I have had a lot of people asking about the airlocks. I decided on adding an optional file that overrides the foundation height on the vanilla airlock. This is more or less a stop gap until I get the next mod update out. After thinking about this for a few minutes I have decided I will instead release an optional file that adds an additional airlock. I don't want people experiencing crashes due to already having vanilla airlocks built, which I don't think will happen, but better safe then sorry.
The new height is actually higher than the foundations in my mod so if you are on an incline you will still be able to build the airlock. Of course it is missing an icon because of the way I have to override the build height. Pack Ins are a little weird and cannot allow direct overrides and instead I have to create a new pack in, copy all of the attributes from the vanilla airlock, copy the form list as an override and point the overridden form list to the new pack in. We are slightly limited currently due to xedit being experimental. I will be redoing this mod when creation kit comes out.
This is a temporary fix for people to enjoy while I get the next update ready. I am getting a stable version done, with testing, instead of a hasty release
KEEP IN MIND! If you use the optional mod you cannot remove it until you remove all of the airlocks that you place using the tall airlock. The vanilla airlock is unchanged
First of all, Thank you for your kind words and support. Seeing y'all enjoy the mod makes me want to do more. I appreciate all the comments I have gotten and I plan on updating this to include a multitude of other things.
Update v1.0 I have added the Landing Pad with Shipbuilder to the tall structures category. I modified it for a 2 click build. Click once to set it in place and then drag up for height. It will also go up to 50m high and can be built on slopes.
I wanted to add a no foundation one but when testing it it would be floating above the ground and would not let me place it. So for now it is not included but I intend to get it working for the next update.
If you think of anything that you would love to see included, drop a comment. Don't forget to endorse the mod if you love it!
Fist I would like to apologize for delays in adding features. As this is my first mod, I am still learning and trying to figure out why I am getting crashes to desktop (CTD) when trying to add items to the menus. I am working on figuring everything out and appreciate your patience.
1.2.1 Removed the airlocks from the Foundation Engineering mod. In some cases it was causing CTD and instead I have included an optional file that modifies the airlocks in the Catwalks mod to only have one door. The benefit is you still have a door you can shut if you want but with the outside door removed you can leave the inside door open and walk through without waiting. Eventually I will be adding "shield doors" that have no collision (you can walk through them) but have a blueish transparent hue.
1.2.2 Removed a menu oversight from the Tall Foundation category (Airlock) causing a CTD in some cases.. Cleaned up files and removed unused entries.
Remember: If updating from 1.2 remove any airlocks that have been placed before updating. Airlocks from 1.2 are no longer supported and have been the reason for many CTD issues.
First off: I cannot make overrides of the vanilla storage containers due to limitations with xedit and reflection data. I am able to add new storage containers, that look identical, minus the reflection data.
Second: After a few days of testing I cannot figure out the snap nodes/templates for the containers. The vanilla snap nodes also make the item only be on the ground. In order to place them on other objects, I had to remove snap nodes and everything works fine. I have tried a lot of different snap nodes, even creating my own, and without more knowledge the best I can do is add standalone versions that have no snap data. They must be placed by hand like any other piece of furniture/decorations.
I am going to finish up adding all of them, clean up some menus, and push an update within a few days. Life is crazy, as I have three kids and am a single parent. I appreciate your support and patience
The 1.3 update includes:
Added all storage/warehouse containers that can be placed on other objects and without foundations
Added Watchtower with tall foundation
Added greenhouses with tall foundations
Added animal husbandries with tall foundations
Added reactors with tall foundations
Added cargo links (both types) with tall foundations
Added small landing pad with tall foundations
If anyone thinks of anything else please comment below and I can see if I can add it in!
I was wondering, do mods that require the plugin text enabler, work without it? It has been rendered useless with the updates. I have a few that require it and I am not sure any of them are working or working correctly. Shouldn't the mods that require it be fixed or does it not matter because it has been rendered useless?
The original mod author has taken down that mods, but has given me permission to modify the original mod and include parts into my mod. The next update will include that.
The original mod author has taken down that mods, but has given me permission to modify the original mod and include parts into my mod. The next update will include that.
This would be great and much needed. Also updating this mod via the Creation Kit would make it an instant download for me and others.
This mod is DOA, absolutely nothing works properly. Only a few small pieces snap to the landing pad but the doors and/or other habs don't snap to those small pieces which makes building with this mod absolutely impossible and pointless sadly.
do you know where a copy of the "modular" (extraction, bidomes, etc..) files can be found (this mod has the patches for it, but the sources seem to not be anywhere - the patches always deactivate themselves for me as no source file to patch).
Hey Madison - Just noticed that the name changed a year ago, and Vortex didn't know. So - I'm running old Foundation Engineering 1.3. Should I upgrade to the latest OFEwLP here on Nexus, or wait for the upcoming Creations mod?
Does this remove the you can't do that's that make me not want to even use this part of the game ? Every time I find a location where I would like to build the game tells me that items can't intersect with existing things or something . The only places I've been able to build is in big flat areas with nothing already there , as in places with no air . I want to build in a tropical jungle , where there's plenty of air and it's nice and warm .
It is located under the Structures Tab. There is a No Foundation and a Tall Foundation category with 12 or 13 items. It has been a minute since I looked at it but I did test the mod in 1.12.36 and it everything showed up in there.
im havving big trouble snapping th shipbuilder to already built structures and catwalks seems only snap ont to builder , the other way the snaps are super eradic and uncontrollable and leans toward inverting the flips.
Can you explain what you mean by seems only snap onto builder? What do you mean its inverting the flips? I am building the new version in creation kit right now and if there is an issue I would like to fix it
+1 on what spykerhond is saying. I can snap the platforms/neon mesh pieces on to:
...the right half-staircase off the shipbuilder (the left I cannot -- says it's overlapping a small part of the shipbuilder no matter how I turn it) ...another placed platform/neon mesh piece
...and that's it. Are the neon mesh / platform pieces supposed to snap on to something else?
173 comments
I decided on adding an optional file that overrides the foundation height on the vanilla airlock. This is more or less a stop gap until I get the next mod update out.After thinking about this for a few minutes I have decided I will instead release an optional file that adds an additional airlock. I don't want people experiencing crashes due to already having vanilla airlocks built, which I don't think will happen, but better safe then sorry.The new height is actually higher than the foundations in my mod so if you are on an incline you will still be able to build the airlock. Of course it is missing an icon because of the way I have to override the build height. Pack Ins are a little weird and cannot allow direct overrides and instead I have to create a new pack in, copy all of the attributes from the vanilla airlock, copy the form list as an override and point the overridden form list to the new pack in. We are slightly limited currently due to xedit being experimental. I will be redoing this mod when creation kit comes out.
This is a temporary fix for people to enjoy while I get the next update ready. I am getting a stable version done, with testing, instead of a hasty release
KEEP IN MIND!
If you use the optional mod you cannot remove it until you remove all of the airlocks that you place using the tall airlock. The vanilla airlock is unchanged
Update v1.0
I have added the Landing Pad with Shipbuilder to the tall structures category. I modified it for a 2 click build. Click once to set it in place and then drag up for height. It will also go up to 50m high and can be built on slopes.
I wanted to add a no foundation one but when testing it it would be floating above the ground and would not let me place it. So for now it is not included but I intend to get it working for the next update.
If you think of anything that you would love to see included, drop a comment. Don't forget to endorse the mod if you love it!
-Madison
1.2.1
Removed the airlocks from the Foundation Engineering mod. In some cases it was causing CTD and instead I have included an optional file that modifies the airlocks in the Catwalks mod to only have one door. The benefit is you still have a door you can shut if you want but with the outside door removed you can leave the inside door open and walk through without waiting. Eventually I will be adding "shield doors" that have no collision (you can walk through them) but have a blueish transparent hue.
Removed a menu oversight from the Tall Foundation category (Airlock) causing a CTD in some cases.. Cleaned up files and removed unused entries.
Remember: If updating from 1.2 remove any airlocks that have been placed before updating. Airlocks from 1.2 are no longer supported and have been the reason for many CTD issues.
First off: I cannot make overrides of the vanilla storage containers due to limitations with xedit and reflection data. I am able to add new storage containers, that look identical, minus the reflection data.
Second: After a few days of testing I cannot figure out the snap nodes/templates for the containers. The vanilla snap nodes also make the item only be on the ground. In order to place them on other objects, I had to remove snap nodes and everything works fine. I have tried a lot of different snap nodes, even creating my own, and without more knowledge the best I can do is add standalone versions that have no snap data. They must be placed by hand like any other piece of furniture/decorations.
I am going to finish up adding all of them, clean up some menus, and push an update within a few days. Life is crazy, as I have three kids and am a single parent. I appreciate your support and patience
The 1.3 update includes:
If anyone thinks of anything else please comment below and I can see if I can add it in!
Cool idea, but completely broken sadly.
How do I place habs on top of foundations? generators and storage snap on top of foundations but habs don;t, I just get the "overlapping object" error
Thanks in advance
I appreciate you the extra effort and fully support and endorse this mod.
"modular" (extraction, bidomes, etc..) files can be found (this mod has the patches for it, but the sources seem to not be anywhere - the patches always deactivate themselves for me as no source file to patch).
please say you do because id love to have this mod
Tossed another tip your way, Madison. Thanks for making this for us, and doing updates.
NVM, found it
...the right half-staircase off the shipbuilder (the left I cannot -- says it's overlapping a small part of the shipbuilder no matter how I turn it)
...another placed platform/neon mesh piece
...and that's it. Are the neon mesh / platform pieces supposed to snap on to something else?
- A