Space Engineers

Space Engineers

Helmet Auto-Toggle
79 Comments
andrew 4 Feb @ 10:56am 
what about one that uses your oxygen if you leave it closed?
Wartox 11 Sep, 2024 @ 7:22am 
Doesnt appear to be functional as of 2024-09-11.
SomeActualCheese 1 Oct, 2023 @ 6:13pm 
Do NOT use this mod with any npc mods! it nearly crashed my game. Otherwise this is a great mod.

It basically has to trigger for every npc in the world, causing massive amounts of lag.
Master Anon 25 Mar, 2020 @ 2:42pm 
go advocate the removal of opening the visor option as well, then
Generic-User 25 Mar, 2020 @ 1:24pm 
Mod seems irrelevant these days considering you automatically absorb oxygen passively if it's in the environment. No reason to ever take off the helmet now anyway since you won't burn through your suit supply in a pressurized area anymore.
Crazyloop_NY 24 Feb, 2020 @ 4:34pm 
Still broken. :cozycastondeath:
[ARMCO] Fyrebird721 10 Jan, 2020 @ 5:43am 
welp... it used to work, but has been a while since i last used it, but it now no longer closes the helmet when in vacuum... hope you are doing good, and can find the time to see if a fix is possible, because knowing Keen, they probably borked it hard
Lexx Lord 2 Oct, 2019 @ 11:46am 
Mod broke :steamsad:
Master Anon 24 Aug, 2019 @ 12:45am 
IT BROKE
SGCam  [author] 15 Sep, 2018 @ 5:04pm 
@SamDark Thanks for the bug report - I misplaced that line after some refactoring...oops. Also, the goal was to make the mod not be too intensive, though i suppose its not that big anyways.

@Dawg The time setting you can control sets the duration of the override, not the helmet speed.
SamDark 13 Sep, 2018 @ 10:09pm 
From investigating your code, I see that the helmet function only runs on every 5th frame. Making a player lose health propability up to 80%.
SamDark 13 Sep, 2018 @ 9:56pm 
Hello, I can confirm this also. When you leave the cockpit then you take damage. Also the mod wrongly disables all chat by using "sendToOthers = false;" in "HandleMessageEntered". That should only be set when the entered chat is actually a command of this mod (Just move that line down into and "else" of "if (!messageLower.StartsWith("/hat "))" will fix it. Cheers.)
Scooby Doo 12 Sep, 2018 @ 8:33am 
SGCam I can confirm that the helmet goes on so slowly that even out of a bay door of a big ship you take damage. I have tried changing it to 5sec and that is not enough. Mod will not go any faster as I typed 3 and it went to 5. In that time you loose about 15 health or so.
Scarabol 26 Aug, 2018 @ 6:11am 
Just a little drill ship with small cockpit, my GUI says O2 high even though I don't have a Oxygen system attached. The mod removes the helmet correctly when I enter the ship, but fails to close it fast enough if I leave it. Therefore I lose a small amount of health on each leave of the ship.
SGCam  [author] 24 Aug, 2018 @ 7:02pm 
@Scarabol Did you get in to the ship in a pressurized environment or does your ship have its own oxygen system?
Scarabol 24 Aug, 2018 @ 3:17am 
GREAT! Mod idea, I love it! However it's not working for me, each time I get out of my small drill ships cockpit I lose a bit health due to too slow helmet closing
K1ll3rM 20 Jul, 2018 @ 2:47am 
Thank you! Good modder :)
SGCam  [author] 19 Jul, 2018 @ 7:09pm 
So I believe everything should be working properly now; if you have any issues please report them and send me the log to sgcam8@gmail.com
SGCam  [author] 19 Jul, 2018 @ 6:09pm 
@Everyone I am hoping to get back to maintaining this again, assuming the multiplayer update lives up to expectations.
SGCam  [author] 19 Jul, 2018 @ 6:08pm 
@Kittykondo /command arg[] is a pretty universal coding method for console commands
K1ll3rM 18 Jul, 2018 @ 1:45pm 
I can confirm that the manual override is broken
8bit shadow 18 Feb, 2018 @ 4:08am 
Manual override seems broken again, interesting note: when first installing the mod and using it the override will work but afterwards it will not.
My guess is that a variable that the override feature uses might not be having its variables reset properly when the user exists the world (as such saving with an old value).
Dragon King Pz 9 Jan, 2018 @ 2:40pm 
Hey I'm having a problem with the Rapid Switching on my server, it works fine for me but for everyone outside my network it keeps onpening and closeing when in space
Thwarted 1 Jan, 2018 @ 4:30pm 
Yeah the auto close and open part works but the temporary overide part does not. It just instantly reopens when I try to use it. There is still a bit of lag that causes suffication damage by 3 points of health when letting it use the auto feature. I do like it incase I'm in a ship or a place and I accidently eject my self or in a hurry and don't care if I take a tad bit of damage. It was working, but quit as of December 12th. That's at least when I noticed the overide timer stopped working.
SGCam  [author] 29 Dec, 2017 @ 1:52pm 
@Patrick I didn't even know it broke again since December 9?
Thwarted 29 Dec, 2017 @ 1:12am 
I haven't had this mod work in weeks. Just unsubbing it for now. I'll come back and check on it once it's fixed.
D3adlyStar 9 Dec, 2017 @ 3:01pm 
Nice Thank you SGCam!
Proximity_Microwave 9 Dec, 2017 @ 10:54am 
Thank you for the update.
SGCam  [author] 9 Dec, 2017 @ 10:09am 
HELMET AUTOTOGGLE WORKS AGAIN!

Cause of crashes: The functions used to access the config file were changed, as was the config file formatting. #solved
D3adlyStar 4 Dec, 2017 @ 10:50pm 
If you could get this working agian soon SGCam that would be great! Helmet Auto-Toggle is not a big mod But it's still very useful to have. This was the first mod i subscribed to for Space Engineers, And now i'm sad to see it's still not working about a few weeks after the Physics Overhaul. Not complaining just hope this will be fixed soon thats all.
LexieAssassin (she/her) 20 Nov, 2017 @ 5:17pm 
Cool. Could you let me know when you get it fixed? I have it removed my my active mods for the time being.
SGCam  [author] 20 Nov, 2017 @ 3:06pm 
Yea, they rejiggered the atmosphere api. I will get around to fixing this soon^tm
LexieAssassin (she/her) 20 Nov, 2017 @ 1:55pm 
Since the big physics overhaul patch, this mod is nonfunctional. The game acts like it is not even there at all.
Auynonymous 25 Oct, 2017 @ 4:39pm 
cool
[FUR] Pabloss 16 Oct, 2017 @ 8:39am 
Hello i have a problem. after subscribing this mod i cant use manual override . Any sugestions ?
SGCam  [author] 10 Sep, 2017 @ 3:54pm 
@maxyall - I'll look into that, its probably some change keen made without telling anyone...
Maxyall 9 Sep, 2017 @ 7:29pm 
Hi your mod somehow killed the multiplayer global chat. Pls look into it
SGCam  [author] 14 Aug, 2017 @ 9:52pm 
So, I see where you are coming from with the shift-key toggle, though I personally don't think its any more useful than the current functionality. I will probably include it as an option anyways on the next update. In the meantime, you have 3 options: rebind your helmet toggle keys, set the delay to be rather long, or use "/hat off" and "/hat on" for the same effect.
Different 14 Aug, 2017 @ 8:47pm 
(I am personally fine with this mode) but this is just a suggestion to those that are not that happy, I have installed the relative dampeners mod and you click shift+z to enable it, so what about shift+J for automatic and manual mode?
SGCam  [author] 11 Aug, 2017 @ 4:49pm 
The update everone has been waiting for is here: manual override mode using your custom keybinds!
SGCam  [author] 2 Aug, 2017 @ 11:01am 
@Proximity Sadly that particular issue is due to server latency. The next update will include a fix for that (by limiting toggle rate).
Proximity_Microwave 1 Aug, 2017 @ 2:44pm 
Hi. I've been using your mod in single player and love it. Recently put it on a multiplayer server that a friend and I will be using and when entering a vacuum the visor will rapidly toggle itself on and off.
Fenrii 18 Jul, 2017 @ 2:01pm 
Ah, I did not know that actually happens with your mod enabled. I can understand the 10second logic in that case.
SGCam  [author] 18 Jul, 2017 @ 1:39pm 
Ah, now I understand what you are saying. But how is that helpful? The biggest use for the manual override (that i can see) is to close the helmet before leaving a pressurized area to avoid damage.
Fenrii 18 Jul, 2017 @ 12:26pm 
Hmn, like I suggested if you make it so that the helmet toggle button inverts/reverses the automatic mode behaviour that will create a perfect toggle.

What I mean by that is when you push helmet button Helmet Auto-Toggle instead of opening helmet in oxigenated areas will instead automatically close helmet and vice versa.
SGCam  [author] 18 Jul, 2017 @ 11:40am 
@Starscribe - b/c you only have one key for the helmet, and in manual you want to be able to switch between open and closed without going back into automatic. the other option is that you have to re-enable the automode via chat command after going manual. if you have a better suggestion, id love to hear it :)
Fenrii 18 Jul, 2017 @ 11:35am 
@SGCam | Why the timer? Thats just so weird~ ._.
SGCam  [author] 18 Jul, 2017 @ 9:23am 
@Starscribe - Yup, it will let you use the helmet keybind to manually toggle the helmet, and then it will stay in manual mode for a configurable time (like 10 seconds) before switching back to auto.
Fenrii 17 Jul, 2017 @ 9:54pm 
@SGCam | That's awesome, I am looking forward to it. I actively use your mod its great, if you can figure it out it will make it even better! May I ask how is "manual override" planned to function? Will it involve the use of default helmet key?
SGCam  [author] 17 Jul, 2017 @ 8:19pm 
@Gamerboy and Y4nn - I might be able to supress the first tick of damage. Needs work, but its on the list. The issue is the game literally cant change the state of your visor while you are in a cryopod or control seat, and the damage is dealt before the mod can close the visor. A solution is in the works, we shall see.