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I realize having the turret be manually controlled would make the large grid multitools a smidge obsolete, but having the option to control what is being welded up without having to build a subgrid custom laser welder/grinder would be fantastic.
clang's gotten angry with me recently.
Figured out the 'work color' thing though, so that will help.
and while i really do like the concept,
this multitool is just insanely overpowered, and it causes major lag...
The 100m range is way too powerful/overpowered;
and when the lasers are 100m long the lag increases, drastically.
(as opposed to when they are about 10-30 meters long, then the lag isnt as bad)
On top of this, the multitool is insanely cheap;
while it is way more powerful than a prototech drill; in comparison...
-----------------------------------------
So, to fix these issues, i would suggest these changes:
* decrease the length of the beam to (for example) 20 meters
* increase the cost of the multitool; it should at least cost prototech components. (imho)
SpaceEngineers.Game.Entities.Blocks.MyTurretControlBlock.GetMaxAmmoRange()
1. After some time tools are not working at all. Grind down and replace - the only fix.
2. Trying to mine rocks on ground - causes freezes (less % just not mining). Using 2 lasers at same rock can deadlock your game.
found the reason why.
i'm running a torch server and i'm using the plugin called Multigrid Projector, this plugin causes the blocks to not be weld but the plugin has a compability setting that fixes this issue. would be nice to add this to a "known issue" tab in the description.