Space Engineers

Space Engineers

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Iota's Modular Jump Gates
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
506.204 MB
20 Aug, 2024 @ 12:50pm
4 Oct @ 4:02pm
38 Change Notes ( view )

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Iota's Modular Jump Gates

Description
This mod adds modular jump gates to Space Engineers.
Jump gates are constructed from at least two jump gate drives and controlled by a jump gate controller.
Any number of jump gates can be built per ship and don't need to be static.

- Building a Jump Gate -
Jump gates are built from two or more jump gate drives.
Each drive projects a ray and form a gate if two or more of these rays intersect.

Jump gates can be any size or shape as long as each ray intersects.
Blocks from the construct a drive is on will block the ray so drives can't be fully hidden behind other blocks on the same grid.

Jump gates are free to move when built and aren't limited to static grids. Jump gates can also be jumped by larger jump gates, though two jump gates cannot be activated at the same time if their jump space overlaps.

For more information on building jump gates see: Creating a Jump Gate [github.com] wiki on Github

Jump gates do not have to be made with subgrids. Square gates work just fine

Connecting to a Jump Gate
Jump gates require a radio connection to target other jump gates.
This can be either from standard radio antennas or laser antennas.

Any jump gate that can be reached via antennas and pass the other qualifications (distance, faction relation, etc...) will show up in the controller as a valid destination.

This behavior can be modified in the configuration file[github.com] so any gate can be seen regardless of antenna connection.

Jumps may be affected by random error. See Jumping[github.com] for more information on waypoint types and their affects.

- Powering Jump Gates -
Each drive in a jump gate uses a set amount of power when idle defined in the config file. (See Configuration[github.com] for more details)
This defaults to 50 MW and 15 MW for large and small grid respectively.

Each drive also has an internal buffer defaulting to 100 MW and 25 MW respectively to store power for the jump gate when active.

When activating the gate, the drive's power draw ups to 75 MW and 45 MW. When the gate finishes charging, the gate will pull an amount power from the drive's internal buffers depending on the mass of things being jumped, the jump distance, and the size of the gate. All relevant power information can be seen in the jump gate controller.

If drive power is insufficient, the gate will attempt to pull from all onboard capacitors, and if still not enough, will draw power from the grid's power systems directly for 3 seconds.

For more information see Powering a Jump Gate[github.com]

- Currently Planned Changes -

- Extra Notes -
Make sure to check out the Wiki[github.com] for more information on the config file and other features about the mod.

Bug/Crash Reports
For bugs and crash reports, please open an issue through Github[github.com].
Please also post the log file and what you were doing when the issue or crash occurred.
Feel free to leave any suggestions as well.

Cross-Server Gate Jumps
At some point I'd like to expand multiplayer use to allow gate connections between servers.
Currently this isn't directly possible without an addition by Keen or a plugin.
See feedback about Inter-Server Communication[support.keenswh.com] to see if we can get native cross server communication support.

Chat Commands
There are a couple chat commands available to use.
All commands are prefixed with "/imjg".
See Chat Commands[github.com] or type "/imjg" in-game for a list of all available commands.

* Note *
This mod does work in multiplayer, however I recommend enabling auto-save
in both multi and single player worlds as this mod is still early and may be prone to crashes

133 Comments
Prime [1st M.I] 29 Oct @ 5:29pm 
im a bit late to this but did you get it to work ie jump to a different server ???? i saw this and thought OMG if i have 2 servers running 1 for PVE and 1 for PVP. is there more info
Tbone 19 Oct @ 12:44pm 
Amazing mod
Astrojen 12 Oct @ 1:47am 
@IotaSphere yo thank you for adding that 👌
IotaSphere  [author] 10 Oct @ 7:42am 
@The Canadian Nematoad
Jump time is decided entirely by whatever animation you choose.
One can be added with a zero delay for instant jumps.
The Canadian Nematoad 9 Oct @ 8:47am 
Is there a way to have the jump happen immediately after passing the gate instead of after 10-23 seconds?
IotaSphere  [author] 4 Oct @ 4:39pm 
@Astrojen
Gate explosions have been added - must be enabled in config (see Gate Explosions [github.com])

@UrRrI
The requested config option has been added (see GateRandomDisplacementRadius [github.com])
IotaSphere  [author] 30 Sep @ 1:27pm 
@MisterMann
Can you create a bug report on the Github with the crash log?
MisterMann 30 Sep @ 10:11am 
So I found a game crashing bug that if you build this a certain way it's unable to process what it's doing and it sends me to the bug report page.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577743688
UrRrI 21 Sep @ 6:45am 
In the meantime, I solved the problem with teleportation; I need to change the following parameters:
<SafeJumps>true</SafeJumps>
<MaxLargeJumpGate50Distance>10000000000</MaxLargeJumpGate50Distance>
<MaxSmallJumpGate50Distance>2000000000</MaxSmallJumpGate50Distance>
<MaxLargeDriveChargeMW>10000</MaxLargeDriveChargeMW>
<MaxSmallDriveChargeMW>2500</MaxSmallDriveChargeMW>

Now ship teleports at long distance as needed with good accuracy!
@IotaSphere i suggest that it is necessary to add an additional random value of deviation from a given point in coordinates within 1 km without reference to the spread of the jump range
UrRrI 21 Sep @ 4:03am 
Regarding the solution with the Solar System, there is probably only one option. And that is adding the teleportation function to a specific grid with a receiver from this mod, without being tied to the coordinate grid.