code that broke the multigrid support projectors
Or even the possibility that a Rotor or piston does not seperate a grid. Some of my vehicles are one vehicle but the game does not register as one.
Or even the possibility that a Rotor or piston does not seperate a grid. Some of my vehicles are one vehicle but the game does not register as one.
Yeah I'm actually getting highly irritated that it's been like 5 years this was requested. Maybe even longer and its still not fixed... I spent like 6 months designing a ship and now I can't even bring it into a server.
WTF. Come on Keen. I have to quit SE until this gets updated.
Yeah I'm actually getting highly irritated that it's been like 5 years this was requested. Maybe even longer and its still not fixed... I spent like 6 months designing a ship and now I can't even bring it into a server.
WTF. Come on Keen. I have to quit SE until this gets updated.
Multi-grid projections are broken in both the projector and the console block for the same reason. I debugged this issue while working on a dedicated server plugin about two months ago and added the following bug ticket with my findings:
https://support.keenswh.com/spaceengineers/general/topic/object-builders-sent-to-the-server-by-projectorsconsoles-contain-corrupted-data
If Keen would pair a developer with me for 30 minutes via Skype, then I would be able to show them the problems I found via screen sharing. Maybe fixing these issues would not be enough to get multi-grid welding fully working, but it would be a step in the right direction.
The matchmaking system I developed the plugin for has been completed since then: https://spacewar.se
But we cannot support multi-grid ships just because of this issue, thus players cannot bring those nice rotor guns to the battlefield today...
Multi-grid projections are broken in both the projector and the console block for the same reason. I debugged this issue while working on a dedicated server plugin about two months ago and added the following bug ticket with my findings:
https://support.keenswh.com/spaceengineers/general/topic/object-builders-sent-to-the-server-by-projectorsconsoles-contain-corrupted-data
If Keen would pair a developer with me for 30 minutes via Skype, then I would be able to show them the problems I found via screen sharing. Maybe fixing these issues would not be enough to get multi-grid welding fully working, but it would be a step in the right direction.
The matchmaking system I developed the plugin for has been completed since then: https://spacewar.se
But we cannot support multi-grid ships just because of this issue, thus players cannot bring those nice rotor guns to the battlefield today...
Multi-grid projections are broken in both the projector and the console block for the same reason. I debugged this issue while working on a dedicated server plugin about two months ago and added the following bug ticket with my findings:
https://support.keenswh.com/spaceengineers/general/topic/object-builders-sent-to-the-server-by-projectorsconsoles-contain-corrupted-data
If Keen would pair a developer with me for 30 minutes via Skype, then I would be able to show them the problems I found via screen sharing. Maybe fixing these issues would not be enough to get multi-grid welding fully working, but it would be a step in the right direction.
The matchmaking system I developed the plugin for has been completed since then: https://spacewar.se
But we cannot support multi-grid ships just because of this issue, thus players cannot bring those nice rotor guns to the battlefield today...
Multi-grid projections are broken in both the projector and the console block for the same reason. I debugged this issue while working on a dedicated server plugin about two months ago and added the following bug ticket with my findings:
https://support.keenswh.com/spaceengineers/general/topic/object-builders-sent-to-the-server-by-projectorsconsoles-contain-corrupted-data
If Keen would pair a developer with me for 30 minutes via Skype, then I would be able to show them the problems I found via screen sharing. Maybe fixing these issues would not be enough to get multi-grid welding fully working, but it would be a step in the right direction.
The matchmaking system I developed the plugin for has been completed since then: https://spacewar.se
But we cannot support multi-grid ships just because of this issue, thus players cannot bring those nice rotor guns to the battlefield today...
I would also greatly appreciate this feature!
I would also greatly appreciate this feature!
Please consider OP suggestion.
It is a bit annoying when you can create all these amazing ships and contraptions but cannot use projectors to bring them back to life. I often try to not use piston & rotors because I know theses are "one time deal" and they cannot be projected easily afterward without a lot of workaround.
Please consider OP suggestion.
It is a bit annoying when you can create all these amazing ships and contraptions but cannot use projectors to bring them back to life. I often try to not use piston & rotors because I know theses are "one time deal" and they cannot be projected easily afterward without a lot of workaround.
Still considering this issue ?
Hopefully we get those multi-grid creations printable at some point.
:crossedfingers:
Still considering this issue ?
Hopefully we get those multi-grid creations printable at some point.
:crossedfingers:
Keen, please give me access to the source code and I will help you fix this. Or at least some time pair working with one of your developers remotely.
Keen, please give me access to the source code and I will help you fix this. Or at least some time pair working with one of your developers remotely.
I would definately like to see multi-grid support for projectors. People spend a LOT of time creating these awesome ships and vehicles in creative mode, only for them to sit in creative mode only. It is much more fun to take that creation out into the wild so to speak, and run it in survival to see how it really performs. Evidently there are ways to get them projected piecemeal, but YOUR average player doesn't have the knowledge or skill to implement them, so they quit playing. In the end, that loses additional revenue for Keen, as they no longer play, and no longer by DLCs.
Yes, there are those that say "Too Bad, learn how to do it", but it is just easier to avoid the aggravation and go on to another game. So PLEASE, make the changes to allow multi-grid projections!!!
I would definately like to see multi-grid support for projectors. People spend a LOT of time creating these awesome ships and vehicles in creative mode, only for them to sit in creative mode only. It is much more fun to take that creation out into the wild so to speak, and run it in survival to see how it really performs. Evidently there are ways to get them projected piecemeal, but YOUR average player doesn't have the knowledge or skill to implement them, so they quit playing. In the end, that loses additional revenue for Keen, as they no longer play, and no longer by DLCs.
Yes, there are those that say "Too Bad, learn how to do it", but it is just easier to avoid the aggravation and go on to another game. So PLEASE, make the changes to allow multi-grid projections!!!
Definitely 100% behind this one!
Definitely 100% behind this one!
This makes sense. Or at least put a link how to do it, eg. in good bot. That would give that AI a meaning.
This makes sense. Or at least put a link how to do it, eg. in good bot. That would give that AI a meaning.
I think its an essential feature.
I think its an essential feature.
I agree because then it makes a projector for a lot of builds now useless with multi grid builds being very popular, the amount of times I’ve done a build, blueprinted it and then had to rebuild the multi grid sections or find a secondary way of blueprinting them
I agree because then it makes a projector for a lot of builds now useless with multi grid builds being very popular, the amount of times I’ve done a build, blueprinted it and then had to rebuild the multi grid sections or find a secondary way of blueprinting them
I also agree with this idea and add my own expansion of a possible option. Why not add a freezing option that when you make a blueprint so it is frozen in place during a projector part and then you can click to "unlock" the small grids etc for usage.
I also agree with this idea and add my own expansion of a possible option. Why not add a freezing option that when you make a blueprint so it is frozen in place during a projector part and then you can click to "unlock" the small grids etc for usage.
It would be great to have these things running on survival servers.
It would be great to have these things running on survival servers.
ok this feels like ressurecting but multi grid projection is a must. What good is it to have loads of blueprints on workshop if you can't import them in a random survival server.
ok this feels like ressurecting but multi grid projection is a must. What good is it to have loads of blueprints on workshop if you can't import them in a random survival server.
Honestly I think this sounds like a wonderful idea!
Honestly I think this sounds like a wonderful idea!
Sooo, no more movement on this? It's been well over a year since the question was raised.
Sooo, no more movement on this? It's been well over a year since the question was raised.
It probably never will be, it has been a requested feature since projectors were introduced, yet keen doesn't seem to care and has always ignored it.
It probably never will be, it has been a requested feature since projectors were introduced, yet keen doesn't seem to care and has always ignored it.
Just wait for someone to do a mod to fix this and then it will be implemented with little to no credit to the modder.
It seems that all the latest major features are mod mixed into vanilla (like "Easy Inventory" by DraygoKorvan or the hinges blocks) and if you are expecting a bug fix then its better to wait on the console community to have the problem and then it will be fixed (e.g. not enough memory in your save file).
This game could have been great but is now milked with cosmetics and there is a very slow work on very old problems.
Just wait for someone to do a mod to fix this and then it will be implemented with little to no credit to the modder.
It seems that all the latest major features are mod mixed into vanilla (like "Easy Inventory" by DraygoKorvan or the hinges blocks) and if you are expecting a bug fix then its better to wait on the console community to have the problem and then it will be fixed (e.g. not enough memory in your save file).
This game could have been great but is now milked with cosmetics and there is a very slow work on very old problems.
I quit playing Space Engineers because multi grid projection doesn't work. It takes WAY TOO LONG to manually print every grid separately and attach them to ships. All of my best designs are therefore impractical in survival which is unfortunate.
I keep checking back every few months to see if this gets fixed but its been about 2 years now...
I quit playing Space Engineers because multi grid projection doesn't work. It takes WAY TOO LONG to manually print every grid separately and attach them to ships. All of my best designs are therefore impractical in survival which is unfortunate.
I keep checking back every few months to see if this gets fixed but its been about 2 years now...
Just adding another vote because this is super important. It's a shame that this still isn't a thing.
Projectors and all gameplay around them should get a serious iteration. Multigrid support, better UI, better everything.
It would be worth it to make an expansion just for this one feature. People would go crazy over what's suddenly possible in survival.
Just adding another vote because this is super important. It's a shame that this still isn't a thing.
Projectors and all gameplay around them should get a serious iteration. Multigrid support, better UI, better everything.
It would be worth it to make an expansion just for this one feature. People would go crazy over what's suddenly possible in survival.
The voting system is a keen way to not work and fix problems. Oh we have a serious problem ? Well, we cant work on it, because not enough votes.
Still this problem already has more then 670 votes, but probably not enough fix it.
The voting system is a keen way to not work and fix problems. Oh we have a serious problem ? Well, we cant work on it, because not enough votes.
Still this problem already has more then 670 votes, but probably not enough fix it.
I guess the reason why this haven't been introduced already is because of server performance, as I think projectors already has some performance issue? If this is the case then an idea could be to only make projection visible to players/factions with permission given to the projector.
I guess the reason why this haven't been introduced already is because of server performance, as I think projectors already has some performance issue? If this is the case then an idea could be to only make projection visible to players/factions with permission given to the projector.
Would be nice if we can choose what grid to he displayed by the projector when its multi-grid. Because i can make a second projector for the rotor head with its drills and attach them later after building.
Would be nice if we can choose what grid to he displayed by the projector when its multi-grid. Because i can make a second projector for the rotor head with its drills and attach them later after building.
Keen, please connect me with one of your developers to discuss at least the easy to fix bugs and the feasibility of selecting a subgrid by index for projection instead of just picking the largest one.
Please, please, let me help fixing it.
I still have all the code, IDE and development tools on my machine.
Keen, please connect me with one of your developers to discuss at least the easy to fix bugs and the feasibility of selecting a subgrid by index for projection instead of just picking the largest one.
Please, please, let me help fixing it.
I still have all the code, IDE and development tools on my machine.
Hey Keen! We have 676 votes behind this issue so far! I can help you fix it, please just give me a chance. It is for free. Thanks!
Hey Keen! We have 676 votes behind this issue so far! I can help you fix it, please just give me a chance. It is for free. Thanks!
I've just read the Update 1.197, nothing relevant to this problem. So disappointed...
I've just read the Update 1.197, nothing relevant to this problem. So disappointed...
Actually, I've been trying to fix it myself by modifying the game client.
There is some progress already:
It has been a bit complex to do this so far, most of the time I just manage to crash the game.
But I'm getting better at this...
Sorry for the really ugly multigrid test ship. Just dropped one together on the go.
Never give up! :)
Actually, I've been trying to fix it myself by modifying the game client.
There is some progress already:
It has been a bit complex to do this so far, most of the time I just manage to crash the game.
But I'm getting better at this...
Sorry for the really ugly multigrid test ship. Just dropped one together on the go.
Never give up! :)
guys just give up, its really clear that keen hardly cares about what the community wants, look at the latest update it gave us blocks that should have been their years ago, if you want something better look for other games, like starbase and starship evo, they are 100 times better
guys just give up, its really clear that keen hardly cares about what the community wants, look at the latest update it gave us blocks that should have been their years ago, if you want something better look for other games, like starbase and starship evo, they are 100 times better
"We did, actually. Me and a friend built a matchmaking system for Space Engineers last winter. We started working on racing scenarios as well. There was no interest from players, so we closed it. Now Keen released the Scrap Race scenario..."
This game moves forward taking modders ideas and selling them like theirs... It's the selflessness of modders that keep pushing this game forward else it would be forgotten.
Bram, let that who still dream of making a better game keep on pushing forward and let the rest of us search for that something we keep looking for in a science fiction sandbox.
I for one I'm looking forward Starbase and Stationeers.
"We did, actually. Me and a friend built a matchmaking system for Space Engineers last winter. We started working on racing scenarios as well. There was no interest from players, so we closed it. Now Keen released the Scrap Race scenario..."
This game moves forward taking modders ideas and selling them like theirs... It's the selflessness of modders that keep pushing this game forward else it would be forgotten.
Bram, let that who still dream of making a better game keep on pushing forward and let the rest of us search for that something we keep looking for in a science fiction sandbox.
I for one I'm looking forward Starbase and Stationeers.
Is this also the cause why the "wheel" wont show up (and thus be repaired/added) for a wheel+suspension block that went missing due to destruction?
For example: Rover with suspension wheels, where it wrecks and loses the suspension (and wheel). You turn on repair projector, and go weld the suspension back on..... but the wheel never shows up!
Is this also the cause why the "wheel" wont show up (and thus be repaired/added) for a wheel+suspension block that went missing due to destruction?
For example: Rover with suspension wheels, where it wrecks and loses the suspension (and wheel). You turn on repair projector, and go weld the suspension back on..... but the wheel never shows up!
I will post my progress notes on a higher voted duplicate of this topic:
https://support.keenswh.com/spaceengineers/pc/topic/multigrid-support-for-projectors
Please follow that topic if you want to get updates on the development of the client side plugin which is supposed to fix this. Thanks.
I will post my progress notes on a higher voted duplicate of this topic:
https://support.keenswh.com/spaceengineers/pc/topic/multigrid-support-for-projectors
Please follow that topic if you want to get updates on the development of the client side plugin which is supposed to fix this. Thanks.
I haven't given up yet. Work in progress from a week ago:
I haven't given up yet. Work in progress from a week ago:
Understanding the decompiled code is hard. Attempting to fix it by applying runtime patches is a small nightmare. But I'm slowly getting better at it...
Understanding the decompiled code is hard. Attempting to fix it by applying runtime patches is a small nightmare. But I'm slowly getting better at it...
Adding my vote.
New player here, was super surprised to find multigrid blueprints are not supported by projectors, why design it to be so limiting? Moving parts are what make the builds in Space Engineers so cool. They are also what make builds more useful in a survival scenario.
So without multigrid support we can't use any of the best builds on the workshop - or from our own creative modes - in survival. In fact, it's hardly even worth going to the effort of building a more complex design in survival by hand given it cannot be easily rebuilt/reproduced when it inevitably gets smashed up...
Very disappointing to see that this has been a popular request for such a long time and yet still no visible effort from Keen here.
Thanks Viktor for your work on this, gives me hope.
Adding my vote.
New player here, was super surprised to find multigrid blueprints are not supported by projectors, why design it to be so limiting? Moving parts are what make the builds in Space Engineers so cool. They are also what make builds more useful in a survival scenario.
So without multigrid support we can't use any of the best builds on the workshop - or from our own creative modes - in survival. In fact, it's hardly even worth going to the effort of building a more complex design in survival by hand given it cannot be easily rebuilt/reproduced when it inevitably gets smashed up...
Very disappointing to see that this has been a popular request for such a long time and yet still no visible effort from Keen here.
Thanks Viktor for your work on this, gives me hope.
Today's video: Welding rotating rings
https://www.youtube.com/watch?v=xn6LguT56uQ
Early access DLLs and source code are available via Patreon:
https://www.patreon.com/semods
Today's video: Welding rotating rings
https://www.youtube.com/watch?v=xn6LguT56uQ
Early access DLLs and source code are available via Patreon:
https://www.patreon.com/semods
Multigrid Projector - Welding Tachi's Rotor Turret
https://www.youtube.com/watch?t=40&v=qsRfIeL3aro
Multigrid Projector - Welding Tachi's Rotor Turret
https://www.youtube.com/watch?t=40&v=qsRfIeL3aro
Is anybody still interested in this?
Is anybody still interested in this?
YouTube Video: Multiplayer multigrid welding
I've just recorded it alone, playing on two machines in the same world.
Works for multiple SE clients in multiplayer.
Does not work for dedicated server / Torch yet.
YouTube Video: Multiplayer multigrid welding
I've just recorded it alone, playing on two machines in the same world.
Works for multiple SE clients in multiplayer.
Does not work for dedicated server / Torch yet.
Early access release of the Multigrid Projector plugin
Latest early-access version for download:
https://www.ferenczi.eu/se/08ac8024-58a6-463a-9644-03e335c1a8d7/MultigridProjectorEarlyAccess.zip
How to install:
- Exit from the game
- Extract the ZIP file somewhere
- Run the batch file: run_game_with_multigrid_projector.bat
It will install the client plugin into the game and starts it once with the plugin loaded. If you start the game from Steam, the plugin will not be used.
Troubleshooting
- Crash on starting the game: Check if the log contains "An attempt was made to load an assembly from a network location". If yes, then right click on the `MultigridProjectorClient.dll` file, open the Properties dialog box and **Unblock** it. Do the same to `0Harmony.dll`. It happened on Windows 7 for one tester so far.
Please report any bugs/crashes/suggestions on the Discord server:
https://discord.gg/PYPFPGf3Ca
If it would crash, please include
- Crash log (not just the message, but the full log file or stack trace)
- The blueprint loaded (`bp.sbc` file or Workshop link)
- Save file (if possible)
Do NOT report them to Keen, they have nothing to do with this "impossible" feature!
Thank you for your testing efforts!
Early access release of the Multigrid Projector plugin
Latest early-access version for download:
https://www.ferenczi.eu/se/08ac8024-58a6-463a-9644-03e335c1a8d7/MultigridProjectorEarlyAccess.zip
How to install:
- Exit from the game
- Extract the ZIP file somewhere
- Run the batch file: run_game_with_multigrid_projector.bat
It will install the client plugin into the game and starts it once with the plugin loaded. If you start the game from Steam, the plugin will not be used.
Troubleshooting
- Crash on starting the game: Check if the log contains "An attempt was made to load an assembly from a network location". If yes, then right click on the `MultigridProjectorClient.dll` file, open the Properties dialog box and **Unblock** it. Do the same to `0Harmony.dll`. It happened on Windows 7 for one tester so far.
Please report any bugs/crashes/suggestions on the Discord server:
https://discord.gg/PYPFPGf3Ca
If it would crash, please include
- Crash log (not just the message, but the full log file or stack trace)
- The blueprint loaded (`bp.sbc` file or Workshop link)
- Save file (if possible)
Do NOT report them to Keen, they have nothing to do with this "impossible" feature!
Thank you for your testing efforts!
Multigrid Projector client and server side plugin downloads:
https://www.ferenczi.eu/se/multigrid-projector/
It may still have bugs or crash.
Please report the bugs on the Discord server in the #bug-reports channel. Thank you!
SE Mods Discord: https://discord.gg/PYPFPGf3Ca
Patreon: https://www.patreon.com/semods
Thank you for supporting my efforts.
I stop posting here, because community management / communication starts to eat up too much time. Please join the Discord server above if you would like to know more in the future. Thank you for your attention so far.
Viktor
Multigrid Projector client and server side plugin downloads:
https://www.ferenczi.eu/se/multigrid-projector/
It may still have bugs or crash.
Please report the bugs on the Discord server in the #bug-reports channel. Thank you!
SE Mods Discord: https://discord.gg/PYPFPGf3Ca
Patreon: https://www.patreon.com/semods
Thank you for supporting my efforts.
I stop posting here, because community management / communication starts to eat up too much time. Please join the Discord server above if you would like to know more in the future. Thank you for your attention so far.
Viktor
Multigrid Projector plugin mod available via the Plugin Loader:
https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
Torch server plugin:
https://www.ferenczi.eu/se/multigrid-projector/
Multigrid Projector plugin mod available via the Plugin Loader:
https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
Torch server plugin:
https://www.ferenczi.eu/se/multigrid-projector/
Multigrid Projector plugin mod available on the Steam Workshop, loads via the Plugin Loader:
https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
Torch server plugin:
https://www.ferenczi.eu/se/multigrid-projector/
Multigrid Projector plugin mod available on the Steam Workshop, loads via the Plugin Loader:
https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
Torch server plugin:
https://www.ferenczi.eu/se/multigrid-projector/
No not Under Consideration this must be done streaght away now whe cant use alot of cool blueprints
No not Under Consideration this must be done streaght away now whe cant use alot of cool blueprints
A total must have, it has been asked since the first DLC.
A total must have, it has been asked since the first DLC.
Workshop plugin mod, available via the Plugin Loader:
https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
The server side companion Torch plugin was officially released on torchapi.net:
https://torchapi.net/plugins/item/d9359ba0-9a69-41c3-971d-eb5170adb97e
Workshop plugin mod, available via the Plugin Loader:
https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
The server side companion Torch plugin was officially released on torchapi.net:
https://torchapi.net/plugins/item/d9359ba0-9a69-41c3-971d-eb5170adb97e
Yay, 800th thumbs up :D
Yay, 800th thumbs up :D
Vote # 830 here. You can do it Keen!
Vote # 830 here. You can do it Keen!
Vote # 830 here. You can do it keen!
Vote # 830 here. You can do it keen!
According to steam SE has an active player base of around 6000 people. 830 is more than 10% of that. This needs to be implemented, it’s one of the features which would make survival a lot more playable. The biggest reason I see limiting the number of people playing this game is the amount of time you need to spend in survival just to get a basic base going. Fixing this issue would cut downthe time needed by orders of magnitude. With this implemented you can use ready made mining rigs, fly out to an ore deposit and place one down, and it would automatically drill the ore for you. With drones to carry the ore to your main base you can spend your time setting up mining sights while drones collect resources for you. The essentials of your base can be a blueprint and you can project and build cranes to have your base automatically expand. This would let you build a huge mining imperium in a day or two instead of weeks or even months of playing, which would open up the game to people who don’t have as much time to spend on the game. This is probably the single most important feature to keep SE alive right now. So maybe change the status from ”under consideration” to ”number 1 priority”. Assuming SE is still a priority and SE 2 or some other project isn’t the priority.
According to steam SE has an active player base of around 6000 people. 830 is more than 10% of that. This needs to be implemented, it’s one of the features which would make survival a lot more playable. The biggest reason I see limiting the number of people playing this game is the amount of time you need to spend in survival just to get a basic base going. Fixing this issue would cut downthe time needed by orders of magnitude. With this implemented you can use ready made mining rigs, fly out to an ore deposit and place one down, and it would automatically drill the ore for you. With drones to carry the ore to your main base you can spend your time setting up mining sights while drones collect resources for you. The essentials of your base can be a blueprint and you can project and build cranes to have your base automatically expand. This would let you build a huge mining imperium in a day or two instead of weeks or even months of playing, which would open up the game to people who don’t have as much time to spend on the game. This is probably the single most important feature to keep SE alive right now. So maybe change the status from ”under consideration” to ”number 1 priority”. Assuming SE is still a priority and SE 2 or some other project isn’t the priority.
How has this still not been implemented when we have a comment here of someone ^^WHO FIGURED IT OUT^^
How has this still not been implemented when we have a comment here of someone ^^WHO FIGURED IT OUT^^
@Keen
Proof of concept is ready, available as client and server plugins: https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
Full source code is available: https://github.com/viktor-ferenczi/multigrid-projector
We would like to see a clear statement on whether this will ever be added to the vanilla game or not.
Please decide about this request. Yes or No. Don't keep players hanging in the air. Thanks.
Details:
MGP patches/replaces most of the projector logic and part of the welder code. It also relaxes the welding rules slightly to make it easier to weld around subgrid connections and allow welding all kind of blueprints towed together (large head on small base, building based under top). MGP has a workaround to allow welding top parts overlapping heads and auto-attaching them. It has a convenience feature, auto-aligning self-repair projections. It has full mod and programmable block API for maximum compatibility and extensibility. The implementation is a bit hackish here and there, because patching cannot properly replace classes, nor modify them.
Keen owns and original source code of the game and could come up with a cleaner implementation (rewrite of the projector) based on the proof of concept MGP code base. They could if they wanted, if this could be soled as a DLC or otherwise bring in more income. But it does not, so this is not a priority. It would be just one more complex feature to support in the long term, which they seem to deem to be costly. Keen does not seem to want to go down this road. I can understand them. Multigrid welding is a real can of worms, full of corner cases complex logic.
@Keen
Proof of concept is ready, available as client and server plugins: https://steamcommunity.com/sharedfiles/filedetails/?id=2415983416
Full source code is available: https://github.com/viktor-ferenczi/multigrid-projector
We would like to see a clear statement on whether this will ever be added to the vanilla game or not.
Please decide about this request. Yes or No. Don't keep players hanging in the air. Thanks.
Details:
MGP patches/replaces most of the projector logic and part of the welder code. It also relaxes the welding rules slightly to make it easier to weld around subgrid connections and allow welding all kind of blueprints towed together (large head on small base, building based under top). MGP has a workaround to allow welding top parts overlapping heads and auto-attaching them. It has a convenience feature, auto-aligning self-repair projections. It has full mod and programmable block API for maximum compatibility and extensibility. The implementation is a bit hackish here and there, because patching cannot properly replace classes, nor modify them.
Keen owns and original source code of the game and could come up with a cleaner implementation (rewrite of the projector) based on the proof of concept MGP code base. They could if they wanted, if this could be soled as a DLC or otherwise bring in more income. But it does not, so this is not a priority. It would be just one more complex feature to support in the long term, which they seem to deem to be costly. Keen does not seem to want to go down this road. I can understand them. Multigrid welding is a real can of worms, full of corner cases complex logic.
It seems to me that the problem is that when you have already developed the base, there is nothing to do.
It seems to me that the problem is that when you have already developed the base, there is nothing to do.
Yes! If I could ask for only one improvement to the game, it would be this.
It was extremely discouraging to spend a few days building a rover, test it, tweak it, add features, get it just right for what we need it to do, and then set up a printing station to build a second one from a blueprint, only to find out that we can’t because projectors don’t support subgrids.
Just about every vehicle my crew and I create has some combination of pistons, hinges and rotors. It means that, in survival, blueprints and projectors are largely just useless to us. Frankly, this just sucks. Really sucks.
I play on xbox on a crossplay server with my friends. Since it’s xbox crossplay, client-side scripts are disabled. And we’re running vanilla; so no mods.
Our only hope is that the game gets updated to fix projectors. I say “fix” because as far as I’m concerned, they’re just broken right now; at least on consoles where we don’t have the option of mods to allow this.
Yes! If I could ask for only one improvement to the game, it would be this.
It was extremely discouraging to spend a few days building a rover, test it, tweak it, add features, get it just right for what we need it to do, and then set up a printing station to build a second one from a blueprint, only to find out that we can’t because projectors don’t support subgrids.
Just about every vehicle my crew and I create has some combination of pistons, hinges and rotors. It means that, in survival, blueprints and projectors are largely just useless to us. Frankly, this just sucks. Really sucks.
I play on xbox on a crossplay server with my friends. Since it’s xbox crossplay, client-side scripts are disabled. And we’re running vanilla; so no mods.
Our only hope is that the game gets updated to fix projectors. I say “fix” because as far as I’m concerned, they’re just broken right now; at least on consoles where we don’t have the option of mods to allow this.
This needs to be added to the game. It would be so very helpful and fun for the game.
This needs to be added to the game. It would be so very helpful and fun for the game.
This would be brilliant and would add so many opportunities. Unfortunately this seems to come up a lot with others as well, but I just spent a long time designing a compact to expanding missile only to find it couldn't be printed as the hinges and pistons could not be projected. If this could be sorted as part of a dlc or something that would be great!
This would be brilliant and would add so many opportunities. Unfortunately this seems to come up a lot with others as well, but I just spent a long time designing a compact to expanding missile only to find it couldn't be printed as the hinges and pistons could not be projected. If this could be sorted as part of a dlc or something that would be great!
Why bother with the projector? There is a better offer for Keen: to create a DLC for $1000 where the main character has a nose piercing. They will do it in three days! Or leopard underpants... It's easier and more profitable.
Why bother with the projector? There is a better offer for Keen: to create a DLC for $1000 where the main character has a nose piercing. They will do it in three days! Or leopard underpants... It's easier and more profitable.
Multi-grid support in the Projector would be awesome, defiantly would improve gameplay and diversity of what players can create without having to use a large and small projector for 1 blueprint. 1 projector for them is perfect. I also believe it would improve on game performance as well, because there will be much less CU being used with just 1 projector on multi-grid blueprints. It would also allow players to make some of their blueprints of what they built into blueprints instead of world, awesome designs that I think should be better as blueprints and for players to build in their world.
Multi-grid support in the Projector would be awesome, defiantly would improve gameplay and diversity of what players can create without having to use a large and small projector for 1 blueprint. 1 projector for them is perfect. I also believe it would improve on game performance as well, because there will be much less CU being used with just 1 projector on multi-grid blueprints. It would also allow players to make some of their blueprints of what they built into blueprints instead of world, awesome designs that I think should be better as blueprints and for players to build in their world.
This would be great in the base game. But, if you are willing to use the plug in loader, there is a plug in that gives you this feature. It is extremely nice to have your solar array actually appear in your projections.
This would be great in the base game. But, if you are willing to use the plug in loader, there is a plug in that gives you this feature. It is extremely nice to have your solar array actually appear in your projections.
I agree and would love the projector capable of being mounted anywhere and be able to build it's blueprint on whatever grid the projection touches. That would open up sooooo many more possibilities and options of what can be done with it. It's extremely limited and we can't be too creative with it, using it on machines we create, the way it is now.
I would highly support the idea of including Viktor's plugin in the default game. The work is already done, it already exists. Use what already exists and give the author royalty payment options and credit for their work. Some modder community members would add to the development team if keen would actually hire them as staff.
I agree and would love the projector capable of being mounted anywhere and be able to build it's blueprint on whatever grid the projection touches. That would open up sooooo many more possibilities and options of what can be done with it. It's extremely limited and we can't be too creative with it, using it on machines we create, the way it is now.
I would highly support the idea of including Viktor's plugin in the default game. The work is already done, it already exists. Use what already exists and give the author royalty payment options and credit for their work. Some modder community members would add to the development team if keen would actually hire them as staff.
I'm definitely a proponent of this. If I use a rotor, hinge, or piston, I have to find some workarounds to build blueprints. I end up adding separate grids to my blueprints and try to keep them organized together so I can build things in Survival Mode.
Every sub-grid is attached via a rotor-head, piston-head, or hinge-part. They are typically inert, non-terminal blocks. But why not give them elements of a projection block and use them as anchor points to project subgrids once they are built? The orientation of the sub-grid to the head piece could be saved as part of that block.
I'm definitely a proponent of this. If I use a rotor, hinge, or piston, I have to find some workarounds to build blueprints. I end up adding separate grids to my blueprints and try to keep them organized together so I can build things in Survival Mode.
Every sub-grid is attached via a rotor-head, piston-head, or hinge-part. They are typically inert, non-terminal blocks. But why not give them elements of a projection block and use them as anchor points to project subgrids once they are built? The orientation of the sub-grid to the head piece could be saved as part of that block.
With the increase and more viable option of custom turrets via the custom turret control block added in warfare 2. Its highly likely more creations will need this or you'll be forced to reprogram and rebuild the turrets every time you get on another server or build another ship containing a custom turret. Also with the improvements to collisions over the last few months ships with more advanced exterior and interior subgriding are ever present.
2 improvements /additions to the game making subgriding more prevalent, it only makes sense to provide a method to bring ships with these features wherever you need.
With the increase and more viable option of custom turrets via the custom turret control block added in warfare 2. Its highly likely more creations will need this or you'll be forced to reprogram and rebuild the turrets every time you get on another server or build another ship containing a custom turret. Also with the improvements to collisions over the last few months ships with more advanced exterior and interior subgriding are ever present.
2 improvements /additions to the game making subgriding more prevalent, it only makes sense to provide a method to bring ships with these features wherever you need.
Sorry error appeared when commenting making it upload multiple times so overwritten it with this a I cant see an option to delete comment
Sorry error appeared when commenting making it upload multiple times so overwritten it with this a I cant see an option to delete comment
as a mostly survival player this is actually something that stops me using sub grids often. I like to design in creative but if those designs can’t be easily projected in survival it feels pointless.
as a mostly survival player this is actually something that stops me using sub grids often. I like to design in creative but if those designs can’t be easily projected in survival it feels pointless.
Created an account just to give this thread more love, getting desperate now as players get more creative with their designs and with the new custom turrets it's almost a full on requirement!
Let's go Keen, keen to see this one sorted out :)
Created an account just to give this thread more love, getting desperate now as players get more creative with their designs and with the new custom turrets it's almost a full on requirement!
Let's go Keen, keen to see this one sorted out :)
I want to suggest something to add upon this, since Building Direct multi grid vehicles might be tough to make with projectors. How about allowing the projection of individual Sub-grid pieces of a blueprint? And then they can be attached to the ship in ways like Drones or Cranes. I thought it would be a great idea after watching a Youtube video by "BlackArmor" of the "Companion" that is like a canine walker drone, and it had it's turret swapped for another weapon type. So if it's possible to make turrets able to swap out, it could be possible to make other parts able to swap too. It could be just the way they might want to go?
I want to suggest something to add upon this, since Building Direct multi grid vehicles might be tough to make with projectors. How about allowing the projection of individual Sub-grid pieces of a blueprint? And then they can be attached to the ship in ways like Drones or Cranes. I thought it would be a great idea after watching a Youtube video by "BlackArmor" of the "Companion" that is like a canine walker drone, and it had it's turret swapped for another weapon type. So if it's possible to make turrets able to swap out, it could be possible to make other parts able to swap too. It could be just the way they might want to go?
With the new custom turret controller we now really need to be able to project and print subgrids. At the moment no design done in creative containing a custom turret controller can be printed. That really sucks.
With the new custom turret controller we now really need to be able to project and print subgrids. At the moment no design done in creative containing a custom turret controller can be printed. That really sucks.
Now with the advent of the custom turret controller, Keen has put a lot more pressure on the rotor and hinge blocks. People are creating tons of subgrids where as there weren't as many before.
Rotor heads, piston heads, and hinge pieces are basically the anchor points for all sub-grid projections. Those block pieces also share the same function. They also have direction as far as their orientations. So apart from first spawning the rotor head, piston head, or hinge piece, a separate projection could be linked to each of those to solve the problem. The down side is that the color of the piece might end up as default. But that's an acceptable trade off for the convenience of projecting subgrids.
Now with the advent of the custom turret controller, Keen has put a lot more pressure on the rotor and hinge blocks. People are creating tons of subgrids where as there weren't as many before.
Rotor heads, piston heads, and hinge pieces are basically the anchor points for all sub-grid projections. Those block pieces also share the same function. They also have direction as far as their orientations. So apart from first spawning the rotor head, piston head, or hinge piece, a separate projection could be linked to each of those to solve the problem. The down side is that the color of the piece might end up as default. But that's an acceptable trade off for the convenience of projecting subgrids.
How complex does it really have to be ? A blueprint can already store the complete design, projectors simply need to be able to project both grid types at once and attach piston/rotor/hinge parts as they are built, for added safety, it can build them from a projection automatically locked so they don't move and mess up grid alignment till the player wants them to unless of course the projection is allowed to move with rotating/extending parts... I reccommend locked, makes it simpler.
How complex does it really have to be ? A blueprint can already store the complete design, projectors simply need to be able to project both grid types at once and attach piston/rotor/hinge parts as they are built, for added safety, it can build them from a projection automatically locked so they don't move and mess up grid alignment till the player wants them to unless of course the projection is allowed to move with rotating/extending parts... I reccommend locked, makes it simpler.
I've been trying to find a work around for this problem since the game came out. The way I see it, we ether need to be able project rotors, pistons and hinges with out their "heads" (sub grids) so that we can create a way of connect and assemble them from two separate projections afterwards, or just be able to weld the hole thing from one projection. So far not a lot of progress has been seen in understanding the urgency of the problem or in trying to solve it. My latest post explaining the details was 9 month ago wile my first attempt was in Beta. A projection of a rotor that has it's head removed still spawns with it's head attached. So you have to create intricate and complicated systems in order to detach, grind or shoot that block off before you can connect it to the next projection that has the head part you want it to connect to.
A secondary problem is if you ever need to repair that part, the collision box is to big on the main part of a Rotor, Hinge or Piston to allow a replacement of a broken head part on the other grid. This means that if you use it in battle and that block gets broken you can't repair it.
This issue made me stop playing the game as I couldn't progress with what I needed to build 9 month ago but I've been waiting for a fix for this since the game was in early access. It's frustrating as it doesn't seem they understand the urgency.
I've been trying to find a work around for this problem since the game came out. The way I see it, we ether need to be able project rotors, pistons and hinges with out their "heads" (sub grids) so that we can create a way of connect and assemble them from two separate projections afterwards, or just be able to weld the hole thing from one projection. So far not a lot of progress has been seen in understanding the urgency of the problem or in trying to solve it. My latest post explaining the details was 9 month ago wile my first attempt was in Beta. A projection of a rotor that has it's head removed still spawns with it's head attached. So you have to create intricate and complicated systems in order to detach, grind or shoot that block off before you can connect it to the next projection that has the head part you want it to connect to.
A secondary problem is if you ever need to repair that part, the collision box is to big on the main part of a Rotor, Hinge or Piston to allow a replacement of a broken head part on the other grid. This means that if you use it in battle and that block gets broken you can't repair it.
This issue made me stop playing the game as I couldn't progress with what I needed to build 9 month ago but I've been waiting for a fix for this since the game was in early access. It's frustrating as it doesn't seem they understand the urgency.
Pls keen we need this.
Pls keen we need this.
Still not in yet ? Victor's solution might work, but since you can't install plugins on most server hosts like nitrado it's a bit futile unfortunatly.
It would be really nice if they would finally consider this to add to the game. However it doesn't feel like it ever will.
Still not in yet ? Victor's solution might work, but since you can't install plugins on most server hosts like nitrado it's a bit futile unfortunatly.
It would be really nice if they would finally consider this to add to the game. However it doesn't feel like it ever will.
I really wish any of the community managers did update this thread status. Keeping it "under consideration" for 3 years seems like a "won't fix" at this point. Why not change the status so we stop hoping and / or provides some kind of update if there's anything planned on that feature. Multigrids structures & ships are fun and add more complexity to what we can do but printing them requires a lot of manual assembly since we can only print one grid so it kind of make it hard to mass print.
I really wish any of the community managers did update this thread status. Keeping it "under consideration" for 3 years seems like a "won't fix" at this point. Why not change the status so we stop hoping and / or provides some kind of update if there's anything planned on that feature. Multigrids structures & ships are fun and add more complexity to what we can do but printing them requires a lot of manual assembly since we can only print one grid so it kind of make it hard to mass print.
We have custom turrets in vanilla now but cannot save them as part of the ship's blueprints... seems kinda half done.
We have custom turrets in vanilla now but cannot save them as part of the ship's blueprints... seems kinda half done.
I agree. This would be a very useful addition to survival, and perhaps even creative.
I agree. This would be a very useful addition to survival, and perhaps even creative.
I agree. This would be a very useful addition to survival, and perhaps even creative.
I agree. This would be a very useful addition to survival, and perhaps even creative.
The multigrid projector mod is a "must-have", if you want to build anything more complex than potato.
The multigrid projector mod is a "must-have", if you want to build anything more complex than potato.
Please for the sake of Klang give us multigrid projectors. It wil make th emazing creations you keep showcasing on the facebook page a reality for survival games.
Please for the sake of Klang give us multigrid projectors. It wil make th emazing creations you keep showcasing on the facebook page a reality for survival games.
Warfare 2 custom turrets and all of the cool ships with sub grids are severely underutilized because subgrids are not only Jank with the physics but horrendous to build in survival. Keen, please fix subgrids and projections.
Warfare 2 custom turrets and all of the cool ships with sub grids are severely underutilized because subgrids are not only Jank with the physics but horrendous to build in survival. Keen, please fix subgrids and projections.
As a CTC user, I want to be able to print blueprints that contain subgrids. Please make this happen. It's been a long-time issue that we can't print subgrids and the need for subgrid printing continues to grow. Thank you.
As a CTC user, I want to be able to print blueprints that contain subgrids. Please make this happen. It's been a long-time issue that we can't print subgrids and the need for subgrid printing continues to grow. Thank you.
i voted this because i would like a projector can one or both of those 2 things:
1) store multiple blueprint in the block and select the one to be projected
or/and
2) project more than 1 SEPARATE grids
stop
projection spawn of subgrids it is already in creative mode, and to permit this thing in survival is pure exploit imho, no reason to have sub-sub-grid projection in survival; spend your time in something more usefull
thanks
i voted this because i would like a projector can one or both of those 2 things:
1) store multiple blueprint in the block and select the one to be projected
or/and
2) project more than 1 SEPARATE grids
stop
projection spawn of subgrids it is already in creative mode, and to permit this thing in survival is pure exploit imho, no reason to have sub-sub-grid projection in survival; spend your time in something more usefull
thanks
Everyone says to use projectors on separate parts.
A) this takes 8 hours to build a blueprint in survival if it was even possible, for large ships
B) there isn't room to plop projectors in lots of cases
C) Ain't nobody want to go redo all the settings for every singe subgrid and all their parts. For example limits on custom turret angels for each turret.
The lack of an ability to bring a blueprint into the game that uses a custom turret or other subgrids, is completely ruining the game for me.
Everyone says to use projectors on separate parts.
A) this takes 8 hours to build a blueprint in survival if it was even possible, for large ships
B) there isn't room to plop projectors in lots of cases
C) Ain't nobody want to go redo all the settings for every singe subgrid and all their parts. For example limits on custom turret angels for each turret.
The lack of an ability to bring a blueprint into the game that uses a custom turret or other subgrids, is completely ruining the game for me.
You know this exists as a plugin now right?
It even has some extra features like auto allignment for repair projections.
Move projections with arrow keys, ...
Send items to assembler needed for projection.
You know this exists as a plugin now right?
It even has some extra features like auto allignment for repair projections.
Move projections with arrow keys, ...
Send items to assembler needed for projection.
I've been waiting for yeasrs for this to finally get done in vanilla, and I see now it's been REJECTED?! I would very much like to hear a dev explanation as to why, since this is THE MOST WANTED UPDATE EVER.
I've been waiting for yeasrs for this to finally get done in vanilla, and I see now it's been REJECTED?! I would very much like to hear a dev explanation as to why, since this is THE MOST WANTED UPDATE EVER.
If a request as big as this gets rejected, there should be an explanation, surely?
If a request as big as this gets rejected, there should be an explanation, surely?
Bots in the comments, lol.
On topic: It's probably declined because of current engine limitations with how subgrids work. Literallt hundreds of things have to be changed for this to work.
If it were to be implemented, the developers need solutions for a lot of different kinds of scenarios.
How will hinges work? Do they have physics enabled or not? If yes, what if it shifts a little during building? Will the projected print adjust hinges and so accordingly instead of trying to still project mid air? And what if physics are enabled, but hinges are setup to move freely with no braking torque? What if the projector loses power mid print, would the already printed subggrids also move freely and mess up the whole projection?
And if there are no physics enabled on the grid, when will it be enabled? During or after print is built? Would the projector freeze everything even though it's built and now on another grid? Can projectors also freeze grids it was just placed on an already existing grid?
Just examples. There's no much more then just making it project subgrids.
Don't go: "Keen greedy. Staff just incompetent." That's the most ignorant thing I've ever read. Don't be ignorant.
If Keen easily could, Keen easily would.
Bots in the comments, lol.
On topic: It's probably declined because of current engine limitations with how subgrids work. Literallt hundreds of things have to be changed for this to work.
If it were to be implemented, the developers need solutions for a lot of different kinds of scenarios.
How will hinges work? Do they have physics enabled or not? If yes, what if it shifts a little during building? Will the projected print adjust hinges and so accordingly instead of trying to still project mid air? And what if physics are enabled, but hinges are setup to move freely with no braking torque? What if the projector loses power mid print, would the already printed subggrids also move freely and mess up the whole projection?
And if there are no physics enabled on the grid, when will it be enabled? During or after print is built? Would the projector freeze everything even though it's built and now on another grid? Can projectors also freeze grids it was just placed on an already existing grid?
Just examples. There's no much more then just making it project subgrids.
Don't go: "Keen greedy. Staff just incompetent." That's the most ignorant thing I've ever read. Don't be ignorant.
If Keen easily could, Keen easily would.
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