Space Engineers

Space Engineers

Stargate Stargates
125 Comments
Reiyuka 9 Oct @ 3:48pm 
Server, non-nexus. I'll try to get some better documentation of the exact steps taken.
Sherbert  [author] 9 Oct @ 2:52pm 
The grabby hands issue. Grabby hands is probably messing with detection a bit. If you have parts dissapearing its probably because the center of mass of the object passed threw the gate before the gate sensed it. Since the gates are designed as a 1 way thing this would just destroy the grid if it thinks its going in the back

I have not been able to replicate the passcode issue in my own personal testing. If you could post details like are you on a server or single player, if a server is it nexus.
Reiyuka 8 Oct @ 7:22pm 
(I've tried setting the password to the colour code of the GPS marker and leaving it blank or inputting the colour code as a password (both with and without #), I've tried setting password 'asdf', various other combinations of stuff. I'm unclear on what exactly I'm supposed to do.)
Reiyuka 8 Oct @ 7:17pm 
I'm running into a problem when I try to grabby-hands (improvised engineering) push blocks through. Sometimes (most of the time?) they go through, sometimes they disappear in transit. Any advice? I also tried just leaving blocks in front of the stargate and letting the SWOOSH take it. Sometimes works, sometimes doesn't.

I've also been fully unable to get a remote iris to open. :(
Sherbert  [author] 5 Oct @ 12:29pm 
just one side of the gate is enough to make the iris function
Reiyuka 5 Oct @ 12:20pm 
Do we need iris machinery on both sides of the gate, or just one side?
Sherbert  [author] 4 Oct @ 8:17am 
I checked the Iris code issue as well. I didnt find anything but was only able to test on a local box. Even if the gate says it has a code it does still require the iris machinery to be alongside the gate to function as well as having the code properly spelled ect. If your playing on a nexus server let me know and ill see what i can do to try to recreate the exact issue.
Sherbert  [author] 4 Oct @ 8:06am 
Fixed the plain armor block error
Reiyuka 3 Oct @ 8:23pm 
Hiya!

We discovered a server crash today. Pushing a plain armour block through a stargate crashes the server.

Also, suggestion: having a "set GPS and dial" action bar option would be awesome, so we can put together an LCD panel with pre-set coordinates.
Sherbert  [author] 1 Oct @ 2:15pm 
If its the first let me know otherwise I will assume the second and do testing
Sherbert  [author] 1 Oct @ 2:14pm 
2 schenarios

1st. Did you edit the custom data to set the password? If so make sure their is no space between the = and the passcode
2nd. Something got botched and Ill run some testing this weekend to see if I can replicate the problem.
UncleFester 1 Oct @ 6:46am 
Loving the mod, but having trouble getting the iris to deactivate... Have entered the code in the Iris, clicked the "set code" button, and the code shows in the customdata of the stargate...

But dialing in, with the iris deactivation code entered in the dialing DHD, the iris doesn't open...

any suggestions?
Sherbert  [author] 30 May @ 2:51pm 
Thx for the heads up. I dont have much time these days to update and test as much as Id like Ill try to push an update this weekend to fix it
JOG The Jogger 30 May @ 2:18pm 
@Sheerbert Heyo! Just thought i'd let you know i found a potential cause of a crash When sending just armour blocks throughthe stargates it will cause the game to crash. Found out it was do to armour blocks not having owners so BigOwners var will be empty when trying to call First() Quick fix: "if (ent is MyCubeGrid)
{
MyCubeGrid gridOwners = ((MyCubeGrid)ent);
if (gridOwners != null && gridOwners.BigOwners.Count > 0)
owner += gridOwners.BigOwners.First().ToString() + ":";
}"
10q <3
Sherbert  [author] 20 Jan @ 2:37pm 
The stargate model is actually fairly complex due to the animations consisting of the main model with 7-8 emissive parts for the chevron animation, 2-4 portal animation plains for the stop motion animation we are using (just textured circles), the swoosh model (this gets shrunk and enlarged to make the animation happen), and the 2 protection models (the shield and metal iris.) These are all the parts just in the stargate block itself and without them being placed properly the script would not run without major changes.

That being said a new gate model would just need the emissives in the right place and dummies with correct names and positions to automatically connect the 7-8 animation models

I am doing some basic support for it but model changes are unlikely to occur. Ill message the modeler to see if he has what your seeking
Greetings, despite the fact that I believe that this mod is no longer supported - I need your help. The question concerns directly the teleport ring model itself. Is there a .fbx version of the model? We use this teleport mechanic on our small server and would really like to optimize it for our realities.
G.Admiral_Telcar 4 Oct, 2024 @ 5:03pm 
This mod can be used with my tiered tech core mod here, tested and works great. This mod is just the tech components
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3330577566

Also I found a issue with both stargate mods, yours and the original.
If a Sabiroid tries to follow you through the gate it will cash a multi player server and the game. I don't know if this is known but I've tested it with both mods and each react the same. The only way to prevent it I've found is to make the stargate area inaccessible to the Sabiroids. Safezone's don't keep them out either, I didn't try ant type of shield mods.
Sherbert  [author] 4 Oct, 2024 @ 4:34pm 
Yeah the components are all thats required or if you use the techless version linked in the discription you can get away without it, its the same code just sbc files without the tiered tech
G.Admiral_Telcar 1 Oct, 2024 @ 6:36pm 
Cool, Thank You!! What does the tiered tech version require. Just the tech components?
Sherbert  [author] 1 Oct, 2024 @ 3:04pm 
No for sectored, it doesnt work with non sectored.
G.Admiral_Telcar 30 Sep, 2024 @ 7:23pm 
Is there any extra setup required for this to work instance to instance with nexus?
Sherbert  [author] 14 Jul, 2024 @ 5:13am 
Their should be additional information in the logs, without it I cant debug the problem. I would guess either you don't have a tiered tech version in which case you should use the techless or you are not using the ore companion mod, either mine or Gwendlmere.

Google translate version into German-

Es sollten zusätzliche Informationen in den Protokollen enthalten sein, ohne diese kann ich das Problem nicht beheben. Ich würde vermuten, dass du entweder keine abgestufte Tech-Version hast, in diesem Fall solltest du den Techless verwenden, oder du verwendest nicht den Erz-Begleiter-Mod, weder meinen noch Gwendlmere.
DaMaster84 13 Jul, 2024 @ 9:39pm 
Funktioniert Nicht, beim Start kommt nur dieser Fehler :steamthumbsdown:
MOD_CRITICAL_ERROR: Stargate Stargates
Jack Schitt 5 Feb, 2024 @ 7:36am 
Works great! Any chance of adding actions and properties to it so buttons, toolbar action slots, and timer blocks can be setup to dial a GPS? The iris can be toggled or opened and closed that way. I hope you would consider this as an update.
MinePlay96 10 Nov, 2023 @ 1:23pm 
Hi, I would like to trigger a stargate with a programmable block, but I have found that there is no way to do that. Do you have a github or something else where I can make a pull request ?
Sherbert  [author] 26 Oct, 2023 @ 4:00pm 
their is a version that is standalone without tiered tech but still requires stargate ores. I will not be making another version but if you wish to reupload you can as long as you keep it unlisted and link to the original
Leonix 26 Oct, 2023 @ 3:43pm 
Could you please make a standalone version without need of Tiered tech and Stargate ores? O.o
MAMPF(GER) 3 Sep, 2023 @ 10:47am 
MP Server, No Nexus. No Grid Transport, No Iris. And Yes front of the gate
Sherbert  [author] 3 Sep, 2023 @ 4:47am 
Im not able to replicate your issues. The iris is working as far as ive tested as long as you set the iris code in advance. and grids transport just fine. are you making sure you are going into the front of the gate because going in the back will destroy the grid with no transport? otherwise im going to need more to go on then its not working, like a detailed setup so I can replicate it. Are you playing on a server? Running Nexus? Playing single player? that type of information.
MAMPF(GER) 3 Sep, 2023 @ 2:43am 
Neither does Grids transport, in case it helps you
Sherbert  [author] 2 Sep, 2023 @ 8:39am 
gotcha ill look into it and post an update once i find out whats happening with it
MAMPF(GER) 2 Sep, 2023 @ 8:28am 
he iris does not open with color code
MAMPF(GER) 2 Sep, 2023 @ 7:40am 
Iris are broken on Server. No accept GPS Color Index
Sherbert  [author] 14 Aug, 2023 @ 4:16am 
not at the moment but in the next week (time permitting) ill upload it. The icon on the faction shield is baked into the texture for it. Ill see if its possible to make it a transparent screen where icons could be added just by adding images
Keltskiy 13 Aug, 2023 @ 3:50am 
are there any resources like a github that allows me to learn more about the mod?
I'd like to make a version of the gate shields that uses faction icons if I can figure it out.
Sherbert  [author] 12 Aug, 2023 @ 11:50am 
What was the error?
DaMaster84 11 Aug, 2023 @ 4:20am 
Doesn't work. There was a critical errors :steamthumbsdown:
Sherbert  [author] 7 Aug, 2023 @ 4:52am 
refresh rate on the gates code is 10x a second so yeah if you cover the distance it can be a problem with smaller things.
PlasmaKing89 6 Aug, 2023 @ 8:43pm 
It's also a problem if you go through to fast, if you or your grid goes through the gate to fast it thinks you went through the back and either kills you or removes your grid. :steamsad:
Sherbert  [author] 1 Jul, 2023 @ 2:20pm 
The gates are directional. if you go in the back of a gate (the side without the symbols) the ship is destroyed, if your player goes threw that side you die
ItsSoBread 1 Jul, 2023 @ 1:38pm 
I just have a few questions I cant find answers too. Sometimes when I put a ship through a gate it just flat out disappears, and other times I die and the ship vanishes. Other times I go through fine. Is this RNG or is there a way I can fix this
Sirshartsalot 6 Jun, 2023 @ 10:01am 
I must be mistakened then i removed the stargate mod that i listed via the link and added yours but the other one appeared back as well as the script for it. Must be the stargate weapons mod pack that adds it back. I will have to ask on there as well in that case.
Sherbert  [author] 5 Jun, 2023 @ 5:08pm 
sorry but no. Neither of those mods are added as dependencies. The only required mods for this to work is a form of tiered tech if your not using the techless version (Link above) and Stargate ores mod (also link above) The reason I dont have anything directly plugged in is because both my ore mod and the standard tiered tech are reuploaded so much as to make it a pain for server runners to operate. This mod does not ADD ANY MODS automaticly
Sherbert  [author] 4 Jun, 2023 @ 3:08pm 
tiered tech and stargate ores both have links above. if you dont want tiered tech use the techless version also linked above in the discription
Sirshartsalot 4 Jun, 2023 @ 10:18am 
Has this got any dependencies?
{ZET} Inflitor 1 Jun, 2023 @ 11:48pm 
uhh i dont exactly know how to send a log...
Sherbert  [author] 1 Jun, 2023 @ 3:08pm 
Can you send me the log so I can see whats causing the issue?
{ZET} Inflitor 1 Jun, 2023 @ 2:18pm 
the game currenty breaks when using the mod and trying to drive a rover trough the gate...

Sooo i drove a rover trough the gate and landed on the other side whit the problem that the rover is gone and only the wheels of it made it trough... and now evrytime i try to use the gate back the game crashes...

I was traveling from Earth (floating station) to moon (ground station) whit the Rombat Rover (repaired) from the Frostbite Szenario