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
416.030 MB
Aug 20, 2024 @ 12:50pm
Jul 5 @ 4:06pm
20 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.

* 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

92 Comments
IotaSphere  [author] Jun 26 @ 2:01pm 
@JumpG8t
Can you create an issue on Github detailing the issue?
Please upload the log file as well
JumpG8t Jun 26 @ 12:43pm 
Question, I was attempting to test jumping a small ship through a gate. the gate has 8 drives, 4 of which are on hinges (to make a circular gate). It seemed to connect to the partner gate fine but it will not recognize that there is a entity inside the jump space
RATTENHEIMer Jun 25 @ 10:09pm 
My friend ended up testing it on the world again and it was an issue with another mod of similar nature he had added. We have it working now though, thank you for your time.
IotaSphere  [author] Jun 25 @ 7:48pm 
@RATTENHEIMer
This mod shouldn't affect any grid speed caps. I have a mod for 1000 m/s and haven't had any issues. This mod does temporarily limit grid speeds shortly after jumps but it only lasts a second or two.
RATTENHEIMer Jun 24 @ 7:17pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1222221149 is the speed mod we use, and all grids had their speed cap set to 5000 m/s
IotaSphere  [author] Jun 24 @ 1:24pm 
@RATTENHEIMer
What speed mod is it and what grids are affected (gate, ship, ship being jumped, etc...)?
IotaSphere  [author] Jun 24 @ 1:23pm 
@howardxu23
@Reblitech
I think that's a good implementation idea and will work on adding it.
Thanks for the feedback, will hope to have it added soon.
RATTENHEIMer Jun 23 @ 9:11pm 
I've been encountering an issue where it sets the base grid speed cap to 5000 m/s. I think it my be a problem with the speed mod me and my friends use but still something you should take a peak at.
Reblitech Jun 23 @ 6:28am 
@howardxu23 looks like we have a simmilar problem.
I have put some thought into it and come to the conclusion that the addition of a block that mixes an Antenna and a Connector (without the inventory connection and parking lock) would fix the problem without the need to change the Gate blocks.
To be more precice the block would look for other blocks of its typ and have a frequenz like the signal relay if possibel as a custom textbox to avoid a problem with a ship and a Gate having the same frequenz.
@IotaSphere if you want to add this "Remote Connector" i would be very thankfull and would recomend using a small model like the compact antenna.
Cpt.Sovereign-Hun Jun 20 @ 2:25pm 
Wish i could make version which looks like a mass relay...