Space Engineers

Space Engineers

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[bugged]Shipyards Revival
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Type: Mod
Mod category: Block, Production
File Size
Posted
Updated
35.686 MB
31 Jul, 2023 @ 2:51pm
17 Nov, 2024 @ 10:49am
41 Change Notes ( view )

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[bugged]Shipyards Revival

In 1 collection by Invalid
Rings Of Saturn Subvival
59 items
Description
This mod has some issues. Until they're fixed, I highly recommend Math's new mod, WelderWall:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3370792625


Rexxar's Shipyards Revival

This is a revival of Rexxar's original shipyards mod from 2015-2016, fixed with his permission!

updates:
- new build guide lines for constructing a shipyard
- sanity check limit of 1km between corners
- verbose terminal info

Building Your Shipyard
  • Build a frame in the shape of a rectangular prism of any size
  • Shipyard Corner blocks need to be the corners.
  • Connect these corners using Shipyard Conveyor blocks to form the framework of your shipyard.

Note that shipyards can't work on their own grid, put your projections free-floating.

Configuration:
Group the corners in a terminal to access options:
  • Weld
  • Grind
  • Beam count
  • Speed

Source Code
Feel free to fork, reupload, contribute, modify, do whatever; this mod is in the public domain.

Revival mod (within a repository): https://github.com/InvalidArgument3/InvalidsMiscMods

Original (abandoned): https://github.com/rexxar-tc/ShipyardMod

Credits
CommanderChet - bringing the mod's assets back from the grave
Rexxar - making the original mod
Munashe - adding build guides to the shipyard corners

Popular Discussions View All (2)
8
4 Nov, 2024 @ 9:23pm
Shipyard Bug Reports
Invalid
2
24 Oct, 2024 @ 5:52pm
solution to bugs ive or others have found.
Da Crusader
115 Comments
xXShadowNinjaXx 10 Mar @ 5:17pm 
what are the current issues with this mod?
Dying Dark Star 8 Dec, 2024 @ 4:27am 
I'm glad this is back on the workshop.
I just want to say it would be nice tho to have the textures be updated, like not have this version of the mod look like the old version of when Rexxar first made it.
Invalid  [author] 28 Nov, 2024 @ 6:53pm 
Math released a mod entirely built from scratch by him in the meantime, it's like a shipyard but in a 2d plane. Check it out!

https://sp.zhabite.com/sharedfiles/filedetails/?id=3370792625
Tarax00 17 Nov, 2024 @ 6:32am 
I'll add slight more context in reference to @LarsonStole part 2 video.

What I specifically want you to take note of is the yellow grid - that grid is outside of the bounds of the shipyard.

Moving that grid inside of the shipyard helped it work for me and my friends and it welded mostly consistently thereafter.

I would suspect, part of the issue is that the shipyard detects an erronious grid plancement and halts all work as a result.
Tarax00 17 Nov, 2024 @ 6:25am 
The only issues we've observed is related to grid positioning for the most part.

When the 'PROJECTOR Grid' is not inside the shipyard entierly = The shipyard stops welding immedietly (same if the projector is the same grid as the shipyard). Like what @LarsonStole did, shown in part 2: 6:50.

If projector grid is built inside the shipyard = It dose the job mostly by itself. At least for us - with random pauses for sure (which I am guessing is due to the lack of resources as was metioned at some point).

In either case, I agree with Nes-Ali. Keep up the good work trying to fix these bugs.
Nes-AliTheAvali [GUC] 17 Nov, 2024 @ 12:49am 
good to see you are working hard to get this awesome mod working again. just make sure not to burn yourself out with it and take breaks when you need them. :selike:
LarsonStole 5 Nov, 2024 @ 4:18pm 
@Invalid - we got it to work, sorta, by using a timer block set to a 1 second delay, spamming 'weld'. Any shorter delay and it is ignored.
One problem we did notice was that the projectors (including the red shop self repair peojector) insisted the build was complete, even tho it was plainly evident it was not.
It did work fine on both small grid jobs, although the railguns refused to place, which we found odd.
Invalid  [author] 5 Nov, 2024 @ 3:39pm 
Sorry guys gotta recommend not to use this for now, reverted it to the version from 2 days ago after the communications.cs fix which is a "mostly working but sometimes won't weld projections" state.

It's really annoying because the debug logging is almost useless, I'll need to spend the next few weeks when I have time inserting more logging into the shipyard state. There's something weird with the building of projected blocks. From my testing on a local DS, EVERY component that the ship requires must be present at the start of the weld for it to try. Sometimes it just "quits" and goes back to idle despite that.
Theki 5 Nov, 2024 @ 5:26am 
is the shipyard unable to weld projections or have i encountered a bug? managed to get it to weld up some unfinished blocks but nothing else
LarsonStole 4 Nov, 2024 @ 3:15pm 
@Invalid - I have used this over the past two weeks in my series. there are definitely... issues...
pt1 - https://www.youtube.com/live/sNap4YVYXcU?si=2dl35xUKzuCsZCHK <- construction
pt2 - https://www.youtube.com/live/glXPNDwfrqQ?si=ADsWdyGjrzhMXJBG <- usage (1 large, 2 small)

if you so desire, i could edit my archive copies for just the shipyard specific stuff and give you a link... lmk