![]() When you un-merge two ships, your only problem will be that the smaller of the two will have lost its identity and will believe it is the other ship. Thus, if you merge a ship to a station that is larger than the ship, the ship will become a station and will remain one after the merge is reversed. There has never been any way to restore the previous identity to the smaller grid once it detaches. In order for a merge to work at all, the smaller of the two grids had to take on the identity of the larger grid. Un-merging was not really part of the plan. Once the merge was completed the merge blocks would be removed and replaced with regular blocks. ![]() For the most part this was to be a one-time deal. It is essentially a tool to make one grid out of two separate grids. In order to understand, you must know what the merge block is actually for. If you'd take some time to help me solve this mystery I'd highly appreciate your contribution. Their merge block grid(s) don't convert back to a ship grid when detaching whereas the white drills do. ![]() The dark grey/red drills are the flawed ones. The white drill(s) are perfectly fine and work flawlessly, they are from a previous prototype version and don't feature much gimmicks such as blinking lights etc. I have uploaded my world to the steam workshop here: Detach, auto convert to a ship, move the merge blocks back and go one level deeper with that prototype of a drill. Most noteably, on another grid it just works fine so I though it was a design problem but as it turns out, a single piston with a merge block attached (as a ship) connecting to a station grid and then detaching it again remains as a station grid, with it being unable to be moved which is very bad for a piston's purpose. As the title says, I have been googling, testing and rebuilding so many times, tried to track down the cause of this issue but I can't seem to find it.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |