About AidylHeid's Passages [DX9 & DX11]
From Steam Workshop**I no longer make mods for this game. I have no intention of updating anything since the program I used for modding this years ago no longer works.** Huge Update! Oxygen Flow...BTW...passage…
**I no longer make mods for this game. I have no intention of updating anything since the program I used for modding this years ago no longer works.**
Huge Update! Oxygen Flow...BTW...passage doorways do not obstruct oxygen flow.
I always thought it was a waste of space to have a block, space and block to make a hallway so I'm using Keen's default passage and just adjusting it for my own needs. I removed one side so you can put them together as a wider passage if you want. I also added a floor so you don't have to compromise the ceiling below. They are colorable in DX11 only (Keen's passage texture is gray in DX9 for some reason). I also rotated the default axis so that it sits as a horizontal passage as default (Keen is vertical). I have only tested it in creative and not in survival. Please let me know if there are any issues.
The temporary texture for the door is the old door texture not the new one. It will probably be updated when I update the other textures. Keen made it very difficult to make them lights so I added "Alpha" lights to the floor and door so you can at least see in the dark a little.
Set includes:
-1 Default passage with grate floor and "lights" -1 Single-sided passage with grate floor and "lights" -1 Single-sided passage with no floor -3 Passages with Doors -1 Corner block, floor version only. -1 Floor and ceiling block with no walls -2 Interior wall blocks (1 full block one thin wall) -1 Light block -1 Half Vent block
(Important: There is no collision on the light block and it works exactly like a regular interior light. It places based on your position and then you can partially rotate it. You cannot place a light block on another light block so you must have a block with collision next to it. Just like any other light, there is a chance that when you delete a block next to it, it will delete the light as well. This is Keen's programming, not mine. The glare, however, is custom to resemble a fluorescent light without the regular partical effects of the default light. I also changed the max radius to 50.)
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 11 yr ago.
AidylHeid's Passages [DX9 & DX11] on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2015-08-23, released 2015-08-23
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of AidylHeid's Passages [DX9 & DX11].
Run AidylHeid's Passages [DX9 & DX11] on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogTechnology & automation
Machines, power, logistics and automation.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
- ✓AuthorAidylheid, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
