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You can no longer send seveal channels through a single timer and action relay like you could when the signal update released
- https://support.keenswh.com/spaceengineers/pc/topic/43816-bug-timers-and-action-relays-broken-after-hotfix
I wont be updating this blueprint until i get a response from Keen regarding this issue if they are going to fix it or if this is intended functionality, as any workaround requires between 11-22 extra timers or action relays, and redoing all the signal transmitter logic to fix something that used to work fine.
I just did a test, i posted the blueprint, removed the red blocks, pushed the ship relay activator button. The arms appear to be working fine when pressing them individually, but the mass broadcast seems to be broken for some reason
I manage to layout all the arm's functionality and is impressive the way its prevent clang by detaching when is merge with the ship and i find hilarious than im struggling more with the relay action system layout than the arms hinge event controller/timer system rn
btw the relay action system idk if its a bad blueprint but it doesn't work from the get go after turning the Relay Action On in everything
And thank you :-) I had been thinking to design some for of mobile storage units. And transport for them. Bring it out to mining area then when full have large transport come get them. Your video is giving me ideas.
Heres my attempt at automation for folding drills.
https://www.youtube.com/watch?v=AvaUVGLMrho
The subgrid count is only 1 before the connector, so its main grid -> subgrid bay connector -> 12 Cargo modules attached to connectors
The rest of the grids are all resting and detached from the grid when retracted.
for MK II im planning on replacing the connectors with merge blocks to make it down to main grid -> subgrid bay and cargo modules. but to add cargo access i would need to add tons of subgrids back to it, so more subgrids, but at the same time theoretically more stable?
The arms are only relevant extra grids during deployment/retraction when retracted they are detached to minimize any external force applied.
there are many ways i could combat the shaking, ill have to look at it some more, but its working so i didnt really want to mess with it xD
a piston would prob, increase bulk, resulting in the grid being bigger, since it needs the correct angles for resting positions. (i did start by using 2 pistons, but transferring cargo was more frustrating)
Sub-grid count is obsessively high though, so I'd imagine the Mk II variant you have in the works in the near future would be to use a lot more merge block related systems than to use rotors. I'd also like to suggest - would using pistons be better here? The hinges are odd when handling that much mass. What do you think?