Space Engineers

Space Engineers

AdvancedDoor - Example Mod
87 Comments
BIV 30 Mar, 2024 @ 1:49am 
I hope the Iris door works.
Dorimanx 9 Aug, 2020 @ 2:41am 
Hi DEV,
After Update 196, keen broken all 3 subparts doors! only 2 parts are working.
TwitchingPsycho 4 Aug, 2019 @ 12:53am 
Sackboy338 How's that 3x3 iris door going? I need one as well. xD
Tilleen 6 Jan, 2018 @ 6:39pm 
For the information of anyone that decides to try and implement an advanced door, things I found out:

* The "Definitions" and "Definition" Tag is required to be specified exactly as it is in the example.
* The position of the subpart is defined by the offset inside the object, even when using a empty to specify the file that is used. (Makes calculating rotations a pain).
* The Opening IDs only reference the subparts, and in the order they are specified in the XML.
* The Opening IDs can only reference existing subparts, if they do not, then it will cause a crash of Space Engineers.
Tilleen 3 Jan, 2018 @ 4:25pm 
Is there any other documentation regarding "Advanced Doors" anywhere?

Am I correct in saying that the dummy in the main model is the location that the described subparts in the xml are mounted to?
Takeshi 18 Jan, 2017 @ 9:42am 
thx for sharing, got my stuff to work.
Airomis 17 May, 2016 @ 9:08pm 
The iris foor would be great if you could make it work with the boardind tube merge block mod so it can cover tje connection side and make a air tight door
A Ghost 19 Apr, 2016 @ 12:49am 
Is it possible to make the door frame flush with the door itself...and or can you do that???:D
Eikester  [author] 3 Mar, 2016 @ 12:10pm 
@Kamikazi2142™ the video just shows different examples
淫神 Nafryti 3 Mar, 2016 @ 12:02pm 
anyone else notice the video has nothing to do with the picture?
Soulkeeper 15 Nov, 2015 @ 7:04pm 
hey i was heare to ask the same like sackboy338 can we ghet a Iris Door 3x1x3 or bigger
Esper 14 Nov, 2015 @ 3:32pm 
If someone could make a mod with iris door like this one, only bigger, that would be nice (or at least help to make my own) Because I am making a drone-bay-airlock thing, and the iris door looks EPIC with it, since drones come out the top of the ship, but a 2x1x2 door just isn't cutting it, I need at LEAST 3x1x3, though bigger doors are always welcome :P
Lathy...or is it 2 Sep, 2015 @ 10:15pm 
This is awesome - I know it is just an example, but I found it useful; I especially like the safe door - very nice for bulkheads that slam shut before two ship sections separate explosively.
737✈Garrus 15 Aug, 2015 @ 8:46am 
A 1x1x1 size iris door would be apprechiated. And also 1x5x5 size iris door for small ships aswell.
BioMech 7 Aug, 2015 @ 7:54pm 
Can i make a suggestion i haven't seen yet? A door on the diagonal (45º rotation). Have been playing with these and liking them a lot. Thanks.
Fistagon 31 Jul, 2015 @ 1:56pm 
a smaller door version of the metroid like one would be cool
Nagisa 26 Jul, 2015 @ 3:12pm 
to Razordor

why isnt it relistic that the hinged door is airtight? theres airtight hinged doors in real life.. sound proof ones too. longs it makes a seal it doesnt matter what method the door uses (just more commen to have a singl slidding door and generaly stronger
woostyboy 26 Jul, 2015 @ 4:52am 
Great mod, awesome. I'd love to use the swing door for a landing gear door, can you make us a mirror image one? Or one that has no top door frame bar so they can be daisy chained together? Also can they be used on small ships please? Again many thanks amazing stuff!
Derp & Junk 25 Jul, 2015 @ 6:35pm 
LOL, are you a dev? Either way you really know your stuff brah.
Laygeaux 25 Jul, 2015 @ 6:56am 
you could still have a hinged door that was air tight. its all in how the sealing surfaces are made. i would like to see more doors like these. Could you even potentaly do the same thing with the armored gates/air tight hanger doors?
Davive 25 Jul, 2015 @ 6:56am 
is this still working or not?
Razordor 17 Jul, 2015 @ 10:18pm 
I think it would be realistic if the hinge door was not airtight. Though I will admit that these doors are genious to think about implementing them.
TheBoot 3 Jul, 2015 @ 4:16pm 
I was reading your pull request on GitHub and I guess user kleshchevand doesn't get the whole concept behind the autoclose feature. 95% or more of players are not going to script anything. Timer blocks in their current implementation are virtually useless and nobody wants to use one giant block to close one door, not to mention the fact you can't use the Door button to start the Timer anyways. I was tempted to sign up for an account just to comment on the reply.
Oh well. :D
737✈Garrus 2 Jul, 2015 @ 5:16am 
Can you make them available for small ship?
WardenWolf 30 Jun, 2015 @ 12:17am 
Now this is nice. Could you make a 1x1 and 1x3 version of the Iris Door?
Hammy 29 Jun, 2015 @ 4:59pm 
Also this does beg the question of deployable shields. Open its just like a little box, but when opend a bunch of little translucent hexagons fly out and make a wall, bubble ects.
Hammy 29 Jun, 2015 @ 12:39pm 
CAN YOU PLEASE MAKE A RAMP!!! OH MY GOSH YES!!! RAMPS! LIKE BOARDING RAMPS!!!
The Deathdrop 27 Jun, 2015 @ 11:37am 
Great class, can you make the Iris Door to 3 x 3 or 1 x 1???
TheBoot 26 Jun, 2015 @ 3:27pm 
Cool! I hope Keen really appreciates the work you and others are putting into Space Engineers. I certainly do. Yes, the pink box appeared on all the doors. You're probably right that it's a game bug. I didn't think to see if it shows up with a vanilla door during construction. Maybe something is missing.
Eikester  [author] 26 Jun, 2015 @ 2:42pm 
its an easy fix, will create pr for this and the other 2 bugs and hope it gets added for next update
Eikester  [author] 26 Jun, 2015 @ 2:14pm 
just tested and see what you mean
Eikester  [author] 26 Jun, 2015 @ 2:02pm 
is the pink error box shwoing for all 5 doors? they all use the vanilla construction models because i didn't made any construction models (yet) (<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\DoorConstruction_1.mwm" />) so may just be a game Bug
TheBoot 26 Jun, 2015 @ 1:32pm 
Doesn't look like the Autoclose feature made it into the integrated code. I noticed a big pink block with "Error" mapped to all the cube faces when you're building a door. Is that a place holder of some sort, as it's only there during the construction phase?
xxx Mr. Beefy xxx 25 Jun, 2015 @ 2:15pm 
Yay! Finally! 8D Strange they didn't mention it though...Either way...can't wait to see these in action...
Eikester  [author] 25 Jun, 2015 @ 1:03pm 
This Mod is now functional since todays Update (01.088) although they have not mentioned it in the changelog
Nova Viper Dwagoness 22 Jun, 2015 @ 5:02am 
Nice doors!

Just a thought for your folding door, any chance of turning that "folding" mechanic and putting it on solar panels? so you can have folding solar panels?
xxx Mr. Beefy xxx 18 Jun, 2015 @ 12:37am 
Hopefully today will be the day you uhh...thingy gets implemented into the game...so this incredible mod will function...really hope it doesn't get pushed back another week... 8)
TheBoot 14 Jun, 2015 @ 12:17pm 
Excellent! Thanks!
Eikester  [author] 14 Jun, 2015 @ 6:36am 
the Autoclose feature is a nice idea and i've just added it
TheBoot 14 Jun, 2015 @ 1:54am 
I agree the best practice would be for all mod authors to update their door mods to use the correct syntax but there may be some that are abandoned and will never be updated.
On a different note, while you're working on your advanced door API, would it be possible to add an autoclose feature? I'm thinking an option in the control panel for the door where you can select auto close and a time delay so that after the door is opened, it will close itself after the specified delay.
Rhedd 12 Jun, 2015 @ 2:37pm 
Thanks! I'm sure a lot of us would appreciate you trying. What you say about DX11 is totally true, but some of the best mods (used & refurbished equipment, for instance) are made by people that seem to be permanently gone, so will never get updated.
Eikester  [author] 12 Jun, 2015 @ 1:47pm 
i can try to get this fixed but tbh every older doormod should be updated anyway because of dx11, if they update for dx11 they can also just add the missing definition
Rhedd 12 Jun, 2015 @ 1:27pm 
Eikester- Any chance of getting Keen to re-fix that problem you were talking about that prevents older doors from being placed? I really miss some of them.

I'm asking you because you seemed to know what the problem was and have something to do with it getting fixed (or broken ^_^).
Golden Dragon 12 Jun, 2015 @ 7:08am 
Офигенно! А сделать на этой основе шлюз стаканного типа не получится? 4 створки, при переключении с одной стороны закрываются с другой раскрываются... Или с С образной секцией которая поворачивается куда нужно? :)
d3xt0r 9 Jun, 2015 @ 7:52pm 
Nice to see them here, Eikester. Saw your test video on Imgur.
Girthquake 8 Jun, 2015 @ 7:17pm 
Did anyone notice a Stargate reference?
Vinier McNuggNugg 8 Jun, 2015 @ 12:07am 
read the description guys
MrEvan312 7 Jun, 2015 @ 8:10pm 
I get an error when I put it into a world so it doesn't load.
Thunder Blitz1 7 Jun, 2015 @ 8:01pm 
Good ideas with these. I'm rather partial to the iris door myself.
TheBoot 7 Jun, 2015 @ 1:27pm 
Nice! Been hoping Space Engineers would start allowing more complex subpart animations.
I'm assuming this is a change you submitted to the source code? (github and all).
The delayed door looks weird but I get that it's testing a concept.
Speaking of doors, whatever happened to the "MyObjectBuilder_DoorDefinition" check that allowed older door mods to still work?