Space Engineers

Space Engineers

DK Slant Conveyor (DX11)
32 Comments
Winnie Xi Jin Ping 23 Feb, 2022 @ 3:22am 
Hi, I was wondering if you'd be okay with me making my own version of your mod?
xpgx1 5 Apr, 2020 @ 9:46am 
They are amazing! It's a small QoL feature - visually - for me... would be very nice if you would take the time to update this mod, thx duncankong! :ghsmile:
Gamer90 28 Jul, 2019 @ 2:37pm 
We need updated version of this, how there is no new ones ppl are underestimating the importance of these conveyors i dont want zigzaggin tube i want it straight as possible :D
Babbayega 21 Feb, 2019 @ 8:42am 
is the large grid slant tube suposed to only be a frame? the meat of the side walls seems to be missing. i can see stars thru them.
requiemfang 2 Mar, 2018 @ 9:21pm 
are these still usable in the current game versions?
Titus 5 Jan, 2017 @ 6:51pm 
The director of the web series wanted to ask the developer(s) of this mod with his own account, but he can’t seem to comment for some reason. So I am posting it for him. The message goes: “Hello. I am creating a web series based in Space Engineers and would like permission from the creator(s) of this mod to use it in said series. Your mod and account name(s) will be credited in the credits at the end of each episode it is used in.”
Dmitriy-RU 25 Aug, 2016 @ 10:05am 
Why them all transparent???
Jordan Edmond 17 Dec, 2015 @ 7:03am 
can you update this to match the newer conveyors, otherwise great job
Yannik_Sc 10 Nov, 2015 @ 6:19am 
is there also an armored version?
Sasquatch 1 Jun, 2015 @ 9:07am 
any plans for SX11?
Shadowwolf1978 1 Jun, 2015 @ 3:32am 
Is this mod going to update to DX 11? If not no worries. Keep up the great work.
duncankong  [author] 6 Feb, 2015 @ 12:20pm 
@entspeak It looks like I missed part of the definition when I copied it. Mirroring should now work for all of the blocks.
duncankong  [author] 6 Feb, 2015 @ 12:08pm 
@entspeak Thanks for letting me know. I mostly play survival so I didn't realize the mirroring wasn't working. I just used the angled conveyor definition as a template so I assumed they would use the same mirroring but I'll see if I can fix it.
entspeak 6 Feb, 2015 @ 9:09am 
I'm not sure if this has been mensioned before, but mirroring doesn't work with these blocks. Would it be possible to fix that?
Helratz 24 Dec, 2014 @ 1:20pm 
Thanks duncankon! I haven't had a chance to try it as of yet but may have found something that will suit my needs. Of course this was after my inquiry, but still think it was worth asking. Thanks!

Here is the link incase you're interested.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=336521507&searchtext=conveyors
duncankong  [author] 24 Dec, 2014 @ 11:55am 
I think it would technically be possible to make a block like this but there are several issues with it. The 1x3 conveyor port would have to be treated as a "large" conveyor port to move missiles and I agree that missiles should be able to fit through a 1x3 conveyor but this also means that all large objects would be able to move through.
duncankong  [author] 24 Dec, 2014 @ 11:55am 

Another issue is the defined conveyor port. What I mean by this is the invisble shape that defines a conveyor door (visible using F11). The easiest way to do this would be to just copy the large door shape. It is invisible so it wouldn't matter if it is larger than the defined block. However this would mean that the 1x3 conveyor port would be able to connect to a 3x3 conveyor port. One way that you might be able to get around this is to make a defined conveyor port (invisible shape) that can connect to itself (other 1x3 ports) but not the 3x3 shape. I don't fully understand how the game determines a conveyor connection so this would take a lot of experimentation and might not even be possible.
...
duncankong  [author] 24 Dec, 2014 @ 11:53am 
...
Personally I don't have a use for this type of block but see why someone might want it. However I don't see a way to make this block behave according to the in game laws so I don't see myself making it. I encourage you to try modding for yourself, it is not as hard as it looks and this mod could most likely be done using the free program Blender. Hopefully this information can help you or anyone else who tries to make a similar block. If you have any questions I would be happy to try and answer them.
Helratz 24 Dec, 2014 @ 5:18am 
First off thanks for you hard work on this mod! I'm posting this to several conveyor modders here for two suggested new blocks in hopes to make them or at least get feed back. I don't know, but would it be possible to make a 1x3x3 larger small ship conveyor that could move larger objects like rocket ammo sideways through the 1x3 side? For a total of 2- 3x3 conveyor points on top and bottom, and 4- 1x3 conveyor points around the remaining sides. To allow larger objects to move through thinner sections of a ship. Maybe even a 1x1x3 block also with 2- 1x1 small conveyor points and 4- 1x3 large conveyor points for the first block to connect. This way you could also turn 90 degrees if needed. Thanks!
duncankong  [author] 14 Nov, 2014 @ 9:07pm 
Ya that shouldn't be too hard to do. I'll try and add that tomorrow.
Andyrooo32 14 Nov, 2014 @ 6:46pm 
Can you add a small ship small conveyor thats 1x1x1 instead of 3x3x3 to fit the small inventory hookups on small ships. it would make this mod complete. Anyways Nice mod Good Job!
Dken 13 Nov, 2014 @ 3:39pm 
sweet
duncankong  [author] 10 Nov, 2014 @ 9:27pm 
Awesome! Thanks a lot. Now I just need to find a way to get them for the small block model.
MVPBalla™ 10 Nov, 2014 @ 7:29pm 
Collider model for large tube made for you I got it done sooner the I thought because they call off pool leauges for the night at the bar. So here is the url the havok is already named correctly and has been tested. The name is DKSlantConveyor.hkt https://github.com/DevelopCore/Space-Engineers-ExtendedConveyors-MOD/tree/master/src/Models/Cubes/Large
duncankong  [author] 10 Nov, 2014 @ 4:47pm 
I'll take a look when you post it. I read that someone was able to create the collision models using a free autodesk program called softimage but I havent been able to get it to work. Having your collider as a backup until I can figure out a way to make them myself would be great.
MVPBalla™ 10 Nov, 2014 @ 3:36pm 
also I can do you a favor and create the collider for you until you get your own version of maya and post it on my github project so you can download use it. ill use my version of the same model that you have they should line up ill post that on github to night around 1-3 am depending on what time i get home from the bar and i am able to work on it
MVPBalla™ 10 Nov, 2014 @ 3:10pm 
Currenly there are only autodesk ways to make havok it sad i know but if you use any autodesk tool use maya it allows exporting easier. my friend johne5 and I have had trouble with 3dsMax with the havok tool not working correctly also i found my best tool for havok was maya but ya good job on this plus I used blender for my modeling see I prefer blender
duncankong  [author] 10 Nov, 2014 @ 1:41pm 
Awesome. I do like the streamlined look that your block has when you need to use multiple blocks but I like the way the end cap looks with the vanilla blocks in my version. Thanks for the tips about the collision meshes but I have been using Blender for my models and it doesn't seem like there is a way to do the collisions using Blender. I'm not sure if I qualify for the student versions of 3dsmax/Maya so I am looking around for any alternative ways to make the collision meshes.
MVPBalla™ 10 Nov, 2014 @ 7:02am 
Good Job! And it fine with me bro. yours with glass is the same style as the first one I made and decided not to go with but I was going to end cap mine with the lip like that very good job keep up the good work! And by the way don't be to concerned with the collision it not hard to do but your Havok Rigid Body shape type will need to be set to Hull and keep all other advanced properties to default and everything will work fine also as you follow the SE Documentation on havok collision. Also do not use FBX imported collider primitive within maya or 3dsMax because imported meshes exported to havok rigid bodies in Maya and 3dsMax seems not to export to Havok correctly all the time! If you need help give me a shout!
Ranos 10 Nov, 2014 @ 6:38am 
This looks good. It would help with the designs of some ships.
eXor 9 Nov, 2014 @ 10:42pm 
looks nice.. well done.. good luck with collision mesh.. I cant figuere it out how to do..
tell me please how you have done it...