Space Engineers

Space Engineers

Flat Connectors - Fixed
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?
Kiithnaras 5 Sep, 2023 @ 5:50pm 
Invisible blocks in my experience are a product of block model caching or somesuch - The more complex a scene is, the more certain blocks tend to vanish unless you're inside that block's bounding box or you rebuild them or, alternatively, you reload/rejoin the world _without_ restarting your game.

I don't know the cause as many complex blocks don't seem to have a problem, but others do. Zardo's compact antennas, VCZ airlocks, and Azimuth compact hydrogens are just a few I can think of off the top of my head in addition to this mod's blocks. I honestly don't even know if there _is_ a solution, it might be something with how Keen handles world loading and memory caching with regard to the way certain block models are made.

¯\_(ツ)_/¯
SultonMRP  [author] 2 Aug, 2023 @ 10:17am 
ya I been going over it with other mod authors, we kinda confused. I do some tests again
SoulDragonWithFlow 1 Aug, 2023 @ 6:02pm 
Has anyone come up with a fix for the invisible block problem?
(Note: you don't have to grind it down all the way to get it to reappear; just past the function threshold so the model updates then weld it back up.
DoctorJ 13 Mar, 2023 @ 6:57pm 
@Star, @SultonMRP I have the invisible block problem with most any block mod or not, sometimes they appear and sometimes they don't
SultonMRP  [author] 13 Mar, 2023 @ 9:40am 
it is on going bug, im not only person having issues with it, other peoples mods are having issues too. my ownly guess, is there a step or a setting we are missing in model creation.
Trindle 11 Mar, 2023 @ 12:43pm 
Not quite sure whats going on but the LB Flat Connector Hub block is turning invisible after a game reload. The block is still there and you can connect to it but it won't reappear until you grind it down completely and rebuild it.
SultonMRP  [author] 10 Feb, 2023 @ 1:54am 
will look into it, remember redoing its component count also reduces it "health amount"
DoctorJ 9 Feb, 2023 @ 6:50pm 
@SultonMRP Hi, would it be possible to update the flat/half connectors to have a reduced component count according to their size? Reduced storage size would seemed to be applicable as well. A weight decrease for the lower height versions would seem to make sense.

I am able to use the flat connector despite the magnetic pull issue by lowering a small grid hub via a piston and toggling switch lock, then deleting the components used to lower it into position. This makes a convenient large to small grid adapter and there is no side effects as long as the two do not touch.
SultonMRP  [author] 21 Jan, 2023 @ 12:58pm 
as stated above in discription magnetic pull is hard coded by keen, i can not change it, you need to disable "strength" slider, only large block half height is past the "magnetic center" point, i showed a graphic and everything
CyberWizard 19 Jan, 2023 @ 4:45am 
about the invisible connectors they reappear if you grind a bit and weld again
I have a small problem with the LB flat connector: it appears to try to flip any ship trying to connect it is not a problem with rovers but it is with small light flying ships
SultonMRP  [author] 2 Jan, 2023 @ 6:11am 
ya its a known issue. I'm still trying to fig it out. I workin on it
Marcus Aquila 1 Jan, 2023 @ 2:31am 
Same problem in single player...
Chip Patton 31 Dec, 2022 @ 6:24pm 
We're having issues with these connectors disappearing after reconnecting to a dedicated server. When the world boots, everything is fine, first connect, everything is fine, if anyone leaves and comes back they are unable to see any of these connectors. They are there, any normal connectors connected to this mod's connectors are green which indicates this is a client-side visual issue.
SultonMRP  [author] 23 Oct, 2022 @ 11:59am 
ya i went though all the models and fixed some "scaling" and geometic data clearing etc etc i forgot to remove from stock files.
Sensational Being 23 Oct, 2022 @ 8:29am 
Works! The blocks are visible on the first loading of the world.
SultonMRP  [author] 22 Oct, 2022 @ 4:53pm 
did some model clean up, should fix some issues, keep me updated if ya can
Sensational Being 13 Sep, 2022 @ 7:23pm 
Alright, so I turned down strength to disable. Thanks for the reply.
SultonMRP  [author] 13 Sep, 2022 @ 7:08pm 
the invisible block thing, im not sure why it happens, it seams to happen to other mods too
SultonMRP  [author] 13 Sep, 2022 @ 7:07pm 
if you are using flat large grid connector you need to turn off magnetic pull like explained in mod discription why it flips grids over, its a hard coded and cant be changed via mod
Sensational Being 13 Sep, 2022 @ 8:30am 
I just had a large grid flat connector behave like it was repelling a small grid hub connector. I substituted a vanilla connector to the hub connector and they linked like they should.

Also, whenever I first load a world any flat connector parts I used are invisible so that I reload the world and they appear. I don't know what's happening that a reload fixes what doesn't happen on the first loading.
Sensational Being 23 Aug, 2022 @ 6:29am 
I wish this was vanilla, as I dislike the general look of the oversized connectors. All I need is a line to refill the fuel tanks. This is great.
SultonMRP  [author] 3 Jul, 2022 @ 12:47pm 
G43, answer about build stages, game uses a single collision box reference, as far i know of.
G43 mai waifu 3 Jul, 2022 @ 4:41am 
ok the hitbox fixed
SultonMRP  [author] 3 Jul, 2022 @ 4:17am 
remember to make sure your getting current one, clear your shadercache etc etc.
SultonMRP  [author] 3 Jul, 2022 @ 4:16am 
Ok redid collision....again. this time custom shape.
G43 mai waifu 2 Jul, 2022 @ 10:52pm 
If you are user of this mod and having hitbox problem,try fully weld the connector and reload
G43 mai waifu 2 Jul, 2022 @ 10:49pm 
After doing some test to "LB Flat Connector" I found:
1.Placed by hand or projector in survival will cause hitbox abnormal,even after it is completely welded. But place in creative mode or with creative tools enabled won't.
2.After save & exit then load,all finished connectors' hitbox became normal,and all unfinished connectors' hitbox are still 1 whole block.
So I think the problem maybe not on the finished block but on building stages.
Here are some screenshots of my testing.
I placed 5 LBFC and weld to different stages:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2829685310
Here can see they all have 1 whole block of hitbox:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2829685283
After save&exit&load,the hitbox changed:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2829685335
G43 mai waifu 2 Jul, 2022 @ 8:56pm 
I'm having the same problem with collision box,but I started a brand new Empty World it works fine inside,maybe I'll check mod collisions
SultonMRP  [author] 22 Jun, 2022 @ 2:42pm 
not sure whats up with the collision box, seams to work fine for me, I looked at the model files, all the scaling, positions etc look right, prob SE being a pain, reload, or replace connector
Degrosaxx 22 Jun, 2022 @ 10:04am 
Skorpion 6 Jun, 2022 @ 12:29am 
I found a solution for me.
Thanks for your help :steamthumbsup:
SultonMRP  [author] 5 Jun, 2022 @ 5:45pm 
ya need to use 1/2 or might be call large grid medium connector?, if ya use flat one you need to turn off magnetic pull feature, because the pull is based on the center of the "cube area "of the block not the placement of the connection area (connector empty). It is hard coded and can not be fixed, unles maybe with scripting, but I don't know enough about it write one.
Skorpion 5 Jun, 2022 @ 5:23am 
when i used it on a big container, it will flipped over.
perfect mod, but meaby its to heavy
SultonMRP  [author] 21 May, 2022 @ 2:46am 
turn on debug view and presss Alt+shift+F12
Dragon Fire 813 20 May, 2022 @ 9:50pm 
That's with primitive debug on right? If not, then how do I get to that view?
SultonMRP  [author] 20 May, 2022 @ 9:33pm 
i reload single player world several times and place bunch of them and all i see
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2810646520
SultonMRP  [author] 20 May, 2022 @ 9:01pm 
can ya give me a link to the image, need to know if its 2.5m (full block) or 2m (default collision)
Dragon Fire 813 20 May, 2022 @ 5:03pm 
Reload does fix it, but still annoying when redesigning things.
Dragon Fire 813 20 May, 2022 @ 4:41pm 
I have screenshots of an unbuilt and a completed slim connector with the primitives debug view on if needed.