Space Engineers

Space Engineers

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[CAT] Cat-Oh-Lith Preset ~ strong & weak Signals
   
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Type: Blueprint
File Size
Posted
Updated
1.941 MB
9 Sep, 2017 @ 2:13pm
17 Nov, 2019 @ 1:24pm
17 Change Notes ( view )

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[CAT] Cat-Oh-Lith Preset ~ strong & weak Signals

In 1 collection by Loues.S.Cat
[CAT] Eternal Crate
3 items
Description
IMPORTANT
Keen have altered the way the crate buttons work so that on press they shut down all batteries and reactors.
This means that the cat-oh-lith will power down when the button is used. This effect only applies to a grid once however as long as the grid doesn't change.
I tried to make a workaround by having a second grid listen to a comm message from the lith and attach by rotor, toggle batteries and reactors, then detatch again, however this resulted in a grid reset allowing the cat-oh-lith to power down again every time the button was used.
So for now, the first time the Cat-Oh-Lith is used after spawning in or world load it will shut down but it can be powered on again by toggling the batteries and/or reactors.

Vote for this but rep if you want the devs to look at it soon!
https://support.keenswh.com/spaceengineers/general/topic/shutdown-anyones-power-with-one-button

NOTICE
And on to version 3!
Well... technicly version 6 but the third version anyone other than myself ever used!

CAUTION:
To get this working again I had to rebuild it from the bottom up, double the number of grinders, change the spindol, change the button blueprints and I have had to make changes to the script so... basicly the entire thing had to change.
These is no easy way to update these in a survival world.


A Self Perpetuating Crate. 100% Vanilla!

Can generate both strong signal and weak signal skin drops.
This does not bypass cool-downs. There is a cool-down of somewhere between 15-60 minutes between each skin drop.
Strong and weak signal drops seem to have separate cool-downs for drops and seperate daily/bi-daily limits.

May require some setup. Still in testing.

No longer dependant on Projector methods Keen plans on removing.

Vanilla ~ No mods required

The amazingly informative instructions read as follows:
#1 *REDACTED*
#2 Locate the Cat-Oh-Lith (It's This Thing). 
#3 Locate Access Aperture on Cat-Oh-Lith.
#2 Inset a Suitable limb into Aperture.
#iiv Click the Ominous Glowing Button.
#G $Parse_Err: 'DATA_EXPUNGED'
#7 PROFFIT!!!


Update:
It works again after Keen added something that screwed up the way projectors work.
For some reason Projectors kept forgetting their assigned projection. I fixed this by never turning them off which isn't ideal but that was the only option.

Update2:
It works again! After keen did something... that screwd up... the way projectors work...
Have I been here before?

Update3:
It looks like with the release of the major update V2 is dead. V3 is the way forward, though it sudders horrible from welding speed limits. I'll work on improving this further and figuring out some way to let it grind down and welld up at the same time.
It appears there have been changes to the projector block methods which may offer new options... Research pending.

Update 4ish!
So the shape of grinders cut zone changed every so slightly. Ever so slightly being enough to make them rip appart the rotor head of the spindol and cause the Cat-Oh-Lith to eat itself. To get around this I have had to revert to a vertical grinder arangement and redo the lower housing to account for this. I appologise for the redesign but it was this or reduce speed to half yet again and go with an asymmetrical grinder arangement.

The strong and weak singal sub-grids are found here but hopefully should not be required.
http://steamproxy.com/workshop/filedetails/?id=1131617065
http://steamproxy.com/workshop/filedetails/?id=1131617431
Popular Discussions View All (1)
5
16 Mar, 2023 @ 3:12pm
Cat-Oh-Lith Script
Loues.S.Cat
311 Comments
Obi Wan Kanblomi 17 Sep @ 6:48pm 
How to you get it to be a strong signal?
Maniac Turk 9 Sep @ 10:30pm 
Browse workshop ingame also doesn't show this mod.
Maniac Turk 9 Sep @ 10:29pm 
I can't see the mod in my mod list. Why?
Patrick 7 Sep @ 1:35pm 
I'm impressed this actually works. It's very cool! That said, I ran into some frustrations that better guidance could fix:

Clear usage instructions would help. The cutesy text wasn’t useful when I just wanted to know how to run it before subscribing.

What’s the difference between the green and yellow buttons? Strong vs weak signals?

What is the dispenser chute for?

Why does it constantly eject materials?

Do I need to feed it materials? How much? What kind? Is that what the rear input is for? A step-by-step explanation of how it works would help.

The LCD info doesn’t mean much without context.

The “Important” note isn't anything actionable. I couldn’t tell if it meant the grid shuts down on paste, after pressing a button, or something else. For UI/UX, focus on what the user needs to do and what the machine does, not internal details.

Overall, great job getting this working. I’ve already pulled a few skins (though nothing rare yet). Very impressive work.
Recondite 2 Sep @ 5:19am 
During the Great Skin Hunt:

The limit is 8-10 Strong Signal drops specifically (possibly up to 2 extra in multiplayer games with at least two players present), and 18-20 total skins per 48 hour time period.

~15-30 minute cooldown between drops. Strong/Weak signals have independent drop timers, so you can farm them both at the same time.

I just published this guide with all the info I've accumulated about the event and how to efficiently farm them. =)
mike3056 30 Aug @ 3:49am 
is there a daily limit on how much skins you get?
Recondite 21 Aug @ 2:03am 
(Just to clarify regarding my last post: I was referring to a save game that was last saved before the Fieldwork update. It's not necessary to use a game build from before Fieldwork. This mod "works"(*) on the current build of the game as of the date of this post).
Recondite 21 Aug @ 2:00am 
Just a heads up for the upcoming skin fest: this DOES still work to farm skins (including Strong signals) - it's just a bit weird.

1) It's more reliable using a save game from pre-Fieldwork;
2) If using a pre-Fieldwork save (recommended), you may need to re-paste a fresh cat-oh-lith into your world (I didn't need to, but depending on the state the grid was in when you last saved it could be necessary);
3) You may need to wait/idle in game for awhile until your last skin/signal timer expires (could be anywhere from 15 mins to about an hour). If you load in and see any Unknown Signals active, wait for them to despawn.
4) (The weird bit) You won't see what you get from pressing the buttons (it will always say you found nothing) - but check your Steam Inventory after a short while, and you'll see your skins.

A few minutes before posting this, I just got a Lava Rifle from my Cat-oh-Lith's Strong Signal button, seconds after getting a Leopard Helmet (#6729...) from the Weak Signal button.
Maelstrom 30 Apr @ 5:36am 
apparently its not working anymore as of Fieldwork update, is there any plans to fix it? thanks!
Recondite 28 Apr @ 10:46am 
Just adding this for posterity and as a data point: as of 4-27-2025 this still worked perfectly on the latest version of the CONTACT build. If Fieldwork has broken this mod (which I am anticipating), I will try the most recent Contact build and see if it still works there - in which case I will come back and make a mention of that here.