Space Engineers

Space Engineers

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Blarg's Aggressive Airlocks
   
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27 Oct, 2017 @ 4:00am
27 Aug, 2020 @ 8:18am
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Blarg's Aggressive Airlocks

In 1 collection by Blargmode
Blargmode's scripts
5 items
Description
Automatic and super easy airlocks!

Normal doors are opened by clicking on them, airlocks should be too.
This one gives you super easy setup and usage. No complicated groupings or naming schemes. No armada of buttons.


Latest update (2020-08-27)
Fixed Tiny airlocks being directional and Frostbite Gates behaving like normal doors.





After you've made any changes, like adding airlocks or changing settings, you need send the update command to the script. Do that by typing updatein the argument field of the programmable block and press Run



Tags help you define airlocks. They are entered in the name of the blocks.
All tags can be changed in the settings, but these are the defaults:

  • #AL - Marks the outside door(s) in an airlock.
  • #Hangar - Marks the outside doors(s) in a hangar.
  • #Ignore - Excludes the block from the script, even if it's defined as part of an airlock.
  • #Manual - Stops the automatic opening and closing* of a door.
    *Except for cycling of a hangar.




By the way, all doors close themselves, even if unrelated to airlocks.

Lossy airlocks

Airlocks without air vents. They don't manage air themselves, but prevents your ship from having a gaping hole into space.
  • Tiny airlock: Two doors in a line, touching.
  • Simple group: Group 2+ doors, tag one or more with #AL.

Active airlocks

Airlocks with air vents. They actively pressurize and depressurize as you go through them.
  • Smart airlock: Place two doors and an air vent. Tag the outside door with #AL.
  • Group airlock: Place 2+ doors and 1+ air vents. Tag the outside door(s) with #AL. Put it all in a group (name doesn't matter).
  • Hangar: Same as Group airlock, but using the #Hangar tag instead. Inner doors are not required. Control by setting the depressurization state of an air vent. Easiest is adding 'Depressurize on/off' to a button.

The Group airlockand Hangarcan also control lights, LCDs, oxygen tanks, gas generators, and oxygen farms within the group.

All airlock types except Tiny airlockare shapeless, i.e; they don't need to be built exactly like in the pictures.

And remember, after building an airlock you need to tell the script about it by sending the 'update' command.
Simply write 'update' in the Argument field of the programmable block and press Run.


Place a programmable block.
Add the script from the workshop. ([Edit] -> [Browse scripts]-> Select the script-> [Copy to editor] - > [Ok])
It will start automatically.


To change any, enter Custom data of the programmable block, edit the values, then send the update command (type update in the argument field and press run).


It's recommended that the air system in your ship is separate from the rest of your conveyor system, if you have any hydrogen production.

Active airlocks requires oxygen tanks that aren't empty but also aren't full to operate. However, there are safeguards built in that cancels the (de)pressurization and opens the doors if there's a problem.
Group airlocks and hangars can manage the oxygen levels of oxygen tanks, O2/H2 generators, and/or oxygen farms are included in their groups. They can even scoop air out of the atmosphere if needed.

Atmosphere mode
If an active airlock detects atmosphere when you're heading inside, it will switch to atmosphere mode. This mode skips depressurization, preventing overfilling of your oxygen tanks.
This mode isn't shared between airlocks, meaning that you could put an airlock between your ship and your hangar, having it work as expected both when the hangar is pressurized and when it's not.
Popular Discussions View All (2)
187
20 Nov, 2023 @ 4:44pm
PINNED: Help / bugs
Blargmode
30
19 Apr, 2022 @ 8:05pm
PINNED: Suggestions
Blargmode
218 Comments
Into 2 Nov, 2024 @ 9:28pm 
Could the Soundblock be added?
Warlocc 22 Oct, 2024 @ 3:23pm 
Looks like this needs to be updated for the new doors.
RandomGuy0400 29 Jul, 2023 @ 9:48am 
really good, but for some reason it seems to crash my game a short while after putting it in, idk why...
Dr. Distortion 11 Jun, 2023 @ 5:52pm 
Hey Blargmode, thank you for the awesome work! I've recently been finishing up a multi year project of mine. I've made A LOT of 2x1 windows with 2 OG doors sideways with their bottoms connected to be used as window shutters. For a long time I was using an early version of Aggressive Airlocks to handle window shutters i.e. clicking on 1 and both closing.
However, when I try to load up that same old script, it doesn't work. I'm hoping that maybe, you can add that window shutter function back to AA. Or even make a small dedicated script for that.
Thank you for everything, and for any consideration of my request.
Nyxborne 1 Apr, 2023 @ 10:11am 
I'm having an issue with the #Hangar tag. The outside door is the Gate from the Frostbite DLC. I have a vent in the ceiling as well as an internal sliding door. The Gate and the Vent are grouped in "#Hangar Front Gate". When I update the script with the update command, it doesn't register a Hangar in the PB output.
Zaygh 5 Feb, 2023 @ 11:14am 
my Warfare II Window Hangar Doors arent closing all the way. I tried upping the auto close delay and it still turns the blocks off before they close fully, theres just a longer delay between the doors opening.
Warlocc 21 Dec, 2022 @ 6:16pm 
I notice that the LCD screens on terminals aren't affected by this script.
ZettDeEff 5 Dec, 2022 @ 12:15pm 
Thanks man, this Script is so fckn easy to set up. Other Scripts are so weird and so useless complicated to set up.Cheers
Tonatsi 14 Sep, 2022 @ 2:06am 
Did you make sure there was a space before #Manual/#Ignore? If there isn't it counts it as one word and doesn't see it.
TheMightyMcGrew 13 Sep, 2022 @ 1:46am 
cant get this script to ignore my hangar group. Tried marking all the hangar doors with #Ignore and with #Manual. Even tried marking the group and the timer block as such, no luck. Any fix for this?