Space Engineers

Space Engineers

73 ratings
Flat Connectors - Fixed
   
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Type: Mod
Mod category: Block
Tags: NoScripts
File Size
Posted
Updated
9.997 MB
8 Mar, 2021 @ 9:01pm
22 Oct, 2022 @ 4:51pm
21 Change Notes ( view )

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Flat Connectors - Fixed

Description
This is attempt at fixing some issues with original flat connector, the blocks have been rotate 180 degrees so they facing the correct direction

Do to the limitation of keen coding the magnetic pull, pulls ships to the binding blocks "Center", so If you want to use script to dock ship please use half height connector for large grid. since its ring is past the 1/2 point, if you want to use large grid flat connector, you will need to disable the magnetic pull on the connectors or the connectors will try to align the grid to the "center" of the bounding block, hence grids flipping over. This is a limitation of keen hard coded feature.



Original posting:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2333521352

<ModItem FriendlyName="Flat Connectors - Fixed"> <Name>2419309449.sbm</Name> <PublishedFileId>2419309449</PublishedFileId> </ModItem>
117 Comments
SultonMRP  [author] 21 Jun, 2024 @ 7:36pm 
how so?
Fisherking 21 Jun, 2024 @ 4:45pm 
i lost my loot because of this mod! -rep
SultonMRP  [author] 25 Apr, 2024 @ 12:24pm 
ill add 1x1 version soon
SultonMRP  [author] 25 Apr, 2024 @ 12:23pm 
its was made before keen made 1x1 conveyor, so i connects to standard conveyors
Kaedys 20 Apr, 2024 @ 11:09am 
The 1x1 connectors on small grid appear to be incapable of connecting to the new 1x1 connector (what used to be the ejector) that Keen added baseline, as well as any modded blocks designed to connector to them (ex. TSO - Small Connector, which adds a large grid block that can connect to small grid connectors). However, even the 1x1 small grid ones can connect to *normal* large grid connectors, as well as 3x3 small grid ones. BuildInfo also specifies the connection zone on them as "Connector (Large)". Nothing in the XML appears to designate the size of the connector, so I suspect it's another of Keen's magic model facets, like how conveyor ports are identified on a model.
Sensational Being 12 Apr, 2024 @ 6:38pm 
Did you have a 2x2 connector at one point? I think someone did, but I'm not sure.
Deapri 23 Feb, 2024 @ 5:31pm 
The python script should be updated and resolve any issues, so long as the materials and textures are correct for the given block. I would compare it to a vanilla block and ensure everything is in alignment. It would be really useful to know if this resolves the issue, I am not an elite modder in SE but in other games a similar issue might happen if the model has a mismatch in material types for havok or if they have issues with triangle facing not being rectified, that kind of thing.
SultonMRP  [author] 23 Feb, 2024 @ 5:23pm 
ah. im still repetitively new to blender, when I import SE stock models, anything I can do to "refresh" the texture or model to prevent visible blocks?
Deapri 23 Feb, 2024 @ 7:00am 
In regard to the invisible blocks issue.

I did, well a lot of tests, those blocks affected by this issue do not appear to have any correlation to scene complexity, it effects both Nvidia and AMD cards equally, changing textures for known simple modded formats do not impact the issue, the model xml's and mwm files appear correct. The only thing I was unable to test was re-building the mesh in blender as I did not have an original file for the models I was testing for another author.

This issue only appears to reliably effect the first user on the system, it may however effect dedicated server users more as in that case it is instanced.

The only common factor I was able to establish is this: both sets of models were aged, both use inherited vanilla textures. When admin spawned both have a chance of failing and spawning invisible.
Deapri 2 Jan, 2024 @ 7:01am 
In my case it is only this mod that is having the invisible models, LOD issues perhaps?