Space Engineers

Space Engineers

Nanite Control Factory - Automated Construction (Not working - Old Version)
astrocom 16 Jun, 2016 @ 11:32am
Deconstructing Ally's Ship
I've even put a deconstruct beacon on something else, and it's ignoring that and eating my ally's remote control miner. Said ally isn't currently connected so they're listed as "dead"
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Showing 1-13 of 13 comments
astrocom 16 Jun, 2016 @ 11:40am 
It has since gone on to start eating my base. The base and the small ship were connnected, the NCF is not connected to either.
tyrsis  [developer] 16 Jun, 2016 @ 12:15pm 
Turn off the NCF, remove the beacon. It should stop ?
astrocom 16 Jun, 2016 @ 2:10pm 
Alright I'll try that next time I'm in the world. I think It probably was ignoring the beacon because I was in creative mode, so the beacon, of course, was owned by no one. But that doesn't explain why it started eating my ally's drone and then my base, I checked ownership, everything was set other than the beacon
tyrsis  [developer] 16 Jun, 2016 @ 2:40pm 
Well, deconstruct does not work without a beacon, it shouldn't just eat a random ship. That isn't possible at all.
astrocom 16 Jun, 2016 @ 2:42pm 
it definitely happened though, I noticed these nanites flying off to nowhere and they were eating a ship, and then I figured when they took the last piece that was over but I later discovered them eating the bottom of a ramp
Airomis 16 Jun, 2016 @ 6:56pm 
I noticed if they are eating an object that is connected IA connector they don't stop at the connector and I also seen them eating something and when I remove the Beacon they don't stop unless I power down the NCF until all nineties have returned
tyrsis  [developer] 16 Jun, 2016 @ 8:55pm 
Yeah if they are connected, then it will take down all grids connected. I'm not sure this was the issue though? Or was it?
Matterom 17 Jun, 2016 @ 12:28am 
Isn't it supposed to eat Debris, such as the stray 1x1 armor or gyro bouncing around inside of a ship?
Tonatsi 17 Jun, 2016 @ 4:10am 
Um tyrsis relating to the above comment, is there an way to add a feature that allows the factory to deconstruct any grid that could be considered as trash?
tyrsis  [developer] 17 Jun, 2016 @ 11:06am 
I had this originally, but it is just too dangerous, as it would end up eating things that people don't want it to (ie decorative blocks, or things without ownership, but not part of an owned grid).

When a beacon is attached, all blocks on that grid are marked. Even if parts fall off, those parts are still marked, so that's why it can still deconstruct those.

I will eventually add an "area" beacon where you can define an area of space, where if anything is in that space it'll deconstruct, so you can setup larger deconstruction areas without requiring separate beacons.
Tonatsi 17 Jun, 2016 @ 12:25pm 
cool
Tonatsi 17 Jun, 2016 @ 12:26pm 
maybve that could be a separate option, maybe for say roleplay, where it eats everything it can find that isnt part of a proper grid
astrocom 17 Jun, 2016 @ 3:40pm 
Ohhh, the description wasn't clear that entire grids and connected items get marked by the beacon (it made it sound like only a specific block would be marked, which was strange). I had wanted a specific part of the base deconstructed and I didn't realize it needed to be separated, so it looks like the beacon did work as intended, but not as I expected, even though it was placed in creative. The drone was connected to the base grid I accidentally marked. Another thing is that the description claims the factory block can't send out deconstruct nanites unless it gets a deconstruct upgrade attached to it, whcih I didn't do.
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