reconnecting conveyors broken

Chris shared this bug 41 days ago
Not a Bug

steps to reproduce:

place a cargo container, on one cargo port add three conveyors on the end of the conveyors place another cargo.

verify in the control panel you can "see" the other cargo, do this from both cargo's (ie open the control panel first from one cargo and then from the other

destroy the middle conveyor, then recreate it, the two cargos should now be isolated. the conveyors haven't properly attached.

for further insight, destroy all three conveyors, and build just the projections from one end to the other with the welder, check which ones are red, you should see two red ones and only one build-able (I think this is wrong)

as the last conveyor projection you placed is touching the other cargo that *should* be build-able but it isn't seeing the attachment point.

I think putting in 3 conveyor projections you should only see the middle one red as that is the only one that doesn't have real connections (yet)

I think the last build conveyor is failing to join at *both* of its ends.

Replies (3)

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Linking my report as it seems to be along the same lines.

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thanks, was about to figure out how to find it again and work out how to do the link, but you saved me from the trouble!

Quite a critical bug in terms of base building !

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Yea.. It's an absolute PITA!.. Trying to build a nice little base and having to build everything in sequence to keep it functioning. It also seems to affect power transfer. I've been wondering if I've unintentionally created some separate grids somehow.

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as far as the power is concerned have you ensured some other connection like armour blocks as well as conveyor, could be if the conveyor isn't joined then power can't get a path through it, but might go through "normal" blocks - just a thought

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@Rygel_6 I have a work around ! - its janky but it works!

your power comment jogged something as I was falling asleep and I couldn't leave it alone...

put a connector on both areas to be connected, I have at least two attachment points on a 7.5M cargo container that attaching a docking connector on doesn't work (you can't see other blocks beyond the connector in the inventory screen)

you will have to attach a battery to both parts to be connected (you'll see why later)

double check that you can "see" through both the docking connectors to the blocks attached further away in the inventory screen

remove one connector and run conveyors as you would normally expect to then when you get near do this....

ae205eb18daa5869c35738befcbbbbf4

notice the the very small conveyor being used as a spacer between the machinery block and the connector.

once you have everything welded up select one of the connectors go into its control panel page and connect the connector.... you should be good to go (lets hope!)

initially I did try just using conveyors after both sections powered - however this didn't work so the above jankieness was needed to work around this BUG

hope this helps.

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Lol.. Janky genius.. Love it!.. One of the things I love about SE, it ain't stupid if it works!.. I'll try something like this later, but let's hope for a fix soon!

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So just to reinforce and support this issue, I'm attaching a combined screenshot, these node blocks were built off the same branch on a conveyor line. When it comes to adding two nodes next to each other, if I try to snap it to the conveyor, it won't place, but if I try to snap it to the node next to it, it will..!

217f14f93e1fb888df7ccd7b4381deac

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after further investigation this is happening when grids are being split

if you take 2 cargos and they are on the same grid all fine

if one cargo is anchored to voxel after adding it to the end of a conveyor then the conveyor is removed, you won't be able to get them joined, you also have 2 grids with the same name so you literally get to break it and keep both parts....

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Hello Chris,


The behavior you described is intended. When Grids are split in two, they can only be reconnected by either use of Connectors or cutting the split part and pasting it on the other part.

I would recommend as a good practice to always use supporting structures while building to prevent the Grid from being split in two.

As such, I will close this thread as Not a Bug.


Kind Regards,

Bartosz

Keen Software House

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Wasn't SE2 supposed to be more accessible than SE1?

  • I suggest that SE2 at a minimum informs the player of the consequences for removing/destroying a block, that would cause the grid to split, with a notification/warning.

and/or

  • Informs the player why building the block is not possible and not just display a red cube outline.

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nothing short of a disaster for usability, there really does need to be a warning before splitting girds and some way to merge that isn't a major drama

how exactly do you expect the player to "cut and paste" half an extensive base to the other half, simply not practical and very poor for game play

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There really does need to be some other mechanism to rejoin grids, this make for a very frustrating un-enjoyable experience

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