Space Engineers

Space Engineers

Pressurize Your Room!
56 Comments
Kaito 28 May, 2024 @ 8:48pm 
How about you read it first:

> New blocks can not be added to the list, as they need to be added to the mod first
TheLastMusashi 28 May, 2024 @ 7:41pm 
read it says you can add whatever you want...
Kaito 9 Feb, 2024 @ 5:10pm 
I think this needs an update for the new blocks
Fine Gentleman 21 Jun, 2023 @ 4:01pm 
if this worked with assemblers and refineries and other production blocks this mod would be awesome
WileyCoyote 30 Jul, 2022 @ 7:28am 
@Bačiulis, thanks for the awesome work.

I've been using the air vent's setup action to re-enable the farm blocks once pressure is restored. This mod adds so much more need for engineering solutions.
WileyCoyote 30 Jul, 2022 @ 7:27am 
My issue was caused by not reading the instructions well enough and not placing this mod above the others in the list.

To everyone, the order of mods in your list can be critical. Check the instructions, and if a mod doesn't tell you where it needs to be to function, try moving them above or below other mods. For true troubleshooting, remove all but the affected mod and then slowly add in one more at a time.
Bačiulis  [author] 30 Jul, 2022 @ 3:05am 
WileyCoyote, for me the issue was I had old config.xml in save game, and not all blocks was in config. Deleting the config.xml and loading game solved the issue (mod generates new config when there is none)
Bačiulis  [author] 30 Jul, 2022 @ 2:53am 
WileyCoyote, thanks! Was able to reproduce the issue, will investigate.
WileyCoyote 26 Jul, 2022 @ 6:56pm 
@Bačiulis I am prepping for a future multi-player season with this mod, as well as Plant and Cook, Eat, Sleep, Drink, Repeat! installed. In my test world, the Apple Farm and Wheat farm are functioning unpressurized on Mars.

I double-checked the config file, and those blocks are set to true (as per the default file).

I have no other mods running. Any ideas or suggestions to fix this?
GadenKerensky 13 May, 2022 @ 5:30am 
Good to know.
Bačiulis  [author] 3 May, 2022 @ 9:48am 
GadenKerensky, yes, unless enabled in config
GadenKerensky 3 May, 2022 @ 3:59am 
The survival kit is unaffected, yes?
Bačiulis  [author] 15 Apr, 2022 @ 2:57pm 
Urist, need to turn block on manually after air is restored.
Urist 15 Apr, 2022 @ 2:07pm 
Is there any way to have these things turn back on when the air is restored?
Airomis 29 Mar, 2022 @ 9:44am 
ave you thought to make this add things like refinery as to forge ingots the fires need 02 and if so the things could also incresss temp in the room just as if players are mining deep underground temp dose incress.

this idea could also bring in things like AC units and heat syncs
Bačiulis  [author] 17 Nov, 2021 @ 1:07pm 
UPDATE 11/17/2021:

- Custom Kitchen, Apple Farm, Soya Farm, Vegetable Grower now requires pressure
- Enclosed farm blocks (Planters and Moshrooms Farm) does not require pressure by default. Can still be enabled in config.
Bačiulis  [author] 16 Nov, 2021 @ 5:59am 
shannae.darkehart thanks for reminder, was meaning to add the new blocks!
Shannae Darkehart 15 Nov, 2021 @ 2:36pm 
The Plant & Cook herb grower doesn't seem to be affected anymore. There are also more farm blocks that aren't supported now, like the soya farm.
Grim 26 Oct, 2021 @ 11:55pm 
Hey again, yes, it is fixed now, thank you so much.

This is a great mod, i'd never found a reason to pressurize my ships or bases before it, and with the daily needs mod is a nice combo.
Bačiulis  [author] 26 Oct, 2021 @ 9:33am 
Grim, please check if issue is fixed
Bačiulis  [author] 26 Oct, 2021 @ 9:33am 
UPDATE 10/28/2021:

- Fixed exception when some player disconnected while in bed in multiplayer
- Herb Grower block from Plant and Cook mod now requires pressure
Bačiulis  [author] 26 Oct, 2021 @ 9:03am 
Grim, thanks for report. I'll look into this. Meanwhile can you try using cryopod instead? Of course your solution also works :D
Grim 25 Oct, 2021 @ 2:42pm 
Hi, i'm having a problem with the mod when a friend is sleeping on a bed and log out, it starts to spam in the chat: "pressurize your room exception: system.nullreferenceexception object reference not set to an instance of an object. at PressurizeYourRoom.CockpitOxygenLogicComponent.UpdateAfterSimulation10()".

And is lagging the game so hard! the only way i found to stop it was destroying the bed and killing my mate in the process haha.
Bačiulis  [author] 28 Sep, 2021 @ 1:24pm 
UPDATE 9/28/2021:

- Wheat Farm and Mushrooms Farm blocks from Plant and Cook mod now requires pressure
Bačiulis  [author] 24 Aug, 2021 @ 2:58pm 
CzBuCHi to add to what Wyn have said, welding in space is one of the core mechanics of this game. Won't be able to do much in space without it.
Bačiulis  [author] 24 Aug, 2021 @ 2:57pm 
UPDATE 8/25/2021:

- Changed notifications from chat to HUD.
Wyn 24 Aug, 2021 @ 9:57am 
CzBuCHi: Welding does not necessarily need atmosphere. In space, it is possible for two objects of the same metal to cold weld together just by touching. This is called Cold Welding and has actually caused problems in spacecraft from time to time.
CzBuCHi 24 Aug, 2021 @ 7:46am 
hydrogen thruster was just an example ... i was thinking specially large grid hydrogen thruster so engineer would ned to figure out how to build large grid ship in space when welders needs presurized enviroment ...
Bačiulis  [author] 24 Aug, 2021 @ 3:18am 
satyr451, yes it works on dedicated server. Regarding respawn I have been thinking about this for a while. Perhaps player stats should not restore after respawn, only health and only to some level. Cloning is also an interesting possibility.
RMazer 23 Aug, 2021 @ 9:02pm 
This is a cool add on to the game. Iv been looking for mods like this.
ZoraergazU 23 Aug, 2021 @ 1:26pm 
Agree with Satyr comment.
also, probably the ability to not able to get tools from respawning is also a thing, but who knows
satyr451 23 Aug, 2021 @ 12:54pm 
Love the idea of this mod. Does it work on dedicated servers? I love piling on things that make life harder on my server. :).

Also, would love to see a clone mechanism. Require a set amount of time to grow a new clone perhaps? Make it take more power if you want it faster? Right now the only thing cheap in SE is the engineer itself. :) I would love to make it far more expensive to die.
Laffyistired 23 Aug, 2021 @ 12:20pm 
is there video for this please
Fascist Pig Bank 23 Aug, 2021 @ 1:37am 
An absolute fantastic and simple idea! Great work Bačiulis :) Keen should put this in the vanilla game!
Bačiulis  [author] 21 Aug, 2021 @ 10:17am 
Leo_Draconus I think I have seen such mod in workshop, but I can't find it now. I have started playing after survival update, and it always bothered me that helmet on/off function have no in-game purpose.
Bačiulis  [author] 21 Aug, 2021 @ 10:15am 
Cirondelta I suppose this would work instead of current respawn? If you have no clones and you die, then it is permanent? This sounds interesting.
Bačiulis  [author] 21 Aug, 2021 @ 10:13am 
ApexAlphaGaming, I did that in EDSR mod, helmet is opened when you consume food or drinks. Haven't thought to use same mechanic for this mod, but this might be a good idea! Will try it out.
Leo_Draconus 21 Aug, 2021 @ 5:32am 
What upsets me is how, with the Survival update, Keen made it so that your suit automaticly draws oxygen from the area around you even when your helmet is closed. A) Your suit is supposed to be a sealed environment and B) I liked it when the game said "Hey, you can breathe here. Open you helmet and stop wasting your oxygen idiot!" You had to be more conscious of using your resources. Also that function made Toggle Helmet useless except for visuals.

TL;DR: I would like it if this mod brings back the old suit oxygen system or if you know a mod that I can use with this one.
Cirondelta 21 Aug, 2021 @ 1:57am 
Cirondelta 21 Aug, 2021 @ 1:53am 
hi you can create a cloning mod with cryochamber (cost energy to create clone for respawn) ?
ApexAlphaGaming 20 Aug, 2021 @ 6:25pm 
Anyway for the mod to detect whether or not your helmet is on? Would be cool to be forced to remove your helmet to do certain things or interact with certain blocks
Digi 20 Aug, 2021 @ 12:41pm 
Mind that the folder is different for published version, it's <workshopId>.sbm_<folderFromScripts>.
Also %appdata% can be used to reach appdata/roaming no matter where it is (it's a valid path, can be entered in explorer's address or Run or whatever).
Bačiulis  [author] 20 Aug, 2021 @ 8:50am 
MoshPitt, you can do that with current xml, both skit and medbay are there. Regarding other blocks, mod is attaching to them, so not sure if adding all of them will not impact performance. So for now will just add blocks by demand.
FartyParty 20 Aug, 2021 @ 8:13am 
just a thought, if you are going to create an XML for configuration, you could throw in all default blocks for starters (maybe some folks want SKIT pressurized by Med bay not, etc.)
Bačiulis  [author] 20 Aug, 2021 @ 6:34am 
Fixed config folder name
Bačiulis  [author] 20 Aug, 2021 @ 4:34am 
Digi, thanks! That might be it, as I gave it List<>. Will check this out.
Digi 20 Aug, 2021 @ 4:14am 
Then the writer methods need a typeof() as 2nd param, you must give an object declared in your mod there so it uses your mod's folder, you prob gave something from C# instead :P
Bačiulis  [author] 20 Aug, 2021 @ 3:08am 
Digi, honestly I have no idea where this folder name comes from. Folder in scripts is named PressurizeYourRoom
Digi 20 Aug, 2021 @ 2:16am 
CommonLanguageRuntimeLibrary? that's a really weird name for a mod :P It takes after the folder from Scripts, maybe change it so it's not so obscure.
FartyParty 19 Aug, 2021 @ 9:34pm 
nice!