Space Engineers

Space Engineers

[Psycho] Coupling Blocks
126 Comments
Kittamaru 30 Apr @ 7:30am 
Howdy TwitchingPsycho - any chance you could update this so the Small Connectors can lock with the new Large Grid Small Connectors?
Victoria, Angel of the void 15 May, 2023 @ 8:40am 
Pff- Yeah. Keen seems to be extremely slow on the draw.

Hell, don't get me started on how long it took us to get relative dampening, and then the MOD FOR IT before it came out was actually more useful! (Since it kept the relative direction, distance, and position.)
TwitchingPsycho  [author] 15 May, 2023 @ 3:48am 
Haha, ikr? That's Keen for ya. 🤣
They will probably do something about about it in time tho, I'm sure. Question is, when. It took'em half a decade to realize how pointless a standalone ejector is vs a small compact connector that can do both. Did we get a small 1x1x1 merge block for small grid? That one was also a huge WTF KEEN block missing from the get-go.
Victoria, Angel of the void 15 May, 2023 @ 12:59am 
The funny part is that now the small grid ejector IS a small connector, but 50% less useful than this one since the small connector can't connect to the large one.

Boy, I sure love keen making me require a mod to fix a problem to a block that they actually *ADDED* and then some how dropped the ball on.
Deapri 6 Jul, 2022 @ 12:40pm 
Noted, thank you for the response... Personally I use Docking cameras so they are offset to avoid this confusion.
TwitchingPsycho  [author] 6 Jul, 2022 @ 12:14pm 
Oh, actually I'm dumb. I included special connector tubes that have one side ports like connectors have which are ment for merge + connector combo so you should use that. It's basically a conveyor tube but the closed side without mount point. I forgot about it, it's in the pictures. 🤣
TwitchingPsycho  [author] 6 Jul, 2022 @ 12:09pm 
Someone with programming skills should be able to make that mount point work only for cameras with this mod as is as a standalone mod script. I didn't have the knowledge back then and now I simply don't have the time to figure it out and update. 😑
TwitchingPsycho  [author] 6 Jul, 2022 @ 12:06pm 
Sadly, no. No time and that was intentional for camera placements if i remember correctly. But yeh, it was a sacrifice I was willing to make as I usually either used merge or connector and not really both. Plan was to make something to enable/disable the mount or rather restrict to only cameras but oh well... 😔
Deapri 5 Jul, 2022 @ 8:43pm 
I don't know if you are still available to work on this but an issue presently, the connector has a mounting face on the front, so docking with a merge block airlock affixes the connectors together persistently.
Armigus 15 Jul, 2021 @ 3:21pm 
Where do you place the docking camera? I tried to place it in the new receptacle in the connector but it is actually placed beyond it where I can't weld. Will try other approaches.
TwitchingPsycho  [author] 12 Sep, 2020 @ 11:02am 
Yeah. Initially they were fixed but apparently I done goofed. 😅
Some should be up to par.
Santibag 12 Sep, 2020 @ 10:57am 
Hi, I love this mod. Do you consider updating collision boxes do suit the new update?
Kittamaru 21 May, 2020 @ 10:58am 
Ah, my apologies - i wasn't aware that it made the faces of the couplers attachment points. That explains it :D
TwitchingPsycho  [author] 21 May, 2020 @ 10:55am 
@ Kittamaru
I put mount points on connectors so you can place special connector cameras on them. SE is not felxible enough so only way i knew to include docking camera is to add them to the connectors. That in turn has the side effect of placing other non-related blocks on them or in your case, having merge issues if the connectors face each other on merge or on projection. Not much i can do currently tho. I suggest changing the design in some way so that you don't have connectors facing each other while welding projections if possible. Sorry.
Kittamaru 21 May, 2020 @ 8:09am 
Question @PSYCHO - I'm trying to build a hydrogen powered Optical Guided missile, and your small connectors are PERFECT for this... however, I'm encountering a strange situation where, upon welding the missile from the projection, it seems to be considered part of the same grid as the launcher until I grind one of the small connectors down... even if I lock/unlock them. Is this intended behavior or something keen did?
ZettDeEff 20 Apr, 2020 @ 6:28am 
Thanks for your work! It's exactly what I've been missing in order to build streamlined. I know, it's a lot of work and unfortunately I don't have the time to realize such ideas myself.
TwitchingPsycho  [author] 19 Apr, 2020 @ 5:24am 
Also, be aware that mergeless blocks are still kinda experimental and subtypeID changes based on more blocks added, so in an upcoming update, it might screw a bit. Sorry, no way around it. :(
TwitchingPsycho  [author] 19 Apr, 2020 @ 5:23am 
Which connector has wrong glow? I tried in my game and seems like all connectors glows properly except the small grid medium connector, it has two dummies by mistake, the normal suze hatch door and the small hatch in the middle (small connector adapter) which glows up the empty itself. I'll look into it some time soon. As for the connectors, i'm aware i can do a mix match of mount points by adding 1 more connector with different mount points but i didn't want to clutter the block list and also, in a sense, kinda force the usage of the tube ports. In a way, i am ensuring that connectors are exclusive to single connection points since it has coupling mechanism (so to speak) while using merge, you are using it's coupling mechanism (so to speak) and thus don't need another coupling mechanism for conveyors. If that makes any sense?
And thanks! Glad you like it. :)
Argual 19 Apr, 2020 @ 1:19am 
Hmm, it removed the link to the guide. Interesting. Maybe it doesn't like tiny urls.

https://forum.keenswh.com/threads/q-does-advanced-door-supports-new-highlight-feature.7380529/

This is the long link for the guide about highlight meshes.
Argual 19 Apr, 2020 @ 1:17am 
Hey it is me again :D

The connector conveyor dummies are not linked to meshes. This causes the dummy to glow instead of the mesh, when looked at. If you want to know more about how to link them, here is a guide: {LINK REMOVED}
It is for blender, but I bet you can do the same in any editor.

Also, I think you can fix the thing with merging connector-ed grids and not being able to unmerge (if it is not intended).
As you know, it is because of the docking camera mount points sticking together, when 2 connectors face each other during a merge. But you can keep this from happening.

Blocks only need an intersecting mount point area to "stick", even if it is really really small. So you can do the following to make the docking camera stick, but not the other connectors:
https://ibb.co/wdsthnN

Basically you can make different mount points for each connector, so theirs do not intersect with each other's, but all of theirs intersects with the camera's.

This mod is awesome, btw!
TwitchingPsycho  [author] 17 Apr, 2020 @ 11:42pm 
Mod updated, now some builds gonna have the tube face the wrong way, easy to fix tho, sorry for the inconvenience but had to be done this way, more info about the reason in the description and changelog. Again, thanks Argual for posting the bug. Enjoy.
TwitchingPsycho  [author] 17 Apr, 2020 @ 8:42am 
Thanks, i'll fix it as soon as i can. 😅
Argual 17 Apr, 2020 @ 5:42am 
hi!
the contruction model for the curved port faces the wrong way
TwitchingPsycho  [author] 15 Apr, 2020 @ 9:35am 
It's an experimental block i was trying out for huge bay doors and similar situations where merge blocks should be used to connect two grids with airtightness but not fuse together.
TwitchingPsycho  [author] 15 Apr, 2020 @ 9:32am 
Whoops, i'm very sorry! Fixing it right now!
Netherspark 15 Apr, 2020 @ 8:40am 
Your new "Mergeless Block" seems to have taken over the Interior Wall in the blockvariants list and made it impossible to put Interior Wall on the action bar because it defaults to the mergless block every time I try to use it.
Maison De Cornusiac 23 Feb, 2020 @ 4:10am 
I wouldn't call the takeover of mod blocks into vanilla game (with update) "stealing". It is wanted by many people so it makes that former mod block more reliable. Mods sometimes simply disappear and you get angry. Once inside vanilla game, you are safe (almost).
AngryDuck! 13 Jan, 2020 @ 3:07pm 
I found another mod that does almost exactly what I'm looking for. It has a magnetic docking ring that goes around a door so that matching doors can be snapped and locked like connectors. It shares power and control and gases like any other connector/conveyor but doesn't allow pressure to flow from one grid to the other through the open doors (it just joins conveyor networks), and if the door is open to vacuum, it doesn't evacuate the pressure out into space. Maybe it's not even possible, I dunno. Maybe I'm asking for too much haha. I have no idea how to mod or how modding works so maybe I'm asking for the impossible lol.
TwitchingPsycho  [author] 13 Jan, 2020 @ 2:59pm 
Yeah. Not saying it's easy but can't be that hard to make such a block functionality given the framework SE has (doors and connectors). o.O
AngryDuck! 13 Jan, 2020 @ 2:52pm 
If only lol. Seems like Keen is pretty lacklustre when it comes to making obvious blocks. Seems like more often than not they leave that to the modding community and then just steal whatever people wanted. Dockable airtight airlocks seems like an obvious thing for a game about building ships in space.
TwitchingPsycho  [author] 13 Jan, 2020 @ 8:16am 
Yes and no. Modding I'm not advanced enough in modding SE but essentially by making 2 custom blocks 1 using a door type block and another using a connector type block and making a script to handle air tightness (not a pb script). But i lack the knowledge and time for such endeavors. If only Keen would make a dock block... :(
AngryDuck! 13 Jan, 2020 @ 3:38am 
Is there any way to make the docking doors airtight with each other? Or does that conflict with making them with mergeless edges? I'm looking for a docking airlock that acts like a connector (with the magnetic docking ring around the door frame that can be locked) that's air tight so it can share pressure between two grids. I've gone through as much of the workshop as I can and I haven't seen anything even remotely like this so I don't even know if it's possible.
TwitchingPsycho  [author] 25 Dec, 2019 @ 11:02am 
Glad you got it sorted, kinda. xD
MacIntyre 25 Dec, 2019 @ 10:54am 
I sorted it out, it is disconnecting. Unfortunately every block around the conveyor tube is damaged or blows up when I disconnect the merge block :( It's not the mod, it's the game causing that issue. Thanks a lot for an awesome mod and your effort, I appreciate it :steamhappy:
TwitchingPsycho  [author] 25 Dec, 2019 @ 9:52am 
Just checked, works as usual.
TwitchingPsycho  [author] 25 Dec, 2019 @ 9:31am 
Well, of course the tubes and merges won't disconnect if they are on the same grid as in SS but i'll check out if everything works as advertised just in case. xD
I also seemed to see merges being finicky again but that is not the result of my mod, or at least not this one.
MacIntyre 25 Dec, 2019 @ 9:27am 
I tried it on my ship and disconnected the merge block, the result I blow up my ship.
So then I built it like in the SS just to try out if it disconnect the conveyor tube at all and it didn't.
Maybe it's me that miss understands how it works.
What I would like to do is, merge to grids with merge blocks and have a working conveyor between the 2 grids but still be able to disconnect both the merge block and conveyor if I want to.
Just like seen in picture 5 of the mod pictures :steamhappy:
TwitchingPsycho  [author] 25 Dec, 2019 @ 9:08am 
On the SS looks like you built everything on a single grid so don't really get what it is you expect to happen. xD
MacIntyre 25 Dec, 2019 @ 4:10am 
I love the idea of this mod :)
I did the same setup as you did with the container, ported conveyor and merge block,
unfortunately it doesn't disconnect as shown in the picture, or do you need to do something more then just disconnect the merge block?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1946404359
TwitchingPsycho  [author] 5 Sep, 2019 @ 1:55pm 
Finally! So sorry i didn't notice the actual issue sooner. Should also ask for the log file by default.
Just hope you'll enjoy my mod now and thanks for being patient and helpful! :)
CyberFoxx 5 Sep, 2019 @ 1:50pm 
Yay! It worked!
TwitchingPsycho  [author] 5 Sep, 2019 @ 1:46pm 
Just joking, i know you would if you could. We all would. :(
Anyway i tried something and updated but at this point i can't even ask you to try anymore.
CyberFoxx 5 Sep, 2019 @ 1:44pm 
I wish I could. If it was just vanilla + this mod, I could. But on my current modded save... The swapping between VRAM and RAM. lol
TwitchingPsycho  [author] 5 Sep, 2019 @ 1:28pm 
So... Setting the model settings to highest is out of the question, right? xD
TwitchingPsycho  [author] 5 Sep, 2019 @ 1:22pm 
My brain did not register that the path was pointing to my modding files and i'm not even sure how that even happened. I assumed you had missing textures when in fact it was looking in the wrong place. Ugh... Ok, i must sort it out on my end. Sorry man. -.-
TwitchingPsycho  [author] 5 Sep, 2019 @ 1:15pm 
-.-# Ugh... KEEEE.....
CyberFoxx 5 Sep, 2019 @ 1:13pm 
Seems the force isn't with us yet. Deleted the local copy first, started SE and let it download the newest version. Still getting the purple LODs and the "texture does not exist" error in the VRage logfile pointing to those non-existant "e:\dropbox\" files.
I myself haven't touched the mwmbuilder, but there has to be a way to get it to use relative paths for the textures.
Only thing I can suggest now is try asking on the official Keen Discord.
TwitchingPsycho  [author] 5 Sep, 2019 @ 12:56pm 
Ok, dropped a hotfix, may you try now? At this point, may the force be with us both...
CyberFoxx 5 Sep, 2019 @ 12:48pm 
Game files verified fine.
TwitchingPsycho  [author] 5 Sep, 2019 @ 12:23pm 
Sorry i make you jump through the hoops and all but if i try to apply a fix, like revert the texture path, it may work for you but not for others so we have to try and make sure yours is not an isolated case and that something else didn't cause the issue, like steam/Keen messed up the updating etc.