Space engineers merge block что это

Обновлено: 02.07.2024

In Space Engineers, any piece built as part of a ship or station is known as a Block. Blocks can vary from basic structural entities (such as the Light Armor Block) to standalone, functional facilities (such as the Refinery) to pieces that only offer a functionality useful to a complete whole (such as the Cockpit). Blocks are constructed by welding Components together: see Building for details on how to do so.

Block Properties

Large and Small Blocks

Blocks in Space Engineers can either be constructed Small, and so intended to be used on Small Ships, or Large and so intended to be used on Large Ships and Stations. Most (but not all) blocks can be built in either size, and so have two completely different sets of weights, volumes, and build recipes depending on which size is ultimately created. It is thus important to know what context you are looking to use a particular block in, or you might find your required Components to be off by a factor of 100!

Certain Blocks, such as the Medium Cargo Container, cannot be built on Large Ships or Stations. Others, such as the Refinery, cannot be built on Small Ships.

Blocks as Measurement

Rendering

The less polygons your display card needs to deal with, the faster it will render. Modern display cards are capable of rendering thousands upon thousands of polygon without much effort. However, if you have an older card, you'll feel the impact more than with a newer card.

There are two different kinds of blocks: Armor blocks and non-armor blocks (entity blocks - Gyroscopes, Cockpits, Refineries etc). The entity blocks are the ones that has LODs (Level Of Detail).

The Armor blocks do not have LODs, they consist of "sides". These sides are actually removed as you create larger pieces, meaning that only the visible portions are rendered. Consider if you place two cubes against each other; two faces would be hidden. These faces are removed by the game. Which means armor blocks are in general a lot more efficiently rendered. They consist of a lot less polygons to begin with obviously, being cube-derived.

As you move away from an armor or entity block, it's graphical representation is periodically replaced with a simpler model, so that the game doesn't have to render as many polygons. How many LOD levels there are depends on each individual model.

  • It should be noted however in the early stages of development, that the majority of blocks currently in the game as of Update 01.141 are still placeholders.

Performance

When speaking of performance, most of SE's performance issues has less to do with rendering and more to do with the game logic. In other words, background processing and calculating the game does.

Armor blocks have the least impact to overall performance, for two reasons: Polygon count and logic. Armor blocks have no logic assigned to them what so ever. Some entity blocks, like the Refinery for example, has game logic that changes Ore into Ingots. This requires CPU power, albeit not much. But if you have for example, a hundred refineries, chances are you're gonna see the impact of it. Rendering wise the refinery obviously has more polygons than the equivalent number of armor blocks.

It should also be noted, that distance from the player(s) has no real meaningful impact when it comes to logics being used in the background. In other words, if you have a refinery, no matter how far away you fly away from it, the actual conversation of ore to ingots will still impact you. However, the rendering of the entity obviously won't.

Much of the performance issues can centralize on directly to how many things are in your world.

To expand on this further . if we imagine one large ship and several small ones. If we assume the number and types of blocks of the large ship equal the total number of the smaller ones, the performance impact of the larger ship is actually smaller than several small ones: The large ship is a single physics entity, the small ones each have their individual ones. Hence, the multiple small ones should be heavier on the engine than the single large one, because there's less to compute.

Placement

The Merge Block occupies a 1x1x1 block space on large ships and stations, or a 1x3x3 block space on small ships. It attaches to other blocks on all of its faces.

Merge Block

The Merge Block can merge two same size blocks (ships or stations) into one, either temporarily or permanently. It can merge Large Ship blocks with station blocks. To use, add a merge block to both ships and/or stations that need to be connected. When the blocks are in near enough proximity to each other (less than one meter), they will light up yellow. When the blocks are within less than 0.1 meter (needs confirmation) the ships will align themselves and connect, lighting green. The connection allows power and control to pass through the blocks. If a ship connects to a station, the ship blocks will convert to station blocks (this can be reverted manually).

Use of the Merge Block is simple, if powered the block will glow white. Merge Blocks set to the off position will release each other and lose their magnetic properties. The grids that are attached to each other are treated as one grid. Upon release they become two separate grids again. Two green light Merge Blocks mean the two separate grids have successfully combined into one grid. Yellow grids will magnetize towards one another. Merge Blocks bind together automatically as long as they are switched on. Both blocks have to be in the [ON] position to pull and couple on to another. These properties of Merge Blocks can only be achieved by Merge Blocks of the same grid size. A large grid Merge Block will not attach to a small grid Merge Block. Large Grid Merge Blocks can attach to large grid Merge Blocks. Finally, unpowered or [OFF] Merge Blocks do not lock or pull towards one another.

Mastery of the Merge Block is a bit more complicated. If the dimensions of the two different grids intertwine or touch, use of the merge blocks will permanently bind the grids as one. Even switching off the Merge Blocks will not decouple the grids. However, if the two separate grids only touch each other with the Merge Blocks, the two grids can couple and decouple, an infinite number of times. This can be used to determine the contents and equipment of the connecting grids, however, access to individual machining components depends solely on the owner and original welder of the blocks.

Contents

Video

Blocks

Blocks are objects that a player creates by selecting a location and then adding the appropriate Components with a Welder. Blocks connect to other blocks to create a structure, either a Small Ship, Large Ship. or Station. There are currently 130 Blocks with pages in the Space Engineers wiki.

The dimensions of a single 1x1x1 block are 0.5 meters to an edge for a Small Ship Blocks, and 2.5 meters to an edge on a Large Ship or Station Blocks, thus Small Ships Blocks are about 1/125th (0.8%) the volume of Large Ship and Station blocks. However, this does not mean the mass and costs are reduced to 0.8%.

Block Construction

Block stages.jpg

In Survival Mode, blocks are created over time with a Welder. They will require that an Engineer have the needed Components with them. The process will start by placing a block in the desired location, then approaching it with a welder. A percentage based progress bar will appear on the right with a list of the next needed components and their quantity. The block will be complete and functional once all the required materials are placed and the progress bar meets the red indicator bar. If the block is functional then a blue indicator bar will show when the player now has Ownership. A block may then be completed to 100% to increase durability; mostly this means mounting additional Steel Plates. As the block is built, it will go through 3-5 stages of visual change, starting with a basic framework and then going through various stages of completion.

Usage

The merge block will attract and connect to another merge block when brought into proximity, combining two grids. This process is entirely automatic by both merge blocks once both merge faces are oriented into a compatible locking position. When merged, power and control will be shared across both grids. Much like the Connector, these functions rely on a power supply native to both grids in order to power the merge blocks. Merge blocks do not directly provide cargo transfer support. When both grids are merged, users may bridge them together with other blocks such as Conveyors or Connectors as they will count as a single ship grid.

Small ships may only merge with other small ships, large ships may merge with other large ships or station grids.

Decoupling

For a successful decoupling, the only blocks connecting two ships must be the merge blocks themselves, or blocks that cannot stick together without structural support. Simply powering down one of the merge blocks will allow the two ships to part.

For large ships to decouple from stations, the large ship or station must first disable one of the merge blocks, and then the ship must be converted back into a ship before being able to go under way (this only applies if Station Voxel Support is disabled in the world).

Merge Block

The merge block allows two ships, stations, or parts to connect, and disconnect from each other much the same as Connectors. However that is where similarities end, the merge blocks literally merge both ships together. In technical terms, separate grids (ships) merge together via two merge blocks to become one single grid. While in this state, the two act as one. Power is shared, and control panel interface is merged, and thruster control is also shared. Powering off one side of the merge block connection will disconnect both grids, allows them to part ways.

Usage

The Merge blocks can be used for a variety of different things. The two connected structures can be accessed from a Cockpit on either part, exactly as though it was all one ship. The Merge blocks can be turned on and off from control panel.

  • They can be used to temporarily dock ships together.
  • They can be used to temporarily attach tools or weapons, like the Welder (Block) or Rocket Launcher, to be used for a time and then detached.
  • They can be used to repair ships that have been broken up, by aligning and merging the pieces before building a permanent structure to hold them together.

Currently included blocks

This is a list of all ship/station blocks in Space Engineers. Click "Expand" or refer to the full list below the image gallery.

Recipe

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