Space Engineers

Space Engineers

Nanite Control Factory - Automated Construction (Not working - Old Version)
SeeJayEmm 31 May, 2016 @ 11:14am
Script to turn all blocks ON?
All of the blocks built via Blueprint are in the OFF state. I can see the reasoning behind this and am not complaining about it.

Does anyone know of a script that will go through and toggle all of the blocks on a grid to the ON state?

Thanks
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Showing 1-13 of 13 comments
tyrsis  [developer] 1 Jun, 2016 @ 5:54am 
Can you give me more information about this? I've tested building from a blueprint plenty of times, and it always has the blocks on.
SeeJayEmm 3 Jun, 2016 @ 12:37pm 
Sorry for the delayed response, I wanted to do a little testing.

Single player survival. BPs are created by me on a creative world. The ship is turned ON when I create the BP and it pastes normally in creative.

If I manually build the blocks (hand welder) they are placed in the ON position.
If I use the Nanite factory to build my blueprint the blocks are all placed in the OFF position and I have to manually turn each block ON.


HolyGiblets 11 Jun, 2016 @ 11:36pm 
I can second SeeJays issue as well. Anything blue printed out with the nanite is in the off position regardless of the blueprints information it seems. Also in survival.
tyrsis  [developer] 12 Jun, 2016 @ 9:22am 
I've tested this over and over again, and can not see this happening. You're going to have to supply a world of this occuring so I can look at the world settings. Just set up the issue for me as a projection, and publish the world and give a link here.
HolyGiblets 12 Jun, 2016 @ 10:46am 
Is it possibly a simspeed issue? Is it possible that the block is being built and the trigger to turn it on is being skipped erroneously for some reason?

I'll try to find a smaller project where this was happening and publish it.
Oninoni 12 Jun, 2016 @ 1:21pm 
Happened to me too
Blocks when rebuilt from a ship wich took damage are replaced without their settings
HolyGiblets 12 Jun, 2016 @ 11:56pm 
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=702878696

This is an empty world with a ship I damaged via a pirate ship. Using a projector and Nanite I rebuild the ship after combat, and as you'll see blocks that are repaired from completely gone (like the batteries) will remain off after they are repaired.

I watched this rebuild and repair in creative and i've seen this over and over in survival and could replicate the same thing so it hopefully you can see it.

Even if you can't fix it or replicate it, hella thanks for a dope mod and for continuing to bugfix it.
tyrsis  [developer] 12 Jun, 2016 @ 11:57pm 
If someone can supply a save of this happening, I can fix it, but I can't duplicate it right now. Sim speed would have nothing to do with it.

Basically nanites will change ownership of a block it's building to the ownership of the factory when it gets to a "functional" level. There should be no way the block stays unowned unless the factory is also unowned, which I assume is not the problem here.
HolyGiblets 13 Jun, 2016 @ 12:01am 
My save should be there, I think we posted at the same time lol.

And forgive me, but just to clarify, ownership isn't a problem, the block seems to maintain ownership and most (all that I have seen) other settings/grouping just fine, other than the fact that it sets them as off once they are rebuilt/repaired.
SeeJayEmm 13 Jun, 2016 @ 9:19am 
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=703080288

The ship is the "Space Whale" (don't laugh). I've set my faction to auto-accept and the Medbay to share with all. I have a projection queued up on the bottom-front merge block. There are 2 NFCs in the ship that are currently turned off. There should be sufficient resources in storage to construct the blueprint that's been queued up.

I did another test run before publishing the world and it did indeed set the blocks to OFF again.

tyrsis  [developer] 13 Jun, 2016 @ 12:10pm 
Thank you, I have located the issue with this save, and it should be fixed in an upcoming update (today sometime)
HolyGiblets 13 Jun, 2016 @ 12:47pm 
Hell yeah man, huge thanks!
SeeJayEmm 13 Jun, 2016 @ 1:11pm 
Originally posted by tyrsis:
Thank you, I have located the issue with this save, and it should be fixed in an upcoming update (today sometime)

Thanks! Glad my save could help. I'm going to pull it down unless you still need it.

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