Space Engineers

Space Engineers

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Smart Unmerge — attach and detach stuff without limits
   
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Type: Mod
Mod category: Script
File Size
Posted
Updated
344.420 KB
15 May, 2017 @ 5:29am
23 May, 2017 @ 10:38am
3 Change Notes ( view )

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Smart Unmerge — attach and detach stuff without limits

Description
This not-so-simple modscript allows you to properly unmerge your ships and tools, without fancy unmergeable mods or sophisticated "unmerge-capable" docking corridors.

What does this do?
As most of SE players know, there is an inconvenience with merge blocks: if two merging grids have adjacent mount points that do not belong to a merge block's face (i.e. merging two 3x3 flat cubical corridors), they will weld together, and stay glued when merges are turned off. It is also very inconvenient when you need to transfer cargo between merging parts: instead of a simple tube, you have to use a merge/connector pair.

How does this work?
Right before the merge happens, all merge blocks will remember a list of blocks which belong to their grid. Upon they are turned off (or disabled), they will attempt to break away the blocks which originally belonged to their separate grids.
In case any block is added to the grid during the merge, the merge blocks will find all blocks adjacent to the new block and, if it touches only blocks from one formerly separate grid, new block will be added to that grid's block cache. In case the block is adjacent to blocks from both grids, it will be attributed to closest merge block.
Block caches are persistent and properly saved and loaded with the world.

Tip: if you want to disable "Smart Unmerge" option for a specific merge block, you can just write NoSmartMerge option in merge block's Custom Data.

Is this tested?
It is tested with multiple merge blocks, but only in single player.

To Do:
— Add a "Separate top block" option to Projectors, so you can easily detach freshly-projected stuff;
— Make a better thumb.
54 Comments
flummifp 17 Jun @ 4:11pm 
Monika 29 Jun, 2024 @ 8:16am 
are there any plans to update this
Church.exe 2 Oct, 2022 @ 8:37pm 
@bearhiderug Not without the welding plate mod as well. Otherwise it would be unreasonably hard/impossible to completely merge ships.
bearhiderug 2 Oct, 2022 @ 7:55pm 
this should just be base game..
BloodyRain2k 2 Oct, 2022 @ 6:00pm 
All this just because Keen doesn't wanna add a connector with merge block functionality, aka temporarily fusing the grids AND allow conveyor connectivity.
PantACRO4life 17 Feb, 2022 @ 4:07pm 
Anyone could maybe take care of this mod? It is kinda most have/needed .!
mugsy 7 Feb, 2022 @ 9:50pm 
fingers crossed this author comes back for a while with the new game update changing things up a bit.
Church.exe 10 Dec, 2021 @ 9:31am 
Is there an alternative to this now that does the same thing?
JWA 26 Sep, 2020 @ 7:09pm 
So I tried this again recently and regular blocks don't unmerge...Am I missing something or has it broken?
JWA 12 Aug, 2020 @ 1:29am 
I can imagine my cpu having trouble if I try to merge huge sections together, but I'm thinking of how the combination of hinges and improved block collision allow for clean vanilla doors, but they aren't airtight. With this and a smaller merge block you could make any door airtight.