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Anyway to access conveyor system through a block that serves no other purpose?
I don’t want to add a cargo container everywhere that I want to access the conveyer system. I also don’t want to use a connector because they have their own inventory. Is there a block that's sole purpose is to access the conveyor system?
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Showing 1-9 of 9 comments
ShadedMJ Apr 5, 2018 @ 6:53pm 
So that would be a block that actually connects to the conveyor system but doesn't have inventory of its own? Guess you'd have to access it through the display/keypad.

Hm...(Looking at list of blocks)
Air vent? Conveyor Sorter (might be an issue)? Cryo chamber? Medical Room? Oxygen farm? Piston head? Advanced rotor head? Hydrogen thrusters? ...

Or you could put down blocks that have inventory but you can only put certian things in them like Reactors, most weapons, oxygen generator, ...

Might be easier to first put down a large cargo container and then add the small cargo containers where needed. When you open up the small ones the inventory will show the large cargo as the second inventory location.
Loues.S.Cat Apr 5, 2018 @ 7:25pm 
Off hand, if I remember right the only blocks that let you access inventory but doesnt have one itself are rotors and pistons.

med bays, cryo chambers, tanks, extra, all have inventories.
Heckl even large ship pilot seats and chairs have inventories though they are inaccessable.
ShadedMJ Apr 5, 2018 @ 8:41pm 
Originally posted by Loues.S.Cat:
Off hand, if I remember right the only blocks that let you access inventory but doesnt have one itself are rotors and pistons.

med bays, cryo chambers, tanks, extra, all have inventories.
Heckl even large ship pilot seats and chairs have inventories though they are inaccessable.
I disagree. I just put down a med bay and cryo chamber (just them) and cannot access inventory.

Off-topic : It seems you can't put a med bay or cryo chamber on a voxel.
Calaban Apr 5, 2018 @ 11:00pm 
it is odd that not all connector hatches are accessible. But its also odd to want an end point thats not.. and end point of such a conveyor system. The conveyor tubes by definition are not "end points" but merely transit routes, so wanting a route access thats not and end point is a little game breaky- as in thats simply not how conveyor system works/is processed- if you think about it.

Assemblers, o2 generator, refinery, arc furnaces are other options, but to suit the OP apparent need, sitting in a piped cockpit gives you the same function of access
Last edited by Calaban; Apr 5, 2018 @ 11:04pm
Stollie Apr 6, 2018 @ 1:50am 
There was a mod for this but its broken. Honestly using a cargo container in placed you want to access it is the easiest way, alternativly whack a connector on it but thats really two blocks which is pointless unless you want to connect ships there as well.

Why exactly do you not want to use Cargo Containers in these places?
Originally posted by Stollie:
There was a mod for this but its broken. Honestly using a cargo container in placed you want to access it is the easiest way, alternativly whack a connector on it but thats really two blocks which is pointless unless you want to connect ships there as well.

Why exactly do you not want to use Cargo Containers in these places?

Because I don’t like it adding extra inventory space. It’s one more thing that shows on the list of inventories.

All these replies are helpful, thank you. From what I can gather, there is no solution that I am happy with, so I’ll just tolerate a cargo container. Really wish I could just access the conveyor system directly.
Stollie Apr 7, 2018 @ 4:22pm 
I recreated the mod from 2015 and uploaded it to the workshop.

It has a limitation in game control functionality in transferring to the Astronaut I can't do anything about without adding an inventory to the actual block.

Same as Advanced Rotors Heads and Piston Heads, but if you don't mind that limitation, you're good to go :D
Bednar12 Aug 29, 2021 @ 12:37am 
Kind of necroing that thread, but whatever, someone might seek information here as well, so I'm going to revive it anyway...

My way of doing it is to have a central, main cargo (usually a large CC) with a connection doubled up, one is pass-through, the other one is a pull-into-main-cargo sorter set to drain all. Then, as the access points I use small CCs, but set them to not show up in the inventory screen.
Then, if I want to access the cargo for whatever reason (e.g. pulling items for the Build Planner), I am able to, but whatever is put into that container will get sucked into the main cargo, and the small CCs inventory is hidden, so I don't have to scroll through tens upon hundreds of them
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Date Posted: Apr 5, 2018 @ 6:00pm
Posts: 9