Space Engineers

Space Engineers

Enhanced Conveyor System (WIP) V 1.0 Alpha
57 Comments
AbysswalkerWolf  [author] 8 Dec, 2015 @ 12:53pm 
Good Job @The Witch. I dont remember how to mod this game anymore. LOL I gotta get back into modding this game. The last mod I made was before DX11 so stuff has changed lol
edkyo 13 Oct, 2015 @ 11:45pm 
Is that a tri-corner-slanted block in photo two? ha, pretty cool. Best wishes to ya through alpha stages of your mod.
BumRuler 27 Mar, 2015 @ 5:59pm 
@Helratz the answer to your question is both yes and no. large items can be made to move through a smaller cross section, but not through a conveyor connection on that side. to move items through a block to block connection large items MUST go through a 3*3 opening. a mod that i've seen implement this is Weaver's Laser welders

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=330900809&searchtext=laser+welder
Helratz 24 Dec, 2014 @ 5:16am 
First off thanks for you hard work on this mod! I'm posting this to several conveyor modders here for two suggested new blocks in hopes to make them or at least get feed back. I don't know, but would it be possible to make a 1x3x3 larger small ship conveyor that could move larger objects like rocket ammo sideways through the 1x3 side? For a total of 2- 3x3 conveyor points on top and bottom, and 4- 1x3 conveyor points around the remaining sides. To allow larger objects to move through thinner sections of a ship. Maybe even a 1x1x3 block also with 2- 1x1 small conveyor points and 4- 1x3 large conveyor points for the first block to connect. This way you could also turn 90 degrees if needed. Thanks!
krn. 6 Sep, 2014 @ 12:30pm 
wow youve been conned so hard a guy has brought out the exact same mod but has the 'vanilla' textures and its already high on the subbs :(
PainKiller_REX 2 Sep, 2014 @ 4:37am 
Well, the mod does look good though, doubt there is much to update to it. lol
AbysswalkerWolf  [author] 2 Sep, 2014 @ 4:03am 
@.AMF.PainKiller I have taken a break from modding for about a week to play skyrim. and some other games. And now that I have college 3 times a week updates are gonna be slower to mods most likely
PainKiller_REX 2 Sep, 2014 @ 3:51am 
No worries, should be either in the material settings or in the display settings. Get blender and 3ds max mixed up sometimes
AbysswalkerWolf  [author] 2 Sep, 2014 @ 3:42am 
@.AMF.PainKiller Well I dont really now how to use 3DS Max verry well just the basic stuff for making models work in games
PainKiller_REX 2 Sep, 2014 @ 1:59am 
If the game allows it you can export your model from 3DS Max using the doublesided material option.
AbysswalkerWolf  [author] 1 Sep, 2014 @ 10:14pm 
@Ogliss Theres no such thing as a double sided texture. It all depends on the normal directions. the invisible parts are the wrong sides of the normals. The only way to fix this is to add more geometry to the model
Vas 1 Sep, 2014 @ 3:46pm 
What, no windows? :P Also, I think the corner versions should be more square, not edged off like they currently are. I likely won't use this though, as currently you assume that conveyors have 2 lines in them, one that sends items down the tube, the other that sends it down the same tube in the other direction, and the conveyor block, sorts these items to where they need to go when an item arrives at a point with more than 1 path to go to.
Officer SkidMark 31 Aug, 2014 @ 11:14pm 
@darkwolfmodding
still lookin good. my conveyor expansion pack should be coming out soon if i could get transparentcy to work right. when i get mine up ill have some downtime and i can help you with yours
Neithan Diniem 31 Aug, 2014 @ 9:54pm 
@Ogliss it depends if the game supports double sided textures, and it wouldnt fix the lightmap. The best solution would be to either mimic what is done in the vanilla game pipes or leave it closed off.
Ogliss 31 Aug, 2014 @ 3:19pm 
having not yet played around with modding the game or modeling anything for it, im totally unaware of how it all works, so forgive me if this is a stupid question, but could you not just make it a doublesided texture?
Med 31 Aug, 2014 @ 10:49am 
then I would suggest closing holes with few polys .. like there has to be some temporary "plug" because the opening is not used.
But the mod is great - i love it.
AbysswalkerWolf  [author] 30 Aug, 2014 @ 3:25pm 
Ive been experimenting around in blender and to fix the interior of the conveyor cube because thats what I was testing it would add like 200 more tris or so
Frosty 30 Aug, 2014 @ 4:06am 
@malware If you are just thinking about the conveyors on their own and in small numbers, then sure doubling them wouldn't matter much.

But on top of all the other blocks plus twice the polys on 500 conveyors is a lot.

I have a reasonably powerful machine and i know it lags a bit when i build large and complex things.
Malware 30 Aug, 2014 @ 2:51am 
Yes I can understand that. But with todays hardware the few numbers of polygons extra will not make much of a difference, if any. However it is your creation, your rules. I'm just putting it out there.
AbysswalkerWolf  [author] 30 Aug, 2014 @ 1:41am 
@Malware but it would add more polygons. I want to keep them pretty low poly
Malware 30 Aug, 2014 @ 12:23am 
If I may, the reason to have visible interior is for immersion reasons. People using this in Survival may not be able to finish the entire line at once and will be seeing the insides of the parts, breaking the immersion. :)
Frosty 29 Aug, 2014 @ 8:17pm 
i love you
OhHeyItsPaul 29 Aug, 2014 @ 5:53pm 
This is awesome! Thank you!
AbysswalkerWolf  [author] 29 Aug, 2014 @ 3:05pm 
For anyone saying "Oh the interior of the blocks is invisible" first off why does it matter its not like you are gonna see what the blocks look like in the interior until glass is added and the only way to put the interior to look non invisible is to duplicate all the verticies and flip the normals. which in turn gives the model 2X the poly count.

I dont know about you but I would rather have a low poly mesh that looks good than one that you dont have invisible interiors with but has more polygons.

Im sticking to the age old gameing saying.
Less Polys = little to no FPS drop OR High Poly = significant fps drop
monkee201 29 Aug, 2014 @ 12:21pm 
and all the whos in whoville gathered round with there space suits and built conveyors of magnificent size and scale
Volg 29 Aug, 2014 @ 11:12am 
also another point of not on the 3way that is (X,Y,Z) rather than (-x, +x, Y) you just have it slope off and cover that side in a flat surface. could you make it so the tubes extend out and meet more like the (-x, x, Y) variety?
Volg 29 Aug, 2014 @ 11:05am 
right what i meant was to make the windows etc so they look like the originals.thus they do not break the visual styling of the conveyor system.
Mizrattack 29 Aug, 2014 @ 9:20am 
Its not needed to change them from blocks to tubes.

They look great the way they are already ;)
AbysswalkerWolf  [author] 29 Aug, 2014 @ 8:54am 
I have found the setting in blender its hidden in the vertex menu. and heres an example of normals. The pic with the darker faces showing on the interior of the conveyor are the side of the normals you cant see and will look invisible in game. Now look at the model with the Double Sided option checked their is no dark faces like the pic before which means the normals are double sided and can be seen by the player in game and will be able to be textured. Ive never used the Double sided option for normals dont know how it would work in game

[IMG] http://i.imgur.com/7CbN2B6.gif [/img]
AbysswalkerWolf  [author] 29 Aug, 2014 @ 8:36am 
@D3Jag I saw a setting in blender somewhere to make normals double sided but I dont kno where.

To the people who dont know how normal normals work think of a piece of paper with one side white and the other side black and then place those pieces of paper to show the white side on the outside facing the perspective view of the player the other black parts are invisible.

I wanted to keep these fairly low poly for performance reasons. The max Tris on the models (which is the conveyor model) has less than 650 tris. In general the lower poly count the better for games
D3Jag 29 Aug, 2014 @ 8:18am 
@DarkWolfModding RE: Normals... the normal points to the visible surface, since the assumption is an object will have some thickness and the inside doesn't need to be drawn. In order to avoid holes, you either need to cap the connectors with a door-like texture (like SE default did) or other cap, or provide an interior surface for the tubes.
AbysswalkerWolf  [author] 29 Aug, 2014 @ 7:07am 
@Xeridanus If you know anything about 3d models you cant really have normals (which are texturable) on both sides of the model thats usually how models are theirs only one side of the normals showing
Harag 29 Aug, 2014 @ 5:48am 
Or maybe provide a straight and a corner piece with the look of your other pieces so we can build conveyors that look all the same.
Rum Knight 29 Aug, 2014 @ 5:47am 
For an Alpha mod I say your off to a great start. Keep working on them. I'm subscribing simply because this is a highly needed concept for the game's convryor system
Vorgra 29 Aug, 2014 @ 3:14am 
To be frank, They look ugly.
Xeridanus 29 Aug, 2014 @ 12:22am 
As many have said before, needs glass added. Also you need to texture the inside, we can see straight through when there's an opening such as the image with the blue tubes.
Officer SkidMark 28 Aug, 2014 @ 6:55pm 
well im working on my own version of this as well ironicly
CommanderRick56 28 Aug, 2014 @ 6:51pm 
Great idea, but needs OCD confirming lights on it.

P.S.- I like the glass on there too!
Officer SkidMark 28 Aug, 2014 @ 6:29pm 
wow nice work so far now its a race
AbysswalkerWolf  [author] 28 Aug, 2014 @ 4:56pm 
Lights arent working for some reason the glass should be easier cuz they have a tutorial for that transparency
Wizlawz 28 Aug, 2014 @ 4:34pm 
i like em / subbed
chillinflute 28 Aug, 2014 @ 3:47pm 
I'm gonna subscribe because they're a really nice concept, but PLEASE make them look at least similar to the originals. Glass and lights.
Revelation 28 Aug, 2014 @ 3:02pm 
if only the glass on the normal tubes was added to these.
AbysswalkerWolf  [author] 28 Aug, 2014 @ 2:44pm 
It would only work as A conveyor block I think
I could try a tube but It may not work
Mizrattack 28 Aug, 2014 @ 2:36pm 
Are these set up as conveyor blocks or conveyor tubes ?

If there setup as blocks than thats the reasond the "Lights" arent working as blocks are so called "endcaps" to the normal conveyor tubes.
AbysswalkerWolf  [author] 28 Aug, 2014 @ 2:03pm 
Like i say the white parts on the yellow connector part is supposed to be a light but it didnt work.
AbysswalkerWolf  [author] 28 Aug, 2014 @ 12:49pm 
This is an alpha of the mod so yes stuff can change.
these blocks are all basically conveyors with different port counts
AbysswalkerWolf  [author] 28 Aug, 2014 @ 12:47pm 
@vlog these are the same textures as the normal tubes.
@rulin NO it doesnt have LOD
N-Trippy 28 Aug, 2014 @ 10:14am 
@ Volg

I second that. They need aesthetic improvement. But other than that it's genius!