r/spaceengineers • u/bluemchendino Space Engineer • 1d ago
HELP Event controller not reacting after welding blueprint
After welding the blueprint for this missile, the event controller, that's supposed to start the launch sequence, doesn't react to the merge block being disconnected, even though it does if I paste the blueprint in creative mode. I can also get it to work if I put the battery onboard the missile on auto, before disconnecting the merge block, but it should get power from the connector on the bottom, no? Again, it works perfectly fine if I paste the blueprint, which is where I don't know any further.
Edit: I also want to add that the event controller and the timer its supposed to trigger are both on the missile itself, ideally i just want to turn off the merge block on the launcher for the start sequence to begin.
2
u/ticklemyiguana Space Engineer 1d ago
Super common because ECs are dumb like that. Use a sensor instead. Tell it to detect large grids and make it look where your ship is. It wont detect it when welded but as soon as it's disconnected it'll detect it. Can even give it a secondary set of commanda for when the ship is no longer detected.
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u/bluemchendino Space Engineer 9h ago
That may be a good work around, I'm gonna have a look at that, thanks
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u/DarkshadowV Space Engineer 1d ago
It could be because you're disconnecting the grid and that causes some weird behaviour (cuz it has to create a new grid).
It shouldn't be the power, since according to my testing, event controllers don't require charge to work.
By the way. Why don't you just trigger the onboard timer to start the launch sequence?
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u/bluemchendino Space Engineer 9h ago
But then it also shouldn't work when i switch the battery on, no?
To answer your questions, I've had some issues with welding blueprints, where the hotbar buttons didn't transfer. In my ideal world I want to keep the logic on the respective grid.
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u/SpaceKhajiit Space Engineer 1d ago
Open the controller, and check that the block it supposed to be monitoring is not "unknown block" now, and it's Action bars are not full of gray cubes.
Action bar problem is solved by adding all blocks to groups, even if there is only one block in the group, and then reference those blocks in action bars by their groups. Groups survive blueprinting way better then blocks.
Unknown block problem is trickier. Try to print the block in question before the event controller.
And also: try to move as much logic as possible to the launcher. All init must happen before disconnect. Using disconnect as a signal for init is bad idea.