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Projected blocks that don't touch solid blocks are called unsupported. Unsupported projections cannot be welded because they are hanging in "mid air" and would fall down or drift away. You can weld only supported blocks, which then provide support for their neighbouring blocks, which makes them buildable, and so on. Fully or partially welded blocks of the projection count as supported, solid blocks, as do any blocks of the grid the projector is on. To be able to see what the game considers supported, use the Show Only Buildable setting described in this article.
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If you designed the blueprinted grid in zero gravity, it's possible that the projection ends up upside down when loaded into the projector.
If the cockpit is among the first blocks welded up, referenced projected blocks that have not been built yet can appear as a "broken" symbol. If this happens to you, build the cockpit last (rotate the projection).
Subgrids are not supported in Projectors. If the blueprint contains subgrids, only the largest grid is projected. It does this because it assumes that the largest grid is the vehicle, and the subgrids are "just wheels" that can be easily added later...
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Advantages are that it's fast and efficient. Disadvantages are that 3D printers are large and expensive and need to be custom built.
The toolbar of a ship can have Control groups defined and block actions assigned that reference blocks on the same or connected grids. When you blueprint the ship, the groups and toolbar settings are stored and also exist in the projection. But for mass-produced fleets and PBWs, the safest method is to use Timers instead of groups.
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A welder pit is an array of Welder Blocks. Either you move the projection into the welders’ area of affect, or you move the welders over the projection.
Tip: If the ability to project multigrids is important to you, join this forum conversation: Topic: multigrid support for projectors. In the meantime, check out available mods such as Viktor's Multigrid Projector mod.
Groups are recreated from the blueprint correctly, but there's the issue that group names are not unique. If you have built several ships from the same blueprint, and the ships are docked (using Merge blocks or Connectors) to the same station, group actions on one ship trigger the docked sister ships' blocks as well! Which can be dangerous if you inadvertently toggle refuelling or recharging off.
In order to unlock this block in survival you need to unlock the light progression tree, which can be done by grinding (just under functional) and welding an interior light on the drop pod.
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If you maintain a fleet of drones, or fighters, or PBWs from the same blueprint, the safest method is to use Timers to manage unique groups of actions.
Tip: If you are willing to use scripts, ProjectorInfo is an immersive LCD script that shows how many blocks have been welded.
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If an asymmetrical Pivot is hampering your production, you need to move the Grid Pivot before blueprinting; see Grid_Pivot for how to do that.
In this article, we use "grid" as short word to mean space ships, rovers, space stations, Mechas -- anything you can build.
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On large ships, pair the self-projector up with internal self-Welders with conveyor access. Strategically place these welders so they automatically repair the most important ship parts in a battle (at least until you run out of components).
Also, think of community members downloading your blueprint from the workshop, each of them will have to align the projection to their 3D printer as well.
In survival games, you cannot simply copy and paste grids for free. But making blueprints, projecting, and welding them up, is a legitimate in-game equivalent to copy&pasting grids. You still spend the materials and welding time as expected in a survival game.
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If you use Subgrids for any constructions that are more complex than a wheel, the grid projection will be incomplete. The subgrids won't be projected --and hence unweldable. There are two solutions for this:
Welding a projection uses up the same amount of materials than welding up manually placed blocks. You can use handheld welders or faster block welders.
A large projector projects large grids only; a small projector projects small grids only; a large projector on a station projects station grids only. Related tips: If you ever need to attach a small subgrid to a large main grid, see Rotor for a workaround; if you ever need to convert a projected grid from station to mobile, see Info Screen.
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The easiest way to ensure that your projection has supported --and hence buildable-- blocks, is to build a temporary row of cheap unwelded blocks (e.g. light armour blocks) from the projector's grid to any ghost block of the projection. If the blueprint contains docking blocks, positioning the projection's Merge Block / Connector over a Merge Block / Connector on the projector's grid also makes them count as supported blocks.
To improve performance, after you're done, click Remove to unload the blueprint, and switch off the projector while you're not using it.
Build a projector on a ship and project its own blueprint onto itself. This makes it easy to weld it back up where it was damaged!
A ship with a built-in projector that projects its own blueprint onto itself flies into a welder wall for repairs (2014)
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While welding a blueprint, open the Projector's control panel, and look in the bottom right. A scrolling info panel shows build progress expressed in "blocks built / blocks total" format. It also lists the exact blocks remaining to be built, which is helpful to verify whether it's complete. If you see that, for example, a gyroscope or reactor are reported missing, you must find them and weld them up before cutting the grid loose.
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For optimal mass production, the projection must be positioned well right away relative to the Welder Wall or 3D Printer, requiring the least amount of manual adjustments.
Tip: It can be beneficial to make your HUD transparent in the Options so you can see the big picture better. Or sit in a control seat on the projector grid.
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A custom 3D Printer setup quickly builds replaceable mobile grids for you: fighter squadrons, drones, Player Built Weapons and missiles, portable turret emplacements, etc.
Welding by hand may be more precise, but is limited by the player's small inventory size. Using a handheld welder is very slow compared to a conveyored Welder Block, which also has a much wider area of effect.
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The point around which the projection rotates when you fine-tune the position is called Grid Pivot. By default, the Grid Pivot of the blueprint will be positioned on top of the projector when you load the blueprint.
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The Projector is a block that makes a grid's blueprint visible and weldable in the world. Welding up the projection lets players build grids quickly, so they do not have to place blocks manually from memory. It was introduced in Version/01.058.