Space Engineers

Space Engineers

(Projector Block Small Ship Factory) GEC Industries V3
34 Comments
Aether 9 Dec, 2017 @ 5:57pm 
Is it updated?
yates341 27 May, 2016 @ 12:38pm 
What's the mod we need
SilverDude 10 Oct, 2015 @ 3:32am 
Silver Era Industries will buy this factory for future ship production :)
Jakesnake5 14 May, 2015 @ 10:16am 
I've noted a few annoying tendencies of this system, and number One is that rotor.

That Rotor is the biggest fail point in there. Even when not in use, they have a nasty habit of exploding, usually on game load or save. Connectors have enough 'give' to allow minor deviations, though you know they don't have the same precision.

Also, using a connector allows a change that can let you feed the ships uranium before cutting the umbilical.

And the cutter, needs to be keyed, not automatic. For those ships that you don't put fuel in, just drift and have to be hacked to fuel (if no external reactor access).

Until Keen fixes projectors to projects attached items of rotors/pistons, it can't really be made in Survival straight out. :/
Lyrad8791 4 Feb, 2015 @ 11:15pm 
I would love to see a video of this in action. I built this on a survival server and it doesnt have any welders nor does it have the projector database setup that yours has. Porjector doesnt display for the small blocks (database) so i cant seem to fix that issue and not sure exactly how you have the welders setup just from the pictures.
XenobladeChroniclesTheHedgehog 18 Jan, 2015 @ 6:58am 
that didn't work either.
GECO  [author] 10 Jan, 2015 @ 3:28pm 
you need a couple of blocks connecting to the projection. If you dont do that the welders will stay there wainting for something to weld.
XenobladeChroniclesTheHedgehog 10 Jan, 2015 @ 2:49am 
the thing is, I press the button to start it off, then it comes in and welds the middle, but then it stays there. if I press the other button, it juts pulls away from it without welding. it kinda annoys me a bit.
Johnald P. Redham 9 Jan, 2015 @ 8:59pm 
Faster I'm thinking, muxh faster. I'm testing a few rates right now, might have to settle for two speeds, one for larger ships like miners, and one for tiny ones, like drones and small fighter craft. So far I've doubled teh speed, but the pauses in between are killing me, but I see their usefullness, it's just a matter of dissecting the timers for the proper sequence.

If I have any true success I'll deposit my information here, Promise.
Shinra Tensei 9 Jan, 2015 @ 4:43pm 
How would i go about changing this to work in survival? speed-wise
GECO  [author] 9 Jan, 2015 @ 3:50pm 
Like jerkjohnny said. And you should replace the blueprint by your own ones or at least download the mods that those ship uses.
( Armored Thrusters by Darthbiomech, White flavoured armor thrusters and industrial thrusters by sage)
Johnald P. Redham 9 Jan, 2015 @ 3:25pm 
I've dissected this thing quite a bit, I might be able to help. It's really just plug and play, hit the 2nd button on the left to start the building process, third button is to stop/reset everything, and the first button switches between projector blocks using a timer system.

Be advised that the default blueprints set in the small projector all use thruster mods, and therefore will have none =p

I'd be happy to show you how to operate it, as well as I have been able to so far anyway. (see Below)
XenobladeChroniclesTheHedgehog 9 Jan, 2015 @ 2:39pm 
excuse me fine sir, I am having trouble operating the station and the numbers and timings confuse me. could you please create some form of tutorial?
GECO  [author] 9 Jan, 2015 @ 2:19pm 
Well this is the beauty of this kind of inventions. There is always room for improvement. And more when the game gets new updates with new functionality or bugfixing of stuff that doesn't work how we hope it would, like pistons and rotors :)
Johnald P. Redham 9 Jan, 2015 @ 1:17pm 
I am finding that the timing is way too slow for any ship, and damge is immense, and so is the according loss of components. Unacceptable losses sir! The Corporation will not tolerate such innefficiency!

I'm playing with the timers a bit to see if I can get it to build something like the mk-22 mole, that giant yellow round mining beast with wheels, for instance, as well as a tiny fighter like the infiltrator or even various drones.

I got the small projector in there and I made the welding panels bigger, just beacause I could, and I had room. I've got all your timers and sensors set up just like the stock version, but a few things are buggy. Once i get the timers sorted so it builds smoothly, i'll publish the world.

You just can't really build a better assembler without making it rotate and spin while it welds, and that's just nuttery because of the way rotors under that much stress tend to explode randomly. I really thank you for this!
Cheers! 10/10!
Johnald P. Redham 7 Jan, 2015 @ 4:17am 
So I am trying to rebuild this inside my asteroid base, and I got everything together except the small ship projector. After some dissection in creative mode i find that a large station/ship rotor is joined to it by a small ship rotor part. How would I accomplish this?
Johnald P. Redham 3 Jan, 2015 @ 11:10am 
try pasting it a second time, slowly, immediatly thereafter. Any mouse motion will shake everything, and sometimes things just explode. While I was able to get this one pasted without problem, I have had that happen in structures with lots of rotors. They go boom sometimes.
AnDanDan 3 Jan, 2015 @ 10:24am 
Every time I try pasting this, the pistons explode and basically make the stationm useless. Any ideas?
Souper07 25 Dec, 2014 @ 5:44pm 
Tried to build this in survival but as soon as I clicked on it I got a message saying only one size of grid is supported. All the welders are missing off the projection.
GECO  [author] 16 Dec, 2014 @ 5:47pm 
yes the factory doesnt use mods, but i tought that the ships in the projectors it wouldn´t be saved with the factory but apparently they do :S
Nioreux 16 Dec, 2014 @ 4:47pm 
i thought i saw you say no mods?
GECO  [author] 16 Dec, 2014 @ 4:16pm 
Hey infernoslayer tell me something, the projectors have the blueprints of my ships? those five that y show in the screenshots?. You are talking about of one of those ship? i tought that projectords couldn't save blueprints if they are part of another blueprint. But if its that way you need the following thrusters for those ships( Armored Thrusters by Darthbiomech, White flavoured armor thrusters and industrial thrusters by sage)
Nioreux 16 Dec, 2014 @ 3:21pm 
?
Nioreux 16 Dec, 2014 @ 3:21pm 
one of your ships dosent have thrusters
GECO  [author] 16 Dec, 2014 @ 3:17pm 
Thanks ObsidiaDeath we have to hope that they will fix it soon :)
DragonSlayer 15 Dec, 2014 @ 3:22pm 
looks amazing, cant wait to try it once KSH fixes the bugs
Thumbs up, keep up the good work
GECO  [author] 15 Dec, 2014 @ 12:38pm 
NO mods used in this build
ultra_star_uk 15 Dec, 2014 @ 4:42am 
what mods did you use???

im haveing truble finding out
Kodokuna 12 Dec, 2014 @ 4:07pm 
Nice job! I am very tempted to use the design on a foundry.
MrNcode 11 Dec, 2014 @ 5:56pm 
Well, that expains a lot! In that case I do hope that Keen SWH get that fixed ASAP. Thank you very much for responding quickly and keep up the good work!
GECO  [author] 11 Dec, 2014 @ 5:42pm 
Yes sir, i think this is a hitbox bug that has come in the last 2 updates, I noticed this in welders and grinders aswell. They tend to clip into objects and break them appart. This factory with the changes that you see now it was working 100% without problems in 1.058. But now its exploding some blocks.
For example in my survival map even welding manually with my welding ship it gives me troubles :S
MrNcode 11 Dec, 2014 @ 4:23pm 
This is a great piece of work, and works for most of the default ship blueprints. I do have some constuctive criticism though: The welders tend to tear pieces off the ships (or in some cases completely tear the ship apart) while they are still being built. This even occurs with the fifth default ship blueprint which has it's nose, wings and landing gear torn off as well as it's cockpit often being destroyed. As far as I can tell this is because the welders build blocks which are above/below/next to them, then when they move outwards they break the blocks they just built. If I were to hazard a guess, I'd say that this probably did not occur when you were testing it and if I might be doing something horribly wrong please let me know, however one part of your change notes chaught my eye as a possible culprit: "Reduced the Welder's sensor detection in order to allow the welder wall to come closer to the middle starting point." Maybe that's what's causing problems?
GECO  [author] 10 Dec, 2014 @ 11:07pm 
Thanks!
RoTxa 10 Dec, 2014 @ 4:57pm 
nice job!!