Difference between revisions of "Merge Block"

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(Merge Block Functions)
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==Merge Block Functions==
 
==Merge Block Functions==
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 two 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 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. When a large ship merges with a station, its class becomes station.
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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 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. When a large ship merges with a station, its class becomes station.
  
 
===Decoupling===
 
===Decoupling===
 
For a successfull 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.
 
For a successfull 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.

Revision as of 02:04, 22 January 2015


Merge Block Icon.png
Large Ship Icon.png
Large Ship / Station
Merge Block
 
Components
Required

 

 
 
2
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
20
Merge Block Icon.png
Small Ship Icon.png
Small Ship
Merge Block
 
Components
Required

 

 
 
1
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
12




Merge Block Functions

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 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. When a large ship merges with a station, its class becomes station.

Decoupling

For a successfull 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.