Space Engineers

Space Engineers

Forcefield Generators (Hangar Doors)
81 Comments
code 31 Jan @ 11:47am 
@Nemui It's not a proper solution, but hook up a projector with a BP of a force field that comes on when the field is active.
Nemui 12 Dec, 2024 @ 6:42pm 
I don't like that the force field is invisible. I can't tell if the force field is active without a visual effect over the field area
Taipay 29 Oct, 2024 @ 11:20am 
Gates go in the wrong direction
Valkyrie Ice 26 Oct, 2024 @ 7:28pm 
mod is fixed, working again for me
GoddessGaming1520 24 Oct, 2024 @ 10:05pm 
does this work still?
azfalt 24 Oct, 2024 @ 4:51pm 
Still would be nice if there were a colour indicator for open or closed like the door's on/off mode.
Current green for safe (closed), red for unsafe (open)
Valkyrie Ice 16 Oct, 2024 @ 9:00am 
Mod is broken since contact. Plz fix if possible, I use this mod extensively.
Emperors_Nightmare 16 Oct, 2024 @ 8:23am 
is broken
snideblade 15 Oct, 2024 @ 5:51am 
Is it just me, or is this mod broken since the contract update
The Erubian Warlord 4 Aug, 2024 @ 6:06am 
anybody know how this works with the Water mod?
thesnowfox84 14 Apr, 2024 @ 1:04pm 
works great make sure all blocks above and below these are airtight and works fine only draw back is there no visual of it working want a true sci-fi feel may want to do something with a projector
kitson gaming 27 Feb, 2024 @ 6:26pm 
it doesn't work, it let's out all of the air even when closed
ButtKraken 31 Jan, 2024 @ 11:53am 
These did not work well for me at all. They let the oxygen out into space behind Angled Hangar Doors mod. Not sure about other hangar doors or gates. Star Wars Hangar Field mod seemed to work fine with oxygen and the same angled hangar doors.
march 3 Oct, 2023 @ 6:57pm 
Should add some kind of visual effect when these things are working (if possible, and not easier said than done), it was very confusing to tell if it was working. Great mod though otherwise!
ArSole 28 May, 2023 @ 1:34pm 
Are there any thoughts to doing this for small grid by chance???
ThePropheticWarrior 24 May, 2023 @ 1:17pm 
It's a FORCEFIELD, meaning it allows players and craft through, but keeps the grid airtight at the same time!
dRuPpI 2 Apr, 2023 @ 9:56pm 
well could u make a variant with visual effects?
Noodle329 14 Jan, 2023 @ 11:29am 
okay i can walk through when there closed is that a bug?
MrZtingray 15 Oct, 2022 @ 2:29pm 
The Forcefield Generator pair and passage are not able to be walked through. I tried putting a passage hall behind and in front to see if that fixed it and it did not fix it. Any way that i can fix this will be appreciated. thanks
Syroth 22 Sep, 2022 @ 6:36am 
To all desiring a visual indicator - I'd recommend implementing your own notification / status indicator. Its super simple!
XuXiaoXian 26 Jul, 2022 @ 8:59am 
really some tint to indicate the open and close
Crimson Revenant 22 Jun, 2022 @ 12:02pm 
Can't tell when they're closed or not, no way to have the generators glow or something when "closed"?
Rhasmoth 19 Jun, 2022 @ 1:23am 
Could be interesting to add coloring functionality, like the recolorable thrusters mod, for those who might want a visual effect. Could probably get the same thing using projectors in the meanwhile for people that want something.
ATF_Coldblooded Carebear || 14 Jun, 2022 @ 12:19pm 
@Sylver you are correct no visual effect.
Sylver 14 Jun, 2022 @ 11:56am 
So if im correct, this doesnt have a visual effect?
diex40 13 Jun, 2022 @ 1:02pm 
any way to get a small grid ver?
Alewx 30 May, 2022 @ 1:57pm 
Hey @Harbinger Ace nice thing, and nice work in Outlands.
I have to agree with @EmuLegs and visual indicator if the field is up or down would be great, there is the metal bar just right in the middle, if that would instead light up it would be awesome.
Thanks for the work.
Yull-Rete 12 May, 2022 @ 8:40pm 
Thanks!
Harbinger Ace  [author] 9 May, 2022 @ 3:11am 
@Coro The power consumption is extremely low, yes.

@Dracksarien Not without scripting, no.

@Yull-Rete Done.
Yull-Rete 22 Feb, 2022 @ 2:14pm 
Is there any chance you could add a four-sided, three-sided and two-opposing-sided forcefield blocks to allow for 1-by-X doors?
Dracksarien 21 Dec, 2021 @ 8:30pm 
Can you add an option (in the menu) where entities and objects CANNOT move freely when sealed?
EmuLegs 11 Dec, 2021 @ 1:01am 
Really really cool, please reconsider adding visual effects and id love to see the led strip be RED when they're open.
DeadBeard 4 Dec, 2021 @ 3:18am 
@Harbinger Ace, I read in an earlier comment of yours that the force field generators consume the same amount of energy as hanger doors (10W idle). I just want to make sure that this is the case, it seems too good to be true. Actually this mod is just amazing! I mean one can open hanger doors now with this generator and not lose pressure. How cool is that? Thank you for this!
Typhon Plume 30 Nov, 2021 @ 11:42am 
@cynical Nerdist Most airlock scripts like Blarg's Aggressive Airlocks will affect anything with a door open/close option in it. Even the digital clock mod from what I have seen.
Harbinger Ace  [author] 30 Nov, 2021 @ 11:27am 
I have no plans to add scripted visual effects to these doors. I do not write scripts.

@Cynical Nerdist All hangar doors are placed open by default. It is not possible for a mod to change this.
Cynical Nerdist 19 Nov, 2021 @ 8:57pm 
Wish there was an actual visual effect for the shield. Also not sure why it wouldn't default to being enabled upon being placed. Kind of odd in my opinion.
Typhon Plume 15 Nov, 2021 @ 12:22pm 
Basically enjoying how this mod works in to the progression system over others, with realistic crafting costs for making them. Other then that some kind of visual version so you can call when there closed or open would be nice, even if it's just on the projector.
Skallabjorn 22 Oct, 2021 @ 8:06pm 
I agree with DlriumTrgger , an emissive change for open closed would be very cool on this. And i can also confirm what Scientwisted {Index} said, Whips works great on these
Scientwist 19 Oct, 2021 @ 9:57am 
I found that if you have Whip's or Blargs airlock scripts, the force fields will close, so they are recognized and work like normal doors.
DlriumTrgger 1 Oct, 2021 @ 4:04pm 
id love to see the led strip be RED when they're open. love this mod but the lights can be deceptive. hopefully a visual graphic too?
Scientwist 25 Sep, 2021 @ 6:19pm 
This PERFECT for the Star Trek aesthetic I've been going with for sometime now. Damn good job man. Any reason theres no small grid version?
Gromit 24 Sep, 2021 @ 4:16am 
@Comrad Elmo: did you read the description of the mod and then forced the blocks to "closed" mode after you built them?
Big Bean 24 Sep, 2021 @ 2:00am 
I have issues with it and i'm trying to use them but my room isn't pressurizing, any idea?
Skallabjorn 23 Sep, 2021 @ 7:10am 
Ah well, but still love the mod :)
Qarannia 22 Sep, 2021 @ 10:30am 
Having looked at the code, I'm thinking it might take a bit of work to do that. If I look at other hangar door mods with visible parts, they all have different models for the different lengths. This one is quite ingenious as there don't appear to be any moving subparts. Sub-part animation on hangar doors is quite specific. You could duplicate the effect using WeaponCore that would give a field effect, but then each hangar door would effectively become a weapon. Failing that, you'd have to script the animation itself.
Skallabjorn 22 Sep, 2021 @ 9:17am 
Is it possible to have a version with a visual effect to the field?
John Shepard 21 Sep, 2021 @ 9:35pm 
Despite DLC's out ruining the game and replacing quite a few favourite mods about, I am really glad to see the creative and epic talent that modders continue to show @Harbinger Ace

Thank you for this exceptional piece of content :D
Qarannia 21 Sep, 2021 @ 3:46am 
@Harbinger Ace This is an awesome mod. Now I can have emergency force fields in all my starships.

Is the closing / opening pretty much instantaneous? That way I can set them to close as soon as a room's vent registers a drop in pressure.

Also, was it a conscious decision to not use a force field texture? I guess it makes it easier in that you don't need different sized sub-parts with appropriate textures applied, which would possibly mean having 25 different models.
ATF_Coldblooded Carebear || 21 Sep, 2021 @ 12:37am 
i prefer to ask first since i have 238 mod overall and that not counting the 118 BP, so with that i have to ask question.

but thank to those anwser i can see this mod be use in the build i'm currently working on and would have been force to use a second set of sas type hangar door to keep me from having to "vent in air" from the air lock everytime i want to bring a LG ship or rover out .

As for the power question it would make sense that it draw more energy then vanilla door since unlike hangar door who have mass to prevent air and thing to pass throught and yours use energy to do this so it was a logical assumption to think that it would draw more power for them to operate..

again thank for your tume