Space Engineers

Space Engineers

Isy's Simple Doors
175 Comments
other than that, if your server performance is weak, it could crash it when this script checks your grid (to find the doors) but that must be a veery weak server for that to happen or your grid is just waaayy too big, how much PCU does it have? have you tried on a smaller grid?
did you install the script on the dedicated server by adding the mod ID to the dedicated server mod list?
if so, you did it wrong.
its a script, you need to install it on a programmable block in-game, make sure to have scripts enabled.
mageg4 9 May @ 3:52pm 
Our dedicated server did not like this! It unloaded the world whenever I hit ok!
Isy  [author] 21 Dec, 2023 @ 3:25pm 
Thank you! Nice to hear, you got it fixed ;)
d3dfox 21 Dec, 2023 @ 10:02am 
Update! it wasnt working because it wasnt 100% functional. Really big fan of your scripts Isy! thank you!
d3dfox 21 Dec, 2023 @ 9:49am 
ill try grinding down the door and rebuilding it. thank you!
Isy  [author] 19 Dec, 2023 @ 11:56am 
It does work with any door as long as the door uses the default ingame interface for doors..
d3dfox 18 Dec, 2023 @ 1:18pm 
is there a way to make it work for offset doors?
nickforgie 28 Aug, 2023 @ 9:00am 
no, i like having the gates open.
Isy  [author] 27 Aug, 2023 @ 2:04pm 
That's good, isn't it?
nickforgie 27 Aug, 2023 @ 7:21am 
gates are closing, even when set to exclude
Isy  [author] 24 May, 2023 @ 7:54am 
Update!
Version 1.0.8:

- Fixed: The script will no longer leave doors stuck in an open and disabled state.
DoctorJ 5 Jan, 2023 @ 9:32am 
@Стоп лосс за ликвидацию I see this problem once in a while when activating the script for the first time on a ship, just turn off the programmable block and set the doors to a normal state through the terminal or build vision and turn the programmable block on.
Isy  [author] 1 Jan, 2023 @ 3:19am 
You can enable or disable this in the script's settings.. You can also set the range, where airlocks are detected.. To enable your doors in the first place, turn the programmable block off, turn the doors back on and close them..

@DoctoJ: No, because internally, it has the same door class as any other door - the script can't destinguish that..
ASAP bin Laden 30 Dec, 2022 @ 12:50pm 
@Isy. Hi, found a bug in logic, but its like a 50% problem caused by game. Script auto disables 2 door ways which are opened and no ability to close them.
DoctorJ 20 Oct, 2022 @ 1:28pm 
Is there a way to allow the Gate not to be treated like an ordinary door? Thanks.
Dark Matter 2 Sep, 2022 @ 8:03pm 
@av.wright i'm having the same issue but with 313 sliding doors
Curcuma 7 Jul, 2022 @ 5:10am 
Can I put a delay to just one specific door, before it closes?
av.wright 12 Mar, 2022 @ 12:52am 
Yea. We have 4 hanger bays with each having 22 hanger doors, then there are, gates controlling each section for movement of on station vehicles, and finally all the airlocks and doors to apartments etc. I am currently trying to figure out how to separate the station into 4 sections to have each section controlled individually.
Isy  [author] 11 Mar, 2022 @ 10:27am 
700 doors? O.o

Wow.. Never tested with so many..
av.wright 11 Mar, 2022 @ 5:36am 
I will double check his figures
av.wright 11 Mar, 2022 @ 5:36am 
Ok. My son has done some checking. He is guessing somewhere around 700. Yep its a big station. Im guessing we will need to segregate them into groups
av.wright 11 Mar, 2022 @ 5:31am 
I would have to go check how many doors but a lot more than 5. And no I have not changed anything in the config.
Isy  [author] 11 Mar, 2022 @ 4:55am 
Oh interesting.. This shouldn't happen because the script only toggles a set number of doors per run (by default 5).. Did you change the number in the config? Just out of curiosity: about how many doors are we talking here?
av.wright 11 Mar, 2022 @ 2:46am 
Hi Issy. Does the script have a maximum number of doors it can cope with? Reason for asking is that yesterday the script was working fine on our space station. This morning - after my son added a couple of extra doors the script has stopped working.
The message I get on the PB states the following "Script execution terminated, script is too complex. Please edit and rebuild script".
I have tried reinstalling the script but I now just get that message. Thanks for taking the time to make it.
Isy  [author] 18 Feb, 2022 @ 1:30am 
I'll have a look at it if I find the time..
ChozoSR388 16 Feb, 2022 @ 4:43am 
Seems the new Sliding Hatch doors are sufficiently different that your script doesn't recognize them as valid doors. Edit: Offset Doors aren't recognized as valid doors for the script, either.
Isy  [author] 1 Feb, 2022 @ 2:15am 
@EDDO84: Wrong script page.. This would be more likely related to my block renaming script..
EDDO84 29 Jan, 2022 @ 4:57pm 
@Isy Hi I wanted to ask if you could also delte a partiall string like you did with addfront,STRING[,FILTER][,GRID] only then removing it??
WarGiver 30 Jul, 2021 @ 3:19pm 
ahh my mistake, I looked over what I could but must have missed that sorry, but thanks for the reply
Isy  [author] 30 Jul, 2021 @ 2:21pm 
Did you ever try to put '!noAirlock' to the door's name, like mentioned in the script's config? :

// If two nearby doors are accidentally treated as an airlock but are in fact just regular doors, you can add this keyword
// to one or both door's names to disable airlock functionality (autoclose still works).
// Note: blockname changes are only noticed every ~17 seconds, so it takes some time until your door is really excluded!
string noAirlockKeyword = "!noAirlock";
WarGiver 30 Jul, 2021 @ 2:01pm 
I don't suppose you can add a way for this to ignore a door? I like using the R.U.S.T. Freighter but the Cockpit door triggers the airlock doors below it. While it is not a major issue it would be nice if we could add something to the door's Custom Data that would preclude it from the airlock process.
Kham 15 Jul, 2021 @ 8:12pm 
@Typhon Plume No, as the description states "This script will NOT manage pressurization - it's a SIMPLE door script ;)"
Typhon Plume 15 Jul, 2021 @ 7:55pm 
Will this script be able to handle airlocks with a airvent for proper cycling?
Isy  [author] 10 Jun, 2021 @ 1:16am 
Maybe, if I have time, I'll think about another solution on a per-door-basis so that specific doors can have different timings.. But don't count on that.. Time to code is pretty limited while having a full time job ;)
Coma 9 Jun, 2021 @ 5:22pm 
Isy, you deserve the props brother, Its extremely rare for me to find a builds I like on the workshop that doesn't have at least one of your scripts or MMaster's. thanks for the quick response, i understand. I guess its time to switch out gates :)
Isy  [author] 9 Jun, 2021 @ 3:41am 
Thanks for the cudos ;)

That's a bit tricky because gates are just bigger doors (they share the same internal interface opposed to hangar doors, that use a different interface).. So either, you bump up every door's closing time or you open and close the gates manually with the !manual tag..
Coma 9 Jun, 2021 @ 2:12am 
Isy I absolutely love your work and I believe I have everyone of your scripts. I got a head injury back in 2004 in the military, so your scripts help me tremendously with staying organized and doing tasks for me that i often forget because of memory issues. That being said I was curious if there was a way to have ISD auto close Gates after say 1min. I see the ability to adjust doors and Hanger Doors but i need Gates to stay open longer then 1 sec (which i think is piggy backing off of doors), but cant find a way to adjust that. Thanks for your support to SE and you life changing scripts for me at least.
Schmetterling 10 Mar, 2021 @ 1:27am 
Хороший скрипт, постоянно им пользуюсь. Не перегружен функцианалом, простой как кирпич. Я использую мод на "Rotary airlock" и скрипт управляет шлюзами как мне нужно. Спасибо, скрипт на 100% заработал подписку и "лайк".

Nice script, I use it all the time. Not overloaded with functional, simple as a brick. I am using a "Rotary airlock" mod and the script controls the gateways as I need it. Thank you, the script has earned 100% subscription and "like".
(sorry for the translation, google)
Katarina [WolfCraft Industries] 8 Mar, 2021 @ 12:34pm 
yes there should be a tag for that but i cant remember it, check the script settings, you should find it there
Sylver 8 Mar, 2021 @ 12:57am 
is it possible to exclude certain doors from this script?
Katarina [WolfCraft Industries] 17 Feb, 2021 @ 4:45am 
try turning off the PB that is running the script, turn on all doors and turn the PB back on. maybe that will help
honestonion 17 Feb, 2021 @ 2:37am 
Hi, Ive recently came across a problem with Simple Doors. Ive just finished building my space station and loaded up the script but it is powering all doors off and when i try and manually turn them off it switches straight back to off. Ive used Sliding Doors and then changed them out to a simple door but no change. Any ideas? Thanks!
Katarina [WolfCraft Industries] 8 Feb, 2021 @ 11:13pm 
isy doesnt inted to add vents to the airlock system because this script is supposed to be a simple script. therefor its called "isys simple doors"
BeeKeepGaming 8 Feb, 2021 @ 2:27pm 
Can you make the script control the air vent inbetween the two doors as well
To give Idea on how to work We rename the outside door exterior door and the inside door interior door depending on witch one opens will make the put the airvent to compress or decompress
Isy  [author] 23 Jan, 2021 @ 9:10am 
I could do that, but the status information it puts out, isn't very much anyway, so why bother? It just works and does its job^^
StrykeAnjel 22 Jan, 2021 @ 7:28pm 
I say thank you for a simple and direct script for when I build stations.
The Only thing I would ever add to a Wishlist (so far, before i start dreaming) would be to have the ability to display script status to an LCD or to the LCD on the programable block.
av.wright 13 Jan, 2021 @ 2:43pm 
That did the trick. Thank you for the help.
Isy  [author] 13 Jan, 2021 @ 11:52am 
It seems that the script tries to connect the wrong pair of doors.. Try the following: remove the script from the programmable block, enable and close your doors and reapply the script to the programmable block again.. If that fixes it, you're good to go.. Mostly these issues come from the building phase where the script picks up the doors and doesn't realize that things have changed after they are finished..
av.wright 13 Jan, 2021 @ 1:44am 
I am having an issue with a 4 door airlock. The airlock consists of 2 outer doors (facing the atmosphere on either side of the ship), and 2 inner doors (one to cockpit the other to rest of ship).
The 2 outer doors are acting as expected, but the 2 inner doors have been turned off by the system and are permanently open. There are no other active program block affecting the system, (the only other prog block is automated LCDs).
My problem is that I cannot get the doors to turn on so that I can close them. My preference would be to make them part of the airlock. the distance between the doors are as follows:
between the 2 outer doors 5 blocks. The 3 inner doors are opposite each other in the center 3 blocks apart.
How can I make the 2 inner doors turn on so they complete the airlock?