Space Engineers

Space Engineers

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Kikinaak Aug 22, 2017 @ 4:18am
Assembler coop mode confusion
I started on a lone survivor game with the platform, with its single assembler.
I added 3 more assemblers to it end to end, so I have a row of 4 assemblers.
I leave the settings on the first one alone, and set the 3 new ones I built to coop.
I am owner of all 4 of them.

This should, if I read the guides correctly, let me cue up parts in the first assembler and have the other 3 assist. But it doesnt work. Also, it seems the cooperative mode setting keeps getting reset somehow on the 3 assists. Any ideas how to get this mess working together?

EDIT: This is on a MP game. I see the patch ntoes for 1.054 about fixing assemblers unchecking their coop modes in MP. What happens is, I set things as described above, then assembler 1 turns its coop mode ON by itself, while the 3 assists turn theirs off, completely flipping what I set up. So this bug may have been reintroduced in a recent patch?
Last edited by Kikinaak; Aug 22, 2017 @ 4:23am
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Showing 1-9 of 9 comments
The Chaotic Coder Aug 22, 2017 @ 11:26am 
The 4 assemblers have their conveyor ports touching, right? I had a similar issue (about a year ago) where they would only coop if their ports were touching each other.

Also you might try grinding the 1st assembler (the one that came with the station) and rebuilding it, or set one of the ones you built yourself as the "main" one while the others coop. That was also an issue for me (again, a long time ago)
dhatcher1 Aug 22, 2017 @ 11:40am 
I found that if you use the check box in the control panel it gets reset but if you hit the ]]] button in the production window on the slave assemblers it stays.

Also you might look at adding a programmable block and timer and using the Taledins Inventory Manager script to control your inventory/assembling/refining.
https://steamcommunity.com/sharedfiles/filedetails/?id=546825757
Last edited by dhatcher1; Aug 22, 2017 @ 11:40am
Originally posted by dhatcher1:
I found that if you use the check box in the control panel it gets reset but if you hit the ]]] button in the production window on the slave assemblers it stays.
FINALLY! It always unchecked automatically for me. But going into production menü and changing it there worked. Thanks for the hin!
SubsidedLemon Aug 18, 2018 @ 12:02pm 
This solved a great mystery for me. Sorry for the necro, but this is very useful :)
Dan2D3D  [developer] Aug 18, 2018 @ 12:36pm 
It is very old tho and members have reported this one for "Necroing" old post.

Always better to create new or avoid posting when it is too old = no reports this way.

The game is in making and changes a lot so old threads becomes obsolete after about one month.
SubsidedLemon Aug 18, 2018 @ 1:05pm 
Originally posted by Dan2D3D:
It is very old tho and members have reported this one for "Necroing" old post.

Always better to create new or avoid posting when it is too old = no reports this way.

The game is in making and changes a lot so old threads becomes obsolete after about one month.
Its not really obsolete as this issue still exists. This topic helped me out. Today.
Last edited by SubsidedLemon; Aug 18, 2018 @ 1:06pm
Dan2D3D  [developer] Aug 18, 2018 @ 1:10pm 
That is why I did not locked cause I will always lock too old threads.


EDIT

It was a good advice only to avoid reports.
Last edited by Dan2D3D; Aug 18, 2018 @ 1:20pm
Kikinaak Aug 18, 2018 @ 1:57pm 
The whole Anti-necro stance always confused me. If an issue persists, I would think keeping the old thread would be better than creating a new one, for precisely this reason, if the information is still valid, its helpful and saves having to repeat it in the new thread. If it isnt valid due to some change in the game, then the comparison of whats changed vs the issue persisting, perhaps now due to a different cause, is useful for purposes of debugging or workarounds.

Either way, form a forum standpoint, less threads to wade through seems the better option because if people constantly make new threads, you never know which ones relevent, and if you go only by the newest, you are missing out on valuable info in the old ones. What advantage to making a new thread and locking old ones am I missing?
Dan2D3D  [developer] Aug 18, 2018 @ 2:19pm 
I will repeat :

I did not locked = it was a good advice only to avoid reports from the community or members in the discussion.
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Date Posted: Aug 22, 2017 @ 4:18am
Posts: 9