Space Engineers

Space Engineers

142 ratings
AidylHeid's Passages [DX9 & DX11]
 
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
1.127 MB
Jul 16, 2015 @ 3:28pm
Aug 23, 2015 @ 1:54pm
10 Change Notes ( view )

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AidylHeid's Passages [DX9 & DX11]

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Description
Huge Update! Oxygen Flow...BTW...passage doorways do not obstruct oxygen flow.

I always thought it was a waste of space to have a block, space and block to make a hallway so I'm using Keen's default passage and just adjusting it for my own needs. I removed one side so you can put them together as a wider passage if you want. I also added a floor so you don't have to compromise the ceiling below. They are colorable in DX11 only (Keen's passage texture is gray in DX9 for some reason). I also rotated the default axis so that it sits as a horizontal passage as default (Keen is vertical). I have only tested it in creative and not in survival. Please let me know if there are any issues.

The temporary texture for the door is the old door texture not the new one. It will probably be updated when I update the other textures. Keen made it very difficult to make them lights so I added "Alpha" lights to the floor and door so you can at least see in the dark a little.

Set includes:

-1 Default passage with grate floor and "lights"
-1 Single-sided passage with grate floor and "lights"
-1 Single-sided passage with no floor
-3 Passages with Doors
-1 Corner block, floor version only.
-1 Floor and ceiling block with no walls
-2 Interior wall blocks (1 full block one thin wall)
-1 Light block
-1 Half Vent block

(Important: There is no collision on the light block and it works exactly like a regular interior light. It places based on your position and then you can partially rotate it. You cannot place a light block on another light block so you must have a block with collision next to it. Just like any other light, there is a chance that when you delete a block next to it, it will delete the light as well. This is Keen's programming, not mine. The glare, however, is custom to resemble a fluorescent light without the regular partical effects of the default light. I also changed the max radius to 50.)

Working on next:

-More corners
-Retexture tops, ends and doors
-Stand-alone flooring (maybe)
-Slopes with stairs (maybe)
Popular Discussions View All (1)
2
Mar 4, 2017 @ 7:56am
Ideas&Suggestions
(}-;<[ BlackRedDead ]>;-{)
< >
72 Comments
CaptPatrick01 Nov 10, 2017 @ 11:48am 
This mod is pretty much abandoned. "Passage Intersections + More" https://steamcommunity.com/sharedfiles/filedetails/?id=946724937 has everything this mod has and a whole lot more. Plus it's being actively maintained, with new additions every now-and-then.
dRuPpI Aug 11, 2017 @ 9:48pm 
here you can get a more or less similar version updated for SE Beta:
http://steamcommunity.com/sharedfiles/filedetails/?id=946724937
starmind Apr 12, 2017 @ 1:11am 
This is a very usefull mod, but dead mod ? It's very great, would also need some airtight door, as we need to have safe points without rebuilding full blast doors blocks. I also noticed that i see the doors "opens" after closing them with sensor and reloading, when i press "close" manually they close again... so like kroninger kat they are open and closed at same time
Foifek Apr 9, 2017 @ 9:14pm 
Please, PLEASE! UPDATE! DON'T LET THIS DIE, THIS IS BASIC FOR MY SHIPS DESIGNS! I NEED THIS MOOOOOOOOOOOOD!
dRuPpI Mar 19, 2017 @ 9:17am 
NNNNNNNOOOO :steamsad::steamsad::steamsad:
░░The End░░ Mar 4, 2017 @ 7:56am 
DEAD!
dRuPpI Feb 18, 2017 @ 12:11pm 
the passage lights are broken
PhoenixTheSage Dec 27, 2016 @ 12:52am 
@CaptPatrick01 I wouldn't bet on it...
CaptPatrick01 Dec 22, 2016 @ 3:12pm 
Will there be a new version that matches the updated artstyle sometime?
The_Excession Oct 7, 2016 @ 10:55am 
This looks amazing, I want it to work!