Space Engineers

Space Engineers

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Jump drives in scripting
Please add the ability to trigger a jump drive in scripting. I'd like to be able to trigger a number of actions through scripting, jumping with a jump drive being one of them. This seems like a pretty popular request from what I've read.
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please forgive my ignorance here. as far as triggering a jump drive, could that not be done with even controllers and possibly sensors?
Originally posted by CaveDweller:
please forgive my ignorance here. as far as triggering a jump drive, could that not be done with even controllers and possibly sensors?

I didn't think to try sensors but there is no "jump" choice in an event controller or a timer block. You can do everything else with a jump drive except jump. The only way to jump is through a button on a flight seat (or possibly button on items that have buttons, only tried with the flight seat). I had just read some other forums that said the "jump" part of a jump drive is not exposed in code. Plus, I want it in code for simplicity. It's silly to have 45 pieces of equipment to do something that should be readily available by code.
Last edited by cshaw1188; Jan 4 @ 5:07pm
Dan2D3D  [developer] Jan 4 @ 5:06pm 
Hi, I found a Mod but I never tried, it got updated in 2024 so should work :

Jump Drive API
https://steamcommunity.com/sharedfiles/filedetails/?id=2751626073
Originally posted by Dan2D3D:
Hi, I found a Mod but I never tried, it got updated in 2024 so should work :

Jump Drive API
https://steamcommunity.com/sharedfiles/filedetails/?id=2751626073


Thanks! I'll give that a shot and see what happens.

EDIT: This mod doesn't work. I get an invalid property back from it. We just really need the "jump" command of a jump drive exposed in code. It would simplify many things.
Last edited by cshaw1188; Jan 4 @ 5:44pm
Originally posted by CaveDweller:
please forgive my ignorance here. as far as triggering a jump drive, could that not be done with even controllers and possibly sensors?
There is no 'action' for a jump drive to jump, so sensors nor timers nor scripts can can do a programmed jump in the vanilla game. Its been a long requested feature, but Keen has said no.
Originally posted by ShadedMJ:
Originally posted by CaveDweller:
please forgive my ignorance here. as far as triggering a jump drive, could that not be done with even controllers and possibly sensors?
There is no 'action' for a jump drive to jump, so sensors nor timers nor scripts can can do a programmed jump in the vanilla game. Its been a long requested feature, but Keen has said no.

hmm, ok. I wonder why they said no. Maybe they'll add it into SE 2?
Originally posted by ShadedMJ:
Originally posted by CaveDweller:
please forgive my ignorance here. as far as triggering a jump drive, could that not be done with even controllers and possibly sensors?
There is no 'action' for a jump drive to jump, so sensors nor timers nor scripts can can do a programmed jump in the vanilla game. Its been a long requested feature, but Keen has said no.


They actually said no without even trying? That's completely ridiculous. It needs to be there and I'll just keep making posts until it's in then. That's plain unacceptable.
Dan2D3D  [developer] Jan 5 @ 5:14am 
In my opinion :
-> Jump without player on the ship can give problem and is useless.

= that may be why they decided to make it so player must be there to activate.
Dan2D3D  [developer] Jan 5 @ 5:39am 
Here is my Engineer solution to bring AI Fighers with me in combat :

Jump Ring I merge under my Warship so the one I am in, connect the other ship and Jump :
https://steamcommunity.com/sharedfiles/filedetails/?id=3395552079
This way I can activate AI on the Fighters once in combat position, they will disconnect and go to their preset Fleet position ready for battle.

Edit
Sorry wrong image link, correction made.
Last edited by Dan2D3D; Jan 5 @ 5:57am
Originally posted by ShadedMJ:
From 3 years ago :
https://support.keenswh.com/spaceengineers/pc/topic/jump-drive-activation-remote-control-timers-and-programable-blocks

From 5 years ago :
https://support.keenswh.com/spaceengineers/pc/topic/suggestion-jump-drive-activation-via-programmable-blocks

I've been playing the game for a while and I've seen the request come up many times.

Good to know I'm not alone. I'll just keep asking then, if not for me, for everyone else that asked for it. I have plenty of other things to do then play games where they players get ignored.
Originally posted by REALRACE:
cs, have you read the comments? recently, a player had a similar problem - "its working now"

real devs seem to ignore this forum - you would need to go over to their website

I saw that and that made me hopeful that it would work. Sadly, it doesn't and it can't since the ability isn't there and someone seems to not want it there for no particular reason.
Dan2D3D  [developer] Jan 5 @ 6:52am 
Question :

Is the Mod working ?
Originally posted by Dan2D3D:
In my opinion :
-> Jump without player on the ship can give problem and is useless.

= that may be why they decided to make it so player must be there to activate.

You're entitled to your opinion but that is all it is, an opinion. It might be a function you don't need. I and many other players apparently, do need it. So saying it is useless is useless. It isn't. Hit a button a flight seat, sound the alarm the ship will go into jump in 3 minutes, the lights start to flash, the sirens get louder and the lights blink faster as the jump time nears. All this gives ample time if you play multiplayer for players to get to a seat. It could be a really slick sweet function. I play games to get away from people however. I play single player. So if I hit the wrong button and get left behind, it's my own fault. Plus, I'd just shut down the game and go to a previous backup save.
Originally posted by Dan2D3D:
Question :

Is the Mod working ?

At least not for me. I get the "invalid parameter" error.
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