Stationeers

Stationeers

ForceFieldDoorMod
52 Comments
So1dier 4 Apr @ 4:26am 
Hm, really, thanks a lot! Renerating rooms fixed the trouble with storm. Probably better do it after every big game patch. Now it looks great!:winter2019happybulb:
WIKUS  [author] 1 Apr @ 8:27am 
What you could try if everything else fails is to hit F3 and enter "regenerate rooms" without the quotes... maybe that helps.
WIKUS  [author] 1 Apr @ 8:23am 
The programmable signs are actually the brainchild of jixxed... I just massaged the 3D models a little bit but thanks a lot. Regarding your storm issue I just tested this and cannot reproduce. The door inherits that kind of stuff directly from the game code so it is likely that this is a bug that happens outside of the confines of this mod... especially storm leaking into rooms is something that gets reported very often. If you have any further information that might help me troubleshoot and/or suggests that it is caused by the FF-Door please do let me know.
So1dier 1 Apr @ 8:06am 
its not affecting base, just the snow animation. Very annoying snow animation -_-. But your mods are awesome! Recently we were looking for new "content" mods to add something new to the game and came across one of your mods. It was like: "wow, just what I need" and we immediately subscribed to all your mods. And at the moment we use only them. Especially "signs" are what we all needed so much. Big thanks to WIKUS and all who helped to create that sweety stuff!
So1dier 1 Apr @ 7:32am 
mm.. is it possible to prevent storm animations inside my base while using this door?). Not so fun, really)
WIKUS  [author] 9 Mar @ 10:35pm 
You are using Beta branch which isn't supported (because daily updates :KScared:). Stable branch still works though... anyway thanks for the heads-up. Will keep my eyes on this for the next major update on stable branch :mern:
Shinoshi 9 Mar @ 5:24pm 
I get a missingfieldexception: field not found: single assets.scripts.objects.structure.maxpressuredelta due to: could not find field in class

this happens when facing the doors hot side to planetary atmosphere ( did not try to turn it around)
using StationeersMods 1.0.32.0
WIKUS  [author] 2 Mar @ 11:35am 
I have larger ones in the pipe (like many other things I wanted to finish a long time ago and never did XD) but with other sizes... I made a 1x2 iirc. I wanted them for traders that need atmosphere. Reason why I did not add those yet is that I think traders would crash on them so I need to do some testing before I can commit. The smaller ones will be coming though
Geneticus 2 Mar @ 11:09am 
Would love to see some larger versions. 1x2, 2x2,, etc. It would also be interesting to have this effect added to normal doors, when opened to have a fail-safe in the event of low power situations.
matthewjtaylor1990 2 Feb @ 9:53pm 
Would a 9x9 version be viable to create for a pressurised trader hangar?
WIKUS  [author] 11 Dec, 2024 @ 7:53am 
Thank you too any feedback helps to troubleshoot this stuff.
Cabbage! 11 Dec, 2024 @ 7:49am 
i'm not sure on the error, was on my legion Go handheld and no mods was showing up, but PC seems to be working lol, it was a save file on my legion, so maybe the update messed something up my end. im ok with it and happy to wait, was just a general observation :) but thank you appreciate the help though. :steamhappy:
WIKUS  [author] 11 Dec, 2024 @ 7:46am 
There is a chance that this is caused by something else... it works here. The only issues I am seeing right now are with BaseLegsMod and T.U.B.E. not being placed via authoring tool but their kits can be spawned with F9 (Fixed this those a minute ago). What errors are you getting?
Cabbage! 11 Dec, 2024 @ 6:56am 
appreciate the tip, but I couldn't get it to work in creative mode, so look forward to it getting updated
WIKUS  [author] 11 Dec, 2024 @ 5:03am 
❗ For anyone having issues with StationeersMods framework on current stable branch.
Reverting back to v1.0.22.0 should get you going until this is updated to v1.0.25.0.
https://github.com/jixxed/StationeersMods/releases
WIKUS  [author] 5 Nov, 2024 @ 4:30am 
Nothing beats good old sci-fi magic imho... still miss some huge lasers. Been toying with the idea of a big laser drill called "O.R.E." - Optical Resource Extractor.

https://discord.com/channels/1062451281911890021/1227196772804329524
Quazar 4 Nov, 2024 @ 9:21pm 
man I love this mod :) thanks!
WIKUS  [author] 11 Oct, 2024 @ 6:23am 
Alright we are back on track. Reuploading the update fixed the workshop search.
WIKUS  [author] 11 Oct, 2024 @ 5:28am 
That is the large omni transmitter from the MorePowerMod. It almost looks like it is in some kind of glass bulb in that screenshot. Really need to make some devices with glass like that at some point.
Catatonic Ember 11 Oct, 2024 @ 5:15am 
I've only just noticed, whats that device in the image (the coil thing behind the force field)?
WIKUS  [author] 11 Oct, 2024 @ 5:03am 
I hope it is just the workshop freaking out. Scary though this is my favorite toy right now :mern:
Bothered their support right away and everything is saved in a unity project. Fingers crossed...
Catatonic Ember 11 Oct, 2024 @ 4:56am 
Then maybe contact support
Catatonic Ember 11 Oct, 2024 @ 4:55am 
Huh. Maybe its a glitch? If they've taken it down, they should have notified you with a reason. If I were you, I'd save the raw text of this in case you have to repost
WIKUS  [author] 11 Oct, 2024 @ 4:54am 
Yep it isn't gone gone. I can still see it in my profile and open the link. But it is not visible if you browse the workshop or try to search for it there.
Catatonic Ember 11 Oct, 2024 @ 4:50am 
Wdym? The new update has affected a bunch of mods, and the mod still appears online
WIKUS  [author] 11 Oct, 2024 @ 3:47am 
Apparently the ForcefieldDoorMod just got nuked from the workshop.
No notification no nothing.
Just gone :hopeless:
Catatonic Ember 11 Oct, 2024 @ 2:39am 
All good
WIKUS  [author] 11 Oct, 2024 @ 2:01am 
The fix works fine here. Dynamic Gas Stickers are affected as well yes. Bet it will be fixed very soon but had to uninstall it for the time being.
Catatonic Ember 11 Oct, 2024 @ 1:41am 
I am still getting error spam even after loading earlier saves and reinstalling ForceFieldDoorMod. It seems that this error prevents power and anything that uses power from working at all. The error also seems to have to do with the Gas Sticker mod. I'm not sure if ForceFieldDoorMod is the problem or not, though I just wanted to share just in case
WIKUS  [author] 11 Oct, 2024 @ 1:25am 
Fixed error spam with "in World Water" update.
WIKUS  [author] 10 Oct, 2024 @ 10:11pm 
Latest update has this mod spam a bunch of errors. Investigating...
WIKUS  [author] 1 Oct, 2024 @ 4:37am 
Sorry accidentally deleted a comment again... :hopeless: the page always gets me by being unresponsive when I delete my own stuff.
Marios_T95 26 Sep, 2024 @ 10:48am 
Thanks a lot both of you!!!
BoNes  [author] 26 Sep, 2024 @ 9:49am 
No worries. Thank you for adding me as a contributor.

And, yeah, when I was trying to decide on numbers, they felt about right.
WIKUS  [author] 25 Sep, 2024 @ 7:19pm 
Update is out :hearteyes: awesome work huge thanks @BoNes. Stuck with those numbers.
BoNes  [author] 24 Sep, 2024 @ 9:45am 
@SpaceRug: I've set it up in the code to be easily configurable. But I can't quite get it to use the configuration window for BepInEx (so it's hard coded values).

The values I set (which WIKUS may change) are minimum power draw of 100W + 10W per KPa difference (rounded up), up to a maximum of 50KW.
WIKUS  [author] 24 Sep, 2024 @ 3:14am 
That is great news. Been hoping to find someone willing to team up on this. If you are looking for other ideas floating around or want to pitch/present your own mod projects, the StationeersMods discord might interest you.
Catatonic Ember 24 Sep, 2024 @ 12:23am 
@BoNes What are the kinds of power draw to expect if it's added to the mod?
BoNes  [author] 23 Sep, 2024 @ 11:47pm 
I've added the dynamic power drain based on pressure differential (forgot to say that in my previous post).
BoNes  [author] 23 Sep, 2024 @ 11:46pm 
I've reworked your class in dnSpy. But the code is too big to fit decently in these comments... if you could add me as a friend and I'll pass it to you via chat (or email if you want to give me your email address via chat).
WIKUS  [author] 23 Sep, 2024 @ 2:09am 
True that might work via animations. Forgot that we have color interactables for LEDs... gonna check them out. Also want the power consumption to scale with the pressure delta but looks like I will have to shelf this idea for now as it seems there is no way around C# for this.
BoNes  [author] 22 Sep, 2024 @ 12:55pm 
Those new forcefields sound awesome! Can't wait to see the next update.

If you could figure out how to read the "color" variable... you've already got the shield going red when it's locked. So maybe using the same method you used for that.

If you've had to add specific frames of animation to change the shield color, then perhaps add new frames for every color and then make it pick the color based on the "color" var instead of the "lock" var.

If the user wants it to go red whenever they lock it, it's 1 extra line of IC code. But doing it this way would mean complete freedom of choosing whatever color want whenever you want it.
WIKUS  [author] 22 Sep, 2024 @ 10:50am 
Great ideas... for the colors I sense that this is way out of my depth in terms of programming skills. For the door version I will have to look into it but would not get my hopes up just yet. Next things I want to try are bigger force fields MAYBE even for human trader shuttles that require atmosphere. Also got tube mod versions in the pipe along with regular tube doors.
BoNes  [author] 22 Sep, 2024 @ 4:42am 
Firstly, love the idea of the mod. It's great being able to just walk through without having to go through an airlock.

A couple of suggestions I have:
Could you add a settable "color" variable (like what's used for LEDs)? If you could still keep the paintable frame that would be awesome (so you could paint the frame to a given color and then using an IC you could set the shield color to whatever).

Second suggestion, I play with the Creative Freedom mod... and while messing about with the forcefields, I've found the I can place a forcefield with the connector in one direction and overlap it with a door facing the other way. Then using some IC code I've made a shield that only turns on while the door is open. Could you add a "door variant" of the forcefield? So it has a door that opens and closes like normal, but whenever the door is open it activates the shield automatically?
WIKUS  [author] 17 Sep, 2024 @ 1:03am 
I wanted to add config files to some of the mods but StationeersMods does not support this as of now... someone is working on a UI https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3017371375 but it doesn't work at the moment or so I have been told.

I am currently play testing this one to see how much biofuel/deepmining/rocketmining is needed to operate several of them. A single solid fuel gen (absolutely overpowered imho) should be able to power two and a half forcefields as it outputs 20kW on demand.
Catatonic Ember 15 Sep, 2024 @ 10:26pm 
I mean in the config files or an editor
Catatonic Ember 15 Sep, 2024 @ 10:26pm 
Is it possible to manually reduce the power consumption? I get its supposed to be late game, however 8kw is more than a lot of bases use
WIKUS  [author] 13 Sep, 2024 @ 12:52am 
Thanks guys really happy with how the forcefield effect turned out :mern:
Marios_T95 12 Sep, 2024 @ 12:26pm 
Amazing mod, good job!
WIKUS  [author] 9 Sep, 2024 @ 9:31pm 
Would have loved to scale the power consumption like that. This would also get rid of a gripe that I am having with the door. What I am missing for this are proper C# skills as mine don't go beyond copy paste. Always happy to team up on any of my mods though...