Space Engineers

Space Engineers

CI - Automated Ship Building Factory v2.0
Wolverine 9 Sep, 2015 @ 7:19am
Cant get factory to work.
I went into creative mode, spawned the factory, swithced back to survival, factory wont do anything at all. Wont spin carosel.
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Showing 1-12 of 12 comments
laetra 10 Sep, 2015 @ 1:34am 
Same here, however worked just fine up until i attatched a ship using automated lcd's scripts running on the ship. The shipyard then broke.

Is there some sort of reset to get it all working again? Power cycles and clicking on shipyard timers are not working.
Wolverine 10 Sep, 2015 @ 3:33am 
Same Issue. I am also using MMasters auto lcd script
Coren  [developer] 10 Sep, 2015 @ 11:20am 
I would not be surprised if the scripts on the factory are not compatible with MMasters script as they both do similar things.
Wolverine 12 Sep, 2015 @ 5:43pm 
Started a new world. I got 1 ship to build great. when i tried to build the grinder/welder ship, the section that is for fueling the crafted ship, "popped" out of the rotor.

screenshot:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=517298220
Last edited by Wolverine; 12 Sep, 2015 @ 5:43pm
Wolverine 13 Sep, 2015 @ 8:01am 
Maybe incorporate this mod, instead of using the old large rotor to small rotor trick? This mod looks promising!! Again thanks for the hard work on the factory!! I love it and want to get it working on my dedi lol

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=516770964
laetra 13 Sep, 2015 @ 10:48pm 
Love the mod. So no master switch to reset it properly, or process to get it working again if it stops?
Coren  [developer] 14 Sep, 2015 @ 8:40am 
@Wolverine aa ya, In rare instances the merge block fails to connect when the rotor turns the construction bar into position. Perhaps there is something I could do about that. I'll look into it.
Wolverine 14 Sep, 2015 @ 4:37pm 
So i noticed something. Figured out that on your world, voxel support was off, and my dedi it was on! Sooooo meaning i couldnt use the old large rotor, to small rotor trick! One reason why things would fail. How do you get the small rotor freed when u select buy, and it grab the small projection bar and spins it over to the welders? Im testing out that attachment panel, seems more stable than the old rotor large to small trick.
Coren  [developer] 14 Sep, 2015 @ 6:37pm 
@Wolverine, To free the correct projector I have a group of timer blocks that each detach one of the sets of rotors from the wheel. So Detach #01 would detach the rotors that held projector #01 from the wheel and Detach #02 would detach projector #02 and so forth. When one of the projections is selected, all the timer blocks associated the projectors that are not selected are turned off and the one that is selected is turned on. then when the group of all the timer blocks is activated, only the one that is turned on will work. Thus only the projector that is selected will be set free from the wheel.
Wolverine 14 Sep, 2015 @ 6:47pm 
So its possible to set the rotor top free? I dont think i can do this on my dedi with Voxel turned on. Hmmm Thanks for the info!
Wolverine 15 Sep, 2015 @ 3:37am 
Tested the above attachment block and it works awesome!

Anyway to isolate the Buy,cost Missing script? trying to re-create your factory, so i can better learn the concept and how it works, finding this method easier than jumping in to it already built, cause theres so much awesome going on lol
Last edited by Wolverine; 15 Sep, 2015 @ 3:43am
Coren  [developer] 15 Sep, 2015 @ 8:51am 
the "Available, Cost, Missing" script is located on a PB called "LCD Program" and is actually a base script that is run with multiple arguments by two other scripts located on PB's called "Program Cost Selected" and "Program Record Selected" as well as a sensor that runs it with the argument "Avalable". These other PB's run "LCD Program" with the correct argument, such as if projector 3 is selected then "LCD Program" will be run with the arguments "Cost 3" and "Record 3" by the respective PB's when those PB's are called to run. These secondary programs determine which projector is selected by checking whether certain timer blocks are on or off (Enabled).


Arguments for "LCD Program":

"Avalable": This pastes the available components in cargo containers to the LCD called "LCD Panel 1"

"Record 1" through "Record 8": uses the Storage to record the cost by comparing what was previously available (Which was recorded when "LCD Program" was run with the "Avalable" argument by the sensor located under the buy platform) to what is currently available (after the ship has been built).

"Cost 1" through "Cost 8": displays the cost as well as the missing components on "LCD Panel 2" and "LCD Panel 3" respectively.

-Yes I did misspell available in the argument. :P
-there is no argument “Missing” as is indicated at the top of the “LCD Program” script, that is a relic of a previous build I need to remove.
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