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Infinite Piston Ship Base (Realistic Multipliers)
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
977.403 KB
20 Mar, 2019 @ 11:39pm
1 Change Note ( view )

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Infinite Piston Ship Base (Realistic Multipliers)

Description
This is the base model for a ship* with an infinite piston. You can use it to drill holes and tunnels, build bridges, or maybe even a space elevator. Add a comment for how you use it. This design relies on timer blocks, so no mods or scripting required. White blocks and pieces are for extending the piston, black are for retracting (I know I didn't quite get this right in this version, will republish soon).

* Some assembly required

You'll need the merge block extension blueprint at a minimum, which is marked as a child blueprint, and is needed for the retract projector. You'll probably want another extension blueprint. Below are the workshop links to a couple.

Merge block extension: https://steamproxy.net/sharedfiles/filedetails/?id=1688835267
Light armor extension: https://steamproxy.net/sharedfiles/filedetails/?id=1688834893
Conveyor extension: https://steamproxy.net/sharedfiles/filedetails/?id=1688833862


Operating Instructions:
It is important to only use specific controls to extend and retract. This blueprint provides an extend button panel (white) and a retract button panel (black). Only press "Extend" after "Complete Cycle" on the retract panel (and after letting it complete the current retract), and only press "Retract" after "Complete Cycle" on the extend panel (and after waiting for the current extend to complete).

Extend Button Panel
1) Extend: Begin extending (Ext timers group toggle on)
2) Pause: Stop the timers. This will prevent the next stage from triggering (Ext timers group off)
3) Complete Cycle: Allow the extend process to finish its current iteration (Ext timer 1 toggle off)

Retract Button Panel
1) Retract: Begin retracting (Retract timers group toggle on)
2) Pause: Stop the timers. This will prevent the next stage from triggering (Retract timers group toggle off)
3) Complete Cycle: Allow the extend process to finish its current iteration (Retract timer 1 toggle off)


Note: the timing may need to be adjusted according to your server settings and your use case. The settings in this blueprint err on the slower side out of the box, which work with "Realistic" grind and weld speed multipliers, and which slow down during the extension so that drilling can continue safely even if the sim speed drops a bit. Below are instructions for examples of adjusting the timing.

Drill extension takes too long: Find "Ext Timer Block 4 (stabilize)" in the control panel and lower the value
Grinds too long when retracting: Find "Retract Timer Block (end grind)" in the control panel and lower the value

Warning!: Adjust timing values slowly and by small amounts, and watch how it affects the whole cycle. If a phase is too short, you can easily lose the connection to whatever you are extending and are likely to provoke Clang.

P.S I tried adding this to the "production" tag, but the only one available when I published was exploration. Am I doing something wrong?

10 Comments
Merc 5 Sep, 2022 @ 11:25pm 
Do you need to rename any merge blocks to get this to work in survival?
Ozi 29 Dec, 2020 @ 11:00am 
Is there any way to retract eh complete drill and grind it to get the ressources back?
Ozi 28 Dec, 2020 @ 10:42am 
I dont get how to use the conveyor extension...
Hudson 17 Dec, 2020 @ 12:53pm 
I got this to work thank you for posting this. I made some modifications around the extender because i wanted to collect the ore. I added a connector to the extend blueprint. on the platform i added an additional welder to weld up this connector, then collectors to pull in the stone ejected by the connector. I then have a grinder that removes that connector. This saved on figuring out how to connect the drills. I also had to increase the time on the stabilizer to give the drill/piston enough time to fully extend.
dispereo 1 Feb, 2020 @ 7:00am 
Somehow this does not work for me. The piston does not retract fully, only half-way, the welders don't switch off, so the 6-block-extension is being welded whilst the piston retracts and as it's only retracting half-way, only 4 blocks out of 6 get welded and then bash against the block below.

Eventually the bottom merger just drops the currently connected extension and then tries to connect with the half-welded new extension.

I can't seem to fix it and I tried to reverse-engineer it and I can't get it to work on my build either. :-(
Epilepsy 5 Jan, 2020 @ 10:00am 
Does this still work?
ClimberBill 26 May, 2019 @ 5:42am 
I did not post but that is what I had to do as well. Thanks for the info and letting me know that is what the problem is.
KristofDeRaver 24 May, 2019 @ 5:27am 
There is a bug since the latest release that makes projectors loose their projection when they are on when merge blocks are being manipulated. Maybe that is your issue. I had to change all to put projectors off and on before the MB changes to have it work. Hope they fix this bug soon.

https://support.keenswh.com/spaceengineers/general/topic/1-190-1-keep-projection-on-projectors-no-longer-working#comment-16750
ClimberBill 4 May, 2019 @ 12:56am 
I'm trying to use your BP and have it working. The problem I'm having is the BP for the extend projector is giving me a "WARNING1 Projection out of bounds!" It will weld up to projection and run the cycle then the projection is gone because of the WARNING. If I add the BP to the projector again then it will be there and have the same problem.

From what I have found is the WARNING is because the projector is not attached to the first block.

Have you had anyone else have the same problem?