Space Engineers

Space Engineers

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EDP - Jefferies Tubes
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Type: Mod
Mod category: Block, Modpack
Tags: NoScripts
File Size
Posted
Updated
65.425 MB
22 Apr, 2023 @ 7:26am
12 Jun, 2023 @ 4:39pm
8 Change Notes ( view )

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EDP - Jefferies Tubes

Description
Were you also excited for the Willis ducts just to find they were only decorative? Well do not worry, Elachi has you covered :)

This pack currently features 26 blocks with a few more to come in the future.
It has 2 doors (unfortunately these do not have conveyor ports), 5 air vents, and many different conveyor crawlspaces.
All blocks work as conveyors and crawlspaces except for the door blocks, due to limitations door blocks can not have conveyor ports on them so only place them at enter/exit points or conveyor around them. There are three air vents within this pack for pressurizing the crawlspaces and areas that connect to them. Most blocks have floor areas above for added decorative use with passage way blocks.

I will be adding a few blocks for vertical connections in the near future and a ramp block to connect with half blocks.

For modders/server owners I do intend this pack to be open for use as you may desire, so as long as credit is given for any alterations.

Discord link for my mods and to get suggestions/feedback: https://discord.gg/JcVEjWWGyn
Youtube for future survival series and modding: https://www.youtube.com/channel/UCccYsifWd9mih-20HZGgTrg/featured

If you like what I create and wanna help support my work you could donate here:
https://www.paypal.com/paypalme/ElachiMods
https://www.patreon.com/ElachiCreations
106 Comments
Elachi Dance Party  [author] 23 May @ 8:32pm 
@Xarian could u join the discord and share with me what u mean? Also we can discuss the ladder and such, I did consider doing it multipart but I'm not sure if people would like that or find it more annoying.
Xarian 23 May @ 10:29am 
@Elachi Dance Party

Also, to weigh in on the tube ladder conversation -> I would suggest that it doesn't have to be a single piece. You can start with an "I-converter" that is just an I-junction with a conveyor port on top and bottom. The ladder could be placed in the block next to it.

For the parts that can have a conveyor, you'd also need "ladder access" pieces, which would just have a hole (missing top or bottom). Then you could place your ladder shaft above/below. The player would have to jump or crouch to reach the ladder placed in an adjacent block. X ladder access, L ladder access, I ladder access, etc.

You could also make a terminal block (i.e., blocked off on 5 sides, like the Jefferies Tube Converter) that has an actual ladder in it - because it's a dead end anyway, and wouldn't need to have a conveyor. That version could also have a hole in the top and bottom without breaking realism, because there would be no conveyor to get in the way.
Xarian 23 May @ 10:27am 
@Elachi Dance Party

Regarding the ramp suggestion > This is only about the tall ramp.

If you use the tall ramp, then it will convert between "space on the top" (for example, X Junction) on the bottom level to "space on the bottom" (for example, X Junction 2) on the top level. Rotating doesn't change that.

My suggestion was to add the missing tall ramps:
- Converts between "crawl area on the bottom" on the bottom level, to "crawl area on the top" on the top level
- Goes from "crawl area on the bottom" on the bottom level, to "crawl area on the bottom" on the top level
- Goes from "crawl area on the top" on the bottom level, to "crawl area on the top" on the top level

Depending on how you do the texture, the bottom two mentioned are the same piece (because of rotation)
Elachi Dance Party  [author] 22 May @ 7:34am 
@Xarian I'll have a look at it soon, I'm not sure what you mean with the suggestion.
Elachi Dance Party  [author] 22 May @ 7:32am 
@jamstraz I may still do some vertical tubes at some point but due to limitations a ladder can't have conveyor ports unfortunately. I did test some few designs before but access once on a ladder has been problematic with getting off then trying to get inside a tube, I don't think it will let the player default to crouching if using the jetpack to enter them either. So honestly I'm not too sure how best to approach them, I would like to add them though to complete that Voyager style Jefferies tube.
jamstraz 21 May @ 7:14pm 
any plans for a vertical conveyor with ladders?
Xarian 19 May, 2024 @ 2:48pm 
There seems to be a bug with the ramps that screws up conveyor function. I have a situation where I go:

Does not work: [I-Junction2]->[Long Ramp]->[Short Ramp]->[[several more junctions]]->[Converter2]->[Cargo Box]

Does work: [I-Junction2]->[Long Ramp]->[[several more junctions]]->[Converter]->[Cargo Box]

Confirmed that the section after the short ramp works on its own, but is somehow being blocked by the short ramp.


---

Also, a suggestion: a ramp that doesn't convert between upper and lower.
Nighthunter 16 May, 2024 @ 3:10pm 
@Elachi Dance Party do you plan to make a version of the standart Tube with normal conveyor acces on the 4 closed sides? I miss a option like that for some builds of mine.
kinngrimm 21 Feb, 2024 @ 10:07am 
From other force field mods i have seen, if without script they mostly just removed the collisions. If it would be doable without much a hustle changing a door block and give it certain states.
state one (dfeault): walkthrough but airtight for regular use with the forccfield showing transparent thinly
state two (anti-boarding): closed (only openable by faction memebers) and still airtight maybe with a more light intense shine marking the difference visually
kinngrimm 21 Feb, 2024 @ 10:03am 
If you do, please make it so that it could be equally used within the ships as well as an airlock. The version i posted to you is too narrow in tha aspect, not flexible enough for what it could do. Meaning, having an airlock like that is nice and a good functionality, but incorporating it in your style in a way that it could just be used as a say forcefield limiter within the jefreytubes would be another use case. You certainly can also remember how within Star Trek and other SciFi shows they had forcefields disallowing for enemy movement or helping secure areas that had hull breaches. the later i think could be something that could be funtionally incorporated into designs. When you put like every 10th block on a battle ship design one of those to counteract hull breach depressurization.