Space Engineers

Space Engineers

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Modular Roads (Vanilla)
   
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Type: Blueprint
File Size
Posted
Updated
2.468 MB
26 Jul, 2019 @ 9:11pm
1 Aug, 2019 @ 7:52am
3 Change Notes ( view )

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Modular Roads (Vanilla)

Description
This is a vanilla modular road pack for anyone who wants to make city projects or have some fun racing cars or hoverships. Enjoy!
A more detailed description can be found in the uploaded pictures above. The appearance of the actual blueprint can be seen in picture 5.
Let me know in the comments if you have any questions, or have encountered any problems while using this :)


Update log:

Update(31 Jul): As Fercik has reported in the comments, certain parts have the tendency to become dynamic once disconnected from the frame. For anyone encountering this problem right now, enabling “unsupported stations” in world settings should bypass this problem, and i will work on a solution.

Update(31 Jul #2): The red blocks have been replaced with static rotors, and removing them should no longer trigger convert to ship.

Update(1 Oct): Again as Fercik has reported, the smaller roads suffers from a broken block overlap detection when pasting. This issue has now been fixed and you may discover that the smaller road parts have changed their rotation relative to the frame.
Popular Discussions View All (1)
0
1 Aug, 2019 @ 1:51pm
Rolling Roads?
Fureversalty
28 Comments
Mantz 15 Nov, 2021 @ 5:07am 
@PooPooCreed-Ttv That's because it is a blueprint and not a mod. Look in blueprints by pressing f10
PooPooCreed 29 Oct, 2021 @ 2:32pm 
Tis broken dose not load in mod list
Clerenyvald 25 Aug, 2019 @ 5:46pm 
I will be running my F40PH on this with, "Rock you like a Hurricane"
Clerenyvald 25 Aug, 2019 @ 5:45pm 
genius level, thank you for your hard work
migviola 25 Aug, 2019 @ 1:51pm 
Trackmania in Space Engineers lol
StoneEdges.tv 19 Aug, 2019 @ 6:13am 
This is really cool! Thanks for this, gives me so many ideas!
Maxwell  [author] 6 Aug, 2019 @ 1:09am 
@Rusted Droid you misunderstood, the problem was with pasting the blueprint onto something else (which have been fixed) instead of blocks within the bp colliding with each other. Static grids will not collide with other static grids even if they overlap each other, which is how the modular roads work. I know what you're talking about but it's out of context.
Rusted Droid 5 Aug, 2019 @ 1:51pm 
@Maxwell the armor block is 2,5 meter in visual size but the collision box is like 2,55 meters. That is why you cannot insert 1x1x1 block with piston in 1x1x1 hole.
Rusted Droid 5 Aug, 2019 @ 1:47pm 
@Maxwell the problem you have is the way how SE have collision box made. Armor blocks have them a "little bigger" than "actual size" so making something tight = will have problems. With "subgrid_damage_on" the blocks that touch visualy will explode on directly spawn as blueprint (as both collision box is overlapping each other).
Maxwell  [author] 3 Aug, 2019 @ 1:48am 
@Rusted Droid
So you mean you want to use this in survival then? This was intended for creative mode use and i don’t think i can make it work with projectors, as they rely on static grids overlapping each other.