Space Engineers

Space Engineers

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Type: Mod
Mod category: Block
Tags: NoScripts
File Size
Posted
Updated
9.432 MB
22 Jun, 2022 @ 2:00am
14 Jul, 2022 @ 5:05am
7 Change Notes ( view )

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More Advanced Rotors

In 1 collection by Eddo of Rivia
My mods
3 items
Description
A set of of compact advanced rotors to use as little space as possible. LG and SG now!!!

Survival ready with LOD`s and build stage(s)!

May I present to you my other first mod for Space Engineers, adding a few variants of the advanced rotor with better conveyor connections and the ability to clanglessly turn in a 1x1x1 space.
Only a conveyor at the bottom? Can`t turn in a 1x1x1 space, just go clang? Where dualhead rotor Keen?
This mod adresses all of these issues and gives you, the player, the blocks to handle any rotating situation.

Now some of you might be wondering why I create a half height gyroscope, because it really doesn`t have many specific use cases.
  1. It can rotate fine in a single block of space, actually half a block even, the vanilla gyro needs a 3x3x2 block space.
  2. It can be used, with my half height rotor, to build a compact steering system for vanilla guided missiles using the Custom Turret Controller block.
  3. As part of an passive gun lane stabilization in a simmilar form to the afor mentioned guided missile. Guide

(I don`t know it there are any guides teaching about point 2 and 3 , so I might write them :)

All my blocks can be found in the "Eddo`s Blocks" tab.

Check out all of my mods!




Contents (Large and small grids) :
  • Compact 1x1x1 advanced rotor with plenty of conveyor connections.
  • Dualhead 1x1x1 advanced rotor, something I always missed.
  • A half height advanced rotor, making for a perfect 1/2 block displacement.
  • The mighty half height gyroscope, half as tall as a normal one, specially made to be used with the half heigth rotor.

Updates:
1.3:
  • A new rotor, sized 2x1x1 which has his rotor offest off-axis to freely adjust the heads position within the stators width of 2 blocks ( -.25m to .25m relative to the center of the block)
  • Additional small heads for the LG single and half height rotor to have the large heads placed without a default offest
1.2.1:
  • Added BlockVariantGroups (The small + icon that allows you to scroll through all variations while using only 1 hotbar slot)
  • Dualhead rotorheads for LG now uses a new "long head" icon to better differentiate from the SG exclusive variant
1.2:
  • Slight changes to LG singlehead and half height rotors to make them work with small heads
  • LG dualhead rotor got a new small rotorhead
  • Reduced the size of all collision shapes to reduce Clang
1.1:
  • Added large grid variants for all blocks.

Planned features:
  • 2x2x1 variants of the rotor (stators and rotors). 2n x 2n heads do not seem possible at the moment.
  • OR: Rotor variants that displace off-axis for greater flexibility. DONE

Current know issues/bugs:
  • Some people had Clang releated issues, I hope this won`t happen anymore as I made the collision models a lot smaller.

Notes:
  • Using the rotors is straigth foreward:)
  • Tiny exeptions as of an update: Large grid singlehead and half height rotors spawn with 1m displacement to allow the Clang free use of small heads, you simply can adjust them back to fit as before. 1.3 "undid" this




Models and coding was done by me.
Uses vanilla textures.

No reuploading this mod without my permission.
16 Comments
Jackronym 1 Jan @ 8:11pm 
KLANG DOES NOT LIKE YOUR MOD!

You need to adjust/fix the interaction between rotors and their heads. Every single rotor in both sizes is completely unusable and they jettison themselves or their heads in a random direction. On top of that, you can't actually place any blocks on the heads until you offset the rotor heads, making the issue even worse the moment a block gets placed on them. This mod has insane potential for custom turrets and suspensions, but until the collisions are tweaked it can't be used for anything
icsde2002 9 Dec, 2024 @ 7:09pm 
These rotors can't be used as rotors, i placed a double sided rotor and it shot out through my ship ripping a bigger hole than 10 large grid railguns together.
Devilers 22 Sep, 2024 @ 9:32am 
Not working even in build state. Rotor head tries to escape from rotor all time, which is destroying connected building by physical damage.
Unusable in current state. Please fix :'(
jay tee dawgzone 1 Aug, 2024 @ 2:41am 
These don't work in survival at all. Rotor clangs on placement in survival - something to do with unbuilt state.
Kaedys 19 Apr, 2024 @ 7:19pm 
Same issue as @R³. Placing the rotors in survival mode causes the rotor head, when it spawns, to clang out or simply explode. Enabling Creative Mode Tools allows it to place properly, so it's something with the unbuilt state. Also, it's specifically with the unbuilt state of the rotor HEAD, as placing the rotor with Creative Tools on, then deleting the head and telling it to add it again (which spawns the rotor head unbuilt even with Creative Tools enabled) causes it to clang out, even with a fully-built rotor.
6 Oct, 2022 @ 9:57am 
Dunno if it's just my game, but the rotors don't work in survival.
The heads either immediately explode when the rotor is placed, or they clang out of the base and detach.

Doesn't matter where I place them either (static / large grid, subgrid, etc).
Archan79 1 Sep, 2022 @ 3:48pm 
FYI. My rotors/pistons are part of bigger pack that will have also conveyors, cargoes, hinges, airvents etc. there are some pics on my profile
Archan79 1 Sep, 2022 @ 3:47pm 
nice mod. And sorry, I am during preparing own mod that have pretty similar idea for rotors and other stuff like pistons. while I got my own models, I also have already dual rotor and inverted dual rotor, and also I am preparing slim rotor. I DIDN'T copied your ideas. Date of my models is 24.06.22. so while 2 days AFTER you released this mod, But I founded it today. I will say I really like your models.
Archan79 1 Sep, 2022 @ 3:38pm 
@mambo not possible. Collision on pistons is hardcoded unfortunatelly. it is cylinder collision that expands with piston subparts. We cannot yet add custom collision to pistons.
MamboFloof 15 Jul, 2022 @ 10:28am 
You should make a hollow 3x3 (or 2x2) piston that you can walk through to make extending airlocks.