Space Engineers

Space Engineers

PassageIntersections
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Update: Sep 30, 2020 @ 2:53am

Fix Lighted Passage orientation.

Update: Sep 30, 2020 @ 12:04am

Update: Sep 29, 2020 @ 10:33pm

Pft...who needs gravity?

- Updated all model's collision meshes to match Keen's new collisions.

This took quite a bit longer than I was hoping, but all meshes are mostly box collision meshes, which are not only more performance friendly but should prevent you from inadvertantly running up the wall in 0g situations.

- Added Enclosed Passage Ladder

How did I forget this?

- All Passage LCDs now support the rotation feature

It's really an...interesting way of doing it, but whatever works I suppose.

- New mod folder structure

There are just so many models in this mod (I think it was >500) and I needed some better organization especially if I ever get around to making Lite versions of this mod. SBC definitions have been split into 6 for easier navigation (again it was just so large doing anything in there was just a pain).

Update: Aug 9, 2020 @ 11:54pm

Update: Aug 9, 2020 @ 11:42pm

- Fixed some small grid blocks not listed in Block Groups properly.

Update: Jul 6, 2020 @ 5:24pm

Block Variants? Never heard of them.

- Migrated block variants to new "Variant Group" .sbc

This should have basically no impact on the average user, but the Keen obsoleted the old way of denoting variants. This has the added benefit of me not needing to copy the vanilla passage into my files and instead can just make a call to it.

- New mod group "- Passage Intersections"

There are just so many blocks in this mod that it kind of needed it's own tab, so if you use a few of my mods this will not show up in the "AVTech" tab anymore but instead gets it's own. Also added some of the blocks that were missing.

- Added mount points to doors

With a patch after Frostbite, Keen added the ability for doors to actually have mount points on all sides and still depressurize as you would expect. This is great news since the only reason the Left and Right Half Passage Doors existed was for this reason. Now there is just one Half Passage Door! The old Left and Right ones are still in there for compatibility but should not show up in the build menu.

Update: Jan 18, 2020 @ 8:54pm

Wait, wait, wait...there's ladders!?

- Added Passage Ladder and Passage Ladder Exit

Finally, it took me WAAAAAY too long to make these, but finally I've added ladders to passages. Ladder functionality was added to a normal passage and a Vertical T Passage block. To try and keep down on G-menu bloat Passage Ladder, Ladder Exit, Stairs, and Lighted Stairs can all be found in a group.

- Added Passage Cargo Access (Normal, Enclosed, and Half varients)

Now create a seamless way to access your cargo from your passages! These access points do not have any capacity of their own nor do they show up in the terminal, so you can add as many as you want with out making things impossible to find!

Update: Dec 22, 2019 @ 11:05pm

Update: Dec 22, 2019 @ 10:43pm

Wait how'd that door get there?

+ Added Passage Side Door (+Enclosed)
+ Added Half Passage Side Door (+Enclosed)

Need to exit your passage but don't want to make another intersection? Now you can! Just put a side door down and viola~ instant exit!

Update: Nov 24, 2019 @ 6:11pm

Dats one wide door.

- Added Passage Door Extension

Finally now you can make passage doors as wide as you need! The looks to not open all the way, this was done to prevent the door from poking through the model too much, it's just enough to have an enclosed passage above without the door interfering. Note: Due to how doors work in SE one face of the door does not have any mounting, but the door is symmetrical so no need for additional varients.

- Fixed Enclosed Half Passage missing floor collision

- Fixed some doors not showing proper status indicator lights

- Fixed Half Passage Button Panel (and Enclosed) with wrong build states

- Cleaned up Half Passage Window (and Enclosed) model