Engineer's Doors adds doors, trapdoors, and fence gates made out of materials from Immersive Engineering ("IE"). You must install IE to use this mod.
Here's a short feature list:
- Doors in concrete, steel, and treated wood, with cosmetic "ornate" and "reinforced" variants for each
- Trapdoors in concrete, steel and treated wood
- Fence gates in aluminium, steel, and treated wood
- Recipes are analogous to vanilla Minecraft's corresponding blocks, and variants are cycled just like IE scaffolding.
- Steel doors and trapdoors are redstone-only by default, but can be configured to be "manually" openable too. Manual steel doors work with Quark's double-door-opening feature if Quark is installed and that feature enabled (normally Quark won't do this for metal doors).
- Trapdoors work better than vanilla ones in conjunction with ladders; open trapdoors with ladder below act like ladders with a number of ladders from other mods, while vanilla trapdoors only recognize vanilla ladders for the same feature. IE and Quark ladders are explicitly supported, and other mod ladders are supported if they inherit from the vanilla BlockLadder class (which most do).
- The IE village engineer's house uses treated wood doors instead of oak ones (if the structure's enabled on IE's end). Treated wood doors are valid as "village doors".
As a rule, I don't promise features, but I'm happy to take suggestions and mention my tentative plans, so here's a list of planned features that might or might not materialize at some point:
More doors and trapdoors?(Probably done for now? We'll see if inspiration strikes.)- Large doors
MalisisDoors support(I started on this, but am writing it off for now; this would require significant work and too few other mods support MalisisDoors; I'll revisit it in 1.14+ if both IE and MalisisDoors update.)More types of IE-themed decoration…(This is still planned, but will be a separate mod.)
As an add-on mod, this mod's textures are derivative of the original Immersive Engineering textures by Damien A. W. "Hazard", under the permission in the IE license allowing texture reuse in add-on mods.
You may use this mod freely in modpacks, but you must follow the Minecraft EULA and the Immersive Engineering license, credit mod authors appropriately, and so on. Just don't be a jerk. :)
If you send me a language file for a language you'd like this mod to support, I'll gladly add it to the mod and credit you. Current language support with credits:
- en_ca "Canadian English": Nihiltres
- en_us "American English": Nihiltres
- en_ud "Upside-down English": Nihiltres
- fr_fr "French": Nihiltres
- tr_tr "Turkish": Emirhangg
dai
there nano partical door that detect entities? (make it a block that detect in a zone you can make fake wall that way)
rolling door?
Please make a 1.16.2 version
Plan to update to newer versions? I love these doors!
Hi,
emmersive has got update.
Please update your mod to 1.15.2
THX
Hey Nihiltres, are you pushing the mod to 1.14, as IE is out now? I would love to test with proper doors ;-). Cheers -
In reply to wilechaote:
As I mentioned to cybercat5555 below: I'll work on a 1.14+ version eventually, and I'll prioritize creating a 1.14+ version if IE has a non-alpha release for that version. IE has extra village content in 1.14+, so since my mod changes some of IE's village content, I want to work against a reasonably stable target. In the meantime, I've been working on other 1.12 content.
In reply to nihiltres: Very cool, ty for the quick response.
Wish there was a standalone without immersive engineering!
In reply to spacepunch_:
As my textures are derived in part from IE textures, I couldn't release a standalone version even if I wanted to … and I don't want to.
I know this is annoying to hear, but is there plans for a 1.14.4 update? IE itself recently updated to that version, and now all its missing is this mod.
In reply to cybercat5555:
I'm planning to update at some point, yes. There's a bunch more 1.12 stuff (this mod and other unreleased ones) that I've been putting off for various reasons, so I'm probably going to finish that first, but I'm very aware that there's now IE for 1.14, and I'll start implementing it in the not-too-distant future. In particular, I put off an early release with the knowledge that there were some updates happening with IE's village content, so since one of the features of this mod involves tweaking IE's village buildings, it seemed premature to start immediately. If IE has a release version (it's currently marked alpha) before that, I'll prioritize getting an initial release of Engineer's Doors out over my in-progress stuff.
Hi ! please, can you add a 3x3 vault door ? please, I cant find a normal mod which has one. Thank you very much !
I really love this mod :P
In reply to tytan65:
As a rule, I don't promise features: if it's not in the mod, don't count on it ever existing.
However, I keep a "planned features" list of things that I'd like to get around to eventually, and one item from that list is "large doors", and a vault door might fit under that category. My (private) design document calls for large doors to be 2x3 block spaces, but I'll add a note that 3x3 "vault doors" might be good too.
I'm currently working on another IE add-on mod that adds things that aren't doors, but I've got a 0.9 update for this mod coming eventually, and with large doors implemented I think I'd be happy to turn the version number up to 1.0 (rather than going to 0.10).
MalisisDoors support would make me cry tears of soy.
In reply to Dimentive:
It's in theory on the to-do list.
In practice,the only approach for compatibility I'm aware of is "if MalisisDoors is loaded, instead of the default stuff, register an entirely different set of blocks and items, with the same IDs, that are generated through MalisisDoors". That's quite annoying, as it means a second implementation for literally every block and item in this mod, plus some minor support (i.e. supporting the stone door sounds in blocks built through MalisisDoors).
Ultimately, it's largely a question of low motivation for an enhancement that is a lot of work and not much payoff. I'll give it another look, as I'm currently actively working on the mod, but I don't promise anything that isn't already implemented.
In reply to Dimentive:
Update: I experimentally got it mostly working, but, having done my research on the remaining problems … I'm writing it off as too much effort for too little gain.
I was OK with writing a big fork into my code to churn out MalisisDoor versions of doors when the mod was loaded, but I'd have to do significant work to get it to properly render my multi-texture doors (the "edge" faces of my doors use a second texture file and MalisisDoors doesn't seem to support this without extra effort), and I don't think it's worth my time to write rendering code for integration when so few other mods support MalisisDoors—and aren't likely to add support this late in 1.12's lifecycle.
If both IE and MalisisDoors update to 1.14+, I'll take a second look when I update this mod.
In reply to nihiltres:
All right. Thanks for the update and the hard work!
In reply to Dimentive:
Hold on, I was apparently missing something last night; left my test world open after seeing door sides with no textures, came back today, and realized that apparently MalisisDoors does do side textures, because I finally noticed separate side textures on Malisis'd vanilla doors. I wasn't expecting that (MalisisDoors is apparently redistributing some of Minecraft's vanilla textures, with them copied to its resource namespace, which is bad practice for a whole variety of reasons) but it means that with some tweaks to match naming and UV-mapping, I can most likely get doors working; I might give up again when I hit trapdoors and fencegates, but it's worth a bit more tinkering.
In reply to nihiltres:
Oh, wow, that’s great news! 🙌 I can’t wait!