Space Engineers

Space Engineers

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Iota's Modular Jump Gates
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Type: Mod
Mod category: Block, Script
標籤: ServerScripts
檔案大小
發佈於
更新時間
502.803 MB
2024 年 8 月 20 日 下午 12:50
8 月 26 日 上午 8:38
36 項更新註記 (檢視)

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Iota's Modular Jump Gates

描述
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

125 則留言
UrRrI 9 月 21 日 上午 6:45 
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 9 月 21 日 上午 4:03 
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.
IotaSphere  [作者] 9 月 20 日 上午 8:27 
@Grebanton1234 I believe someone else brought RSS up as well.
Vanilla drives may be modified by RSS but I'll look into compatibility.
Grebanton1234 9 月 19 日 下午 3:16 
Hey there, wanted to ask if it would be possible to make this mod compatible with Real Solar Systems? I don't know if you're familiar with the mod but because the planets are only a 3D-Model, while the actual planets are way out of view distance, trying to jump between planets or planets' GPS you'll end up in the space where the real planets are (You're not supposed to be able to reach that space ever). Jumping to the fake GPS that shows the position of the 3D-Model planet makes you jump into that "illegal space" about the distance you were supposed to jump to the GPS. Jumping to the real GPS in turn makes you end up like 16000km from the real planet, again in the illegal space (Same thing for jumping to another gate). Since Real Solar Systems is basically a staple in SE modding, I think it is worth a try, trying to code compatability between these mods. (Vanilla Jump Drives work btw, maybe that info helps finding a solution)
IotaSphere  [作者] 9 月 12 日 上午 9:28 
@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 9 月 11 日 下午 10:59 
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  [作者] 9 月 10 日 下午 3:33 
@Astrojen
Ok then, will look into adding it.
It will most likely require you to enable an option in the config
Astrojen 9 月 10 日 上午 5:56 
@IotaSphere yes exactly like that
IotaSphere  [作者] 9 月 7 日 下午 1:37 
@Sky walker
Currently its hardcoded
The feature is primarily intended for use through this mod's modding API
Sky walker 9 月 7 日 下午 12:35 
How would one change what grid spawns on "Jump From Void"?