Space Engineers

Space Engineers

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Bugged or messed up event controller
I really struggle to make it work flawlessly but event controller make my journey very painfull !
Sometime it doesn't refresh when triggered. When freshly welded it doesn't even now what to do and get stuck to his first state. And sometime it didn't reflect what the description says !

Am I the only one here ? Am I the stupidest guy of this game?
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Showing 1-4 of 4 comments
Empada Mar 8 @ 4:14am 
yeah, the event controller only triggers when there is a changing state, it does not keep triggering the slots. that means, if the event already happened it will not trigger again.
for exemple:
the event controller is set to watch a cargo container, if it is equal or more than 50%.
if you create the event controller and set this, and the cargo is already above 50% it will not trigger.
if the cargo is 30% full, you switch off the event controller, now the cargo is 60% full, you switch the event controller on, it will not trigger.
it only triggers when it is on and the event it is controlling happens.
I use event controllers for all my grids for docking to make sure batteries go on recharge, tanks go on stockpile, antennas and lights switch off and the reverse when undocking.

The thing to remember as pointed out above is when first built/setup they are in an inactive state, it isn't until their event condition is triggered that they actually do anything.

So once I build mine, I undock and redock to make sure it's working.
Shootme Mar 8 @ 6:36am 
After Some investigation it seems not to be the event controler issue but merge block one.
My goal was to :

if merge block = merge
then
lock connector
end

It was supposed to be used for rocket powered missile.

But for some reason the merge block estate is not as I thought. When the merge block is ready or close ( yellow lights ) it send a signal to "I don't no what" and lock connector instead ( on the same small grid and next to each other ).

So to get rid of this I switch connector on/off instead just before merge block lock itself.

I should do more investigations to see if it is my saved game issues or bugged merge block or mods.

thank you for answering
Originally posted by Shootme:
After Some investigation it seems not to be the event controler issue but merge block one.
My goal was to :

if merge block = merge
then
lock connector
end

It was supposed to be used for rocket powered missile.

But for some reason the merge block estate is not as I thought. When the merge block is ready or close ( yellow lights ) it send a signal to "I don't no what" and lock connector instead ( on the same small grid and next to each other ).

So to get rid of this I switch connector on/off instead just before merge block lock itself.

I should do more investigations to see if it is my saved game issues or bugged merge block or mods.

thank you for answering
Instead of using the merge block as a trigger, just look whether the parent connector (one which isn't being printed) is "ready to lock", and trigger the lock based on that.

If you then unlock the connectors when launching, that trigger won't act immediately again because there's a delay on connectors 'ready' state after they disconnect, so it won't interfere with the launch sequence.
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Date Posted: Mar 8 @ 2:25am
Posts: 4