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
502.803 MB
20 Aug, 2024 @ 12:50pm
26 Aug @ 8:38am
36 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]

- 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

121 Comments
IotaSphere  [author] 12 Sep @ 9:28am 
@It's the crab

Entities are aligned according the the gate that jumped them.
Each gate has a line that marks the direction the gate's jump space is pointing.
When a ship jumps, it will be rotated so that the relative rotation between the ship and that line is also preserved on the destination side.

For other alignment options, see Gravity Alignment Type [github.com]
It's the crab 11 Sep @ 10:59pm 
when i jump a ship to another gate it keeps getting rotated in a random direction like flipped 180 degrees or flipped vertically to where it would clip into the gate itself
IotaSphere  [author] 10 Sep @ 3:33pm 
@Astrojen
Ok then, will look into adding it.
It will most likely require you to enable an option in the config
Astrojen 10 Sep @ 5:56am 
@IotaSphere yes exactly like that
IotaSphere  [author] 7 Sep @ 1:37pm 
@Sky walker
Currently its hardcoded
The feature is primarily intended for use through this mod's modding API
Sky walker 7 Sep @ 12:35pm 
How would one change what grid spawns on "Jump From Void"?
[TFN] Wright 5 Sep @ 4:08pm 
@IotaSphere I think he means the size of the explosion is based on the amount of stored charge.
IotaSphere  [author] 4 Sep @ 3:29pm 
@Astrojen
Just to make sure I have this right.
A button, that creates an explosion when pressed, depending on the stored charge in the jump gate?
Astrojen 3 Sep @ 10:50am 
@IotaSphere just a Button to use the gate to cause a giant explosion that depends on the power supply of the gate
wingmaster 26 Aug @ 10:56pm 
thank you i was able to fix it