multigrid support for projectors.

Hylke Lammert shared this feedback 22 months ago
Under Consideration

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.

Best Answer
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i submitted it double by accident.

Comments (27)

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Hello, thank you for the good idea. Lets see how popular it gets by voting.

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i submitted it double by accident.

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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...

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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

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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.

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Oh god yes. this is killing me in Survival.

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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

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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.

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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

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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.

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Please, please please make this a reality.

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Please.

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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).

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Immortal words of Piccard. "Make it so"

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Whatever solution would allow projecting blueprints of subgrids would probably also solve the problem where dampers don't account for the mass of subgrids.

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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.

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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.

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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...

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okay, you need to apply for one of the job-openings KSH has at the moment- you'd make a great lead developer...

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its not broken, multi-grid projection for welding has never been supported.

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Maybe I wasn't clear enough in my bug report, so I attempt to clarify it a bit:

Console: Multi-grid projection is supported, but often broken because of clearing the position of the first grid. This issue can easily be reproduced by two players watching the same console on a multiplayer server. If one player loads a multi-grid blueprint the other one will not see all sub-grids or see them at wrong positions in case the first sub-grid of the blueprint has a non-zero position vector. It can prevented by changing the original blueprint. Shifting all sub-grids so that the position of its first sub-grid becomes (0, 0, 0) works around the issue.


Projector: Currently, there is a workaround in SE's code which explicitly selects the largest sub-grid from the blueprint, so the projection shows only that one. This explicitly prevents multi-grid welding and hiding the other issues I mentioned. I guess they put this workaround in place after developers realized that sub-grids just don't come together for some reason they could not debug nor had the time to deal with properly.

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If I am understanding that right, then you're saying multigrid projection could work, it just needs to have the lockout removed from the projector, and then a rework of code on the projector itself to "see" the largest grids (centerpoint) as a 0,0,0 grid value, and then adjusting all subgrids off of that point?

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What I attempted to describe is, that multi-grid welding would need

  1. projection of all sub-grids at the right relative position to each other and
  2. connections between grids via the base and top parts preserved (entity ID matches) and
  3. automatic addition of top parts (rotor head, piston top) when the base part is welded.

Zeroing out the first grid's position prevents (1) from working. (It also breaks console block projections, that's the way to demonstrate the issue.)

Inconsistent remapping of entity IDs breaks (2) by disconnecting top parts from their corresponding base parts. Rotor heads from their bases, piston tops from their bases and wheels from their suspensions. In addition, this breaks button mappings between sub-grids as well (cockpit, timer, sensor).

(3) does not seem to work, because no top part is added automatically on welding a rotor or piston base from a projection. It could be fixed easily, since that action is available already. It just needs to be invoked at the right time. I do it in my Torch plugin driving https://spacewar.se in order to build wheels on race cars, even if no multi-grid support is available right now:

motorSuspension.ApplyAction("Add Top Part");

There may be more issues with multi-grid welding, but they are not obvious until the above three issues are fixed.

I hope it is cleaner now.

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still would like this to get fixed. Keen? Please

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Just made my first ship printer, this would be so handy for building it on my server! It would be great for my mining rigs as well.

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I just realized... you can spawn multigrid in creative. If you can "spawn a multigrid". Why can't you project it. Doesn't make sense. Please keen, get on this already. we gave you the answers you need to fix it.

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The code spawning blueprints employs consistent Entity ID remapping and does not break any positions. That's why it is working in creative mode.

In case of welding the blueprint is going through a projector, which has some faulty code breaking the connections between the sub-grids as I described above already. There is also the problem of adding the top part of any rotor or piston welded from the projection automatically, so the connected sub-grids can also be welded.

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This needs to be a thing, Keen?

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I would like to see this also.

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I would also greatly appreciate this feature!

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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.

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I already gave up and moved on. :(

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Yeah, I feel that.

I figure the only thing I can do is add my weight to this suggestion.

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Adding my line of support to this, multigrid projections should be in the game though

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I have been waiting for multi grid projections since the projector was added lol PLEASE!

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Should have been fixed and implemented along time ago, too many awesome blueprints for things as simple as solar tracking using rotors that this issue breaks.

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I rather would like to have that then yet another dlc with more decorativ blocks.

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thxs for putting it here this had to be fixed years ago but no the inplanted new stuff thats good to but the problems must be fixed before adding new stuff in

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Still considering this issue ?

Hopefully we get those multi-grid creations printable at some point.

:crossedfingers:

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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.

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LOL! It won't happen if you don't ask.

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He asked before (Other similar thread) and said he had found the issue and gave pointers (If I recall). But I don't think Keen or any company for that matter would share their source *.

* I know it was maintained on Github until end of 2017 but the fact is, it is now closed source

As for pairing of just doing this, it is a Priority / resources availables / other timetables in place for sure.

At least, this issue/request is clearly visible (Vote-wise / popular / trending, it shows at the top) so they know.

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Definitely know about the GitHub which is nearly 3 yrs old. If he has the solution, then make a diff patch and send it directly to Marek! There's no need to have the source shared if he already has the solution. If he can't make a diff patch then I seriously doubt he has the solution. +1 for good intentions.

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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!!!

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Definitely 100% behind this one!

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This makes sense. Or at least put a link how to do it, eg. in good bot. That would give that AI a meaning.

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I think its an essential feature.