Space Engineers

Space Engineers

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MythN7 Sep 8, 2019 @ 6:55am
Merge Blocks and adjacent blocks that glue issues?
How can I use merge blocks with other blocks that get glued to each other that I also want to be un stuck when I disconnect?

Do I really have to only have 1 block that holds the whole section to the other section?
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Showing 1-15 of 16 comments
AXEL Sep 8, 2019 @ 7:00am 
if you use merge blocks, only the mergebolock can be connectet/touch to the other grid for it to be able to disconnect agian without grinding
MythN7 Sep 8, 2019 @ 7:02am 
Originally posted by Axel:
if you use merge blocks, only the mergebolock can be connectet/touch to the other grid for it to be able to disconnect agian without grinding
so whats a good way to set it up so it looks nice like its connected as 1 but is not?

Is there a negative reason to use say 4 merge blocks in various spots to act as multiple anchors so the section is harder to make float away?
ShadedMJ Sep 8, 2019 @ 7:23am 
When I first started working with merge blocks I had the same kind of issue.

I put sloped armor blocks around with the edge pointing out. It gave the perception of support though I don't think it actually did anything.

You could also use connectors to provide connection points and help pull/align everything.
Like you say just use more merges. If the connecting area has to be 6x3 then have a 6x3 merge block wall on each side.

Any block without a mount point works well to cover them, so like others said the slope blocks are great, heres a pic of a docking thingy using none mount point blocks. Inside the wrap of slopes is a merge, connector and door for vanilla airtight docking :)

https://steamcommunity.com/sharedfiles/filedetails/?id=849688089

MythN7 Sep 8, 2019 @ 7:41am 
Originally posted by Karmaterrorᵁᴷ:
Like you say just use more merges. If the connecting area has to be 6x3 then have a 6x3 merge block wall on each side.

Any block without a mount point works well to cover them, so like others said the slope blocks are great, heres a pic of a docking thingy using none mount point blocks. Inside the wrap of slopes is a merge, connector and door for vanilla airtight docking :)

https://steamcommunity.com/sharedfiles/filedetails/?id=849688089

Well, the thing i want to do with them is have a large space station concept where i will have every room a specific size, so the walls would be say 10,20,8 for this one type.
Then the space station would have holes of that sized in it, you slide the room into.

So that all the rooms could be setup to be the same size or smaller, so that you can sorta take out and put in what you need via building with projections, for a modular setup, then these rooms can be taken off and moved around, or attached to a large capital vessel with the same concept, so that you only have to build 1 set of assemblers type of thing, and then you just move the whole room to the new grid.

So the only thing not moveable would be the main power, medical, and hallways type of thing.
Last edited by MythN7; Sep 8, 2019 @ 7:41am
So you need like a docking collor for each room thats the same size as your hallways to add/remove rooms?

What size are we talking? any WIP shots of the parts you want to join?

Some shapes are hard to make and be able to attach/detach at will. The best is a standard rectangle, if you intorduce 45 slopes and make it an oval shape then it starts getting arkward. If i was gonna try and build that id start on the docking mechanism then build the rooms and central station when i know how big that (the smallest function part) has to be :)
Last edited by Karmaterrorᵁᴷ; Sep 8, 2019 @ 8:01am
MythN7 Sep 8, 2019 @ 8:37am 
Originally posted by Karmaterrorᵁᴷ:
So you need like a docking collor for each room thats the same size as your hallways to add/remove rooms?

What size are we talking? any WIP shots of the parts you want to join?

Some shapes are hard to make and be able to attach/detach at will. The best is a standard rectangle, if you intorduce 45 slopes and make it an oval shape then it starts getting arkward. If i was gonna try and build that id start on the docking mechanism then build the rooms and central station when i know how big that (the smallest function part) has to be :)

Well right now no, its just a concept, I have a MASSIVE ship I built just hap hazzardly so that I could pack up all my loot and the base itself so it could move to a new asteroid. so most of the bulding i did was just so i could use parts instead of building another large cargo or 2 lol.

It was when I got to the new asteroid and started building the base there I thought of this.

But know from experice the issue with the merge block with adjacent blocks issue that made me post this before i started the attempt
Last edited by MythN7; Sep 8, 2019 @ 8:39am
ShadedMJ Sep 8, 2019 @ 9:29am 
Originally posted by MythN7:
...
So that all the rooms could be setup to be the same size or smaller, so that you can sorta take out and put in what you need via building with projections, for a modular setup, then these rooms can be taken off and moved around, or attached to a large capital vessel with the same concept, so that you only have to build 1 set of assemblers type of thing, and then you just move the whole room to the new grid.

So the only thing not moveable would be the main power, medical, and hallways type of thing.

I generally question both the point and the limit.

For the limit : Why would main power, medical and hallways _not_ be movable? Ship could use secondary power while moving main power around. Hallways could be an issue, but if you end a hallway with a door and a one block wide open space to another door.

For the point : Many have brought up modular designs. What usually gets said is you won't end up moving the modules around because there likely won't be a good reason. It likely won't be a benefit for the amount of design time required. The usual benefit of a modular design is have weapon pods detachable and moving to the edges/corners of a growing ship.
MythN7 Sep 8, 2019 @ 10:16am 
well power halls and medical is cause of these reasons.

1=medical so you can respawn if needed.
2=power so medical respawn functions.
3=the halls are what my modular functional rooms will lock into.
ShadedMJ Sep 8, 2019 @ 11:33am 
Originally posted by MythN7:
...1=medical so you can respawn if needed.
2=power so medical respawn functions.
3=the halls are what my modular functional rooms will lock into.

Not really valid. Use a temporary med bay while during move. Not having a backup is a bad plan.
Halls can be manufactured around so that isn't valid either.
MythN7 Sep 8, 2019 @ 11:34am 
Originally posted by ShadedMJ:
Originally posted by MythN7:
...1=medical so you can respawn if needed.
2=power so medical respawn functions.
3=the halls are what my modular functional rooms will lock into.

Not really valid. Use a temporary med bay while during move. Not having a backup is a bad plan.
Halls can be manufactured around so that isn't valid either.
I think your reading it backwards, I am leaving the med bay halls and power at each old base incase i ever want to return
ShadedMJ Sep 8, 2019 @ 11:46am 
Originally posted by MythN7:
I think your reading it backwards, I am leaving the med bay halls and power at each old base incase i ever want to return

I am just going over "So the only thing not moveable would be the main power, medical, and hallways type of thing." and making arguments that those things CAN be moved.
zachiyo123 Sep 9, 2019 @ 4:33am 
For the physical design a good idea might be to make the small merge doorways stick out a little from the rest of the room which would make it work well functionally but might not look great in a ship formation unless you don't mind gaps between every module, you could also probably have a connector alongside each merge part at a common location and a battery or two in each module so it can have power for a while without a main source
jobob Sep 9, 2019 @ 8:33am 
Well, you can use blast doors, as they won’t “glue” to one another, though there will still be some space visible between them if you look closely enough.

I also remember seeing something about using sloped windows for something like this, as they make an airtight seal but don’t “glue.

But honestly how often are you going to be moving? Is it really that big of a deal to have to weld/grind down a half-dozen or so light armor blocks? I would just put my merge blocks in passageways... connect the merge, use that as your floor, build a passage block on top of it, build 4 blocks out on the 4 corners of the room to make it feel more connected.
Dan2D3D  [developer] Sep 9, 2019 @ 8:51am 
The answer is > Slope blocks <

"Work harder, Engineer!" :selike:
Last edited by Dan2D3D; Sep 9, 2019 @ 8:56am
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Date Posted: Sep 8, 2019 @ 6:55am
Posts: 16