Space Engineers

Space Engineers

Transporter -- Works (Dec, 2024)
395 Comments
Superman™ May 27 @ 9:26am 
if you guys want transporters/teleporters in SE2 please upvote here. https://support.keenswh.com/spaceengineers2/pc/topic/48106-personal-teleporter-se2

We need to advocate for the things we want so the devs know.
Mai Cutie May 26 @ 4:33am 
That was my guess as well. The mod maker of RSS will look into that issue too.
nukeguard  [author] May 25 @ 3:13pm 
That might affect how the transporter calculates distances
Mai Cutie May 25 @ 12:17am 
Yeah. that is what 'Real Solar Systems' does. but i put my theory in the Changing settings.
nukeguard  [author] May 24 @ 7:06am 
the planet moves and rotates?
Mai Cutie May 24 @ 5:13am 
I looked at that and put max reach to 300000 but it still is ???km. The 'Range' I was talking about was the 'Range' The planet has to keep it 'Stationary' and when i am outside of it the Planet moves and rotates. Only then will it work if i want to teleport to something in space.
nukeguard  [author] May 23 @ 10:52am 
look at the change settings in description
Mai Cutie May 23 @ 7:06am 
So i found out with the 'Real Solar Systems' Mod that if i want to use the teleporters to teleport outside of a planets 'Range' The distance in the teleporter will show "???". This also means i can't teleport to the GPS location or the planets themselves or any gps inside the range of the planet.

Any way to fix that?
nukeguard  [author] May 18 @ 1:47pm 
most choices and profiles are removed now, due to functionality issues. Teleport from iirc can teleport your from a location when programmed to do so without a teleporter
g_BonE May 16 @ 5:46am 
looks like the video detailing the mod functions is pretty outdated. i got two questions: What are is the profile functionality supposed to do? Why do i need a "teleport from" choice?
nukeguard  [author] May 12 @ 8:16am 
1 and 2 are both possible
UrbanHangman May 11 @ 6:55am 
So i have an ore detector mod that increases range.

1) will this affect transporter mod?
2) could this be why i cannot teleport between transporters that are 50km apart?

both grids have antennas but might not be loaded
nukeguard  [author] May 4 @ 2:05pm 
yea, the transporters use the ore detector type
Roflnomish May 1 @ 9:57pm 
out of curiosity are the transporters set as being ore detectors in the code or something? cause I use ore detectors reforged and it's adding it's ore detection functionality to the transporter. super annoying as this is the only teleporter mod I've found that works cross grid XD
Flash Feb 5 @ 6:25pm 
Yes, this mod is still working with the latest version of Space Engineers. Also, super fun! Way nicer than respawn teleporting!
Pandon-17 Jan 25 @ 12:56pm 
still working checkup for 2025
T-Pol Nov 14, 2024 @ 7:45am 
good
nukeguard  [author] Nov 13, 2024 @ 12:09pm 
yes, still working
T-Pol Nov 13, 2024 @ 5:07am 
?
T-Pol Nov 13, 2024 @ 5:06am 
stilll working
The Doctor Oct 31, 2024 @ 12:09pm 
i also want the normal transporter for 3x3
The Doctor Oct 31, 2024 @ 12:07pm 
can you make it so we can recall to our transporters if we are in range and also pls add effects
The Doctor Oct 31, 2024 @ 12:06pm 
another reason is cause the reloading might have reset the transporter cords
The Doctor Oct 31, 2024 @ 12:05pm 
i have tested this my self trying to tp from mars to moon the more power you have the more range you have ho ever there is a minimum power requirement to teleport
The Doctor Oct 31, 2024 @ 12:05pm 
@Spock The Builder you could be out of range or have insufficiant power
Spock The Builder Oct 28, 2024 @ 2:49am 
Had this mod work great until this last time I loaded the save. Now the sound plays when I hit teleport, but I don't go to the other locations.

Locked myself out of my own base. lol
nukeguard  [author] Oct 16, 2024 @ 9:36am 
multi-profile was nice, but I need a scripter to pour over this and do that, that's hard to do unless there is someone that really wants to fix/update the scripts.
Delebre Oct 15, 2024 @ 10:30pm 
@nukeguard I miss multi-profile. Also I'd love to have a transport recall item for my inventory. :D
BooseOG Oct 15, 2024 @ 5:08pm 
@delebre thats my ship one sorted just need ship to ship now :0
Delebre Oct 15, 2024 @ 7:42am 
There is Atlantean transporters . I haven't tried it (yet), but it's supposed to be like that. Has I think 6 teleport locations.
BooseOG Oct 15, 2024 @ 4:20am 
Thats a shout, I was hoping just to have transporter to transporter system. so main base to ships and outposts
Delebre Oct 14, 2024 @ 11:34pm 
@BooseOG - I set mine to a button and a timer. So say, profile 0 is set to transport to location whatever. Walk up, hit the button, stand in the transport, and voila. I do this for a recall transporter also. I have an outgoing TP pad and a recall TP pad. So I'll transport to wherever, and then the timer block ticks 60 seconds, and then pulls me back.
BooseOG Oct 14, 2024 @ 2:55pm 
Is there a way to set it so people can only choose other transports on nothing else?
nukeguard  [author] Sep 14, 2024 @ 6:27pm 
sounds like a power problem based on distance? it is 1mw per km
TinyTexan09 Sep 14, 2024 @ 6:18pm 
I'm having a problem where when I click teleport, the pad's lights just become red, and it seems to do this at random, as in working one minute and not the next. If I could get help fixing this, it would be great. Thank you!
nukeguard  [author] Jul 19, 2024 @ 5:13pm 
nah, just right, power requirements are beefy
Deatheffect Jul 19, 2024 @ 6:29am 
too over powered :(
nukeguard  [author] Jul 16, 2024 @ 5:00pm 
should still be able to tweak it from the config file
nukeguard  [author] Jul 16, 2024 @ 4:59pm 
No you can't reupload willy nilly without permission. Also, consoles can't use mods that use client side scripting.
CaptainW_rCrimes Jul 15, 2024 @ 9:45pm 
does this work on console? is there a copy of this on mod.io if not my i upload a copy to use in crossplay servers?
Sir Stompalot Jun 11, 2024 @ 12:47am 
Good morning,

The mod is working perfectly as of June 11th 2024 on my personal world.

I have a question as to change the distance and reducing power/Km, can it still be tweaked in the %appdata% XML?

If so, I'm having a hard time trying to find said file, computer says path %appdata%/SpaceEngineers doesn't exist. I do see an XML for a single large pad, but not one of a small single.

Thank you!
Garmfel Apr 9, 2024 @ 9:02am 
Is there any way to lower the power cost per kilometer? I'm lazy and don't feel like beefing up my grid lol
Rizzo Mar 21, 2024 @ 9:16am 
On Keen Dedicated Servers or Torch, the configuration is going to be in this file: SpaceEngineers-Dedicated.cfg.

There are two primary settings that control what is loaded and visible in the game, not sure which one you will need. As Jack mentioned, one is ViewDistance, this controls how far you can "see" in the game. The other is SyncDistance this tells the game the distance from the player to start loading objects.

For play-ability, it is often best to set the SyncDistance slightly further than the ViewDistance. On our server the view distance is 15km but the SyncDistance is 16km. At normal-ish speeds this ensures that voxels and objects are loaded before you can see them and don't pop in.

If you raise all these numbers to the distance you are describing (especially SyncDistance), then the game will try to sync every object you have in the game world to all clients. This will make performance optimizations stop working and is probably not the best approach to this.
Jack Schitt Feb 22, 2024 @ 8:31pm 
@Ollovain: It's this line on line 47 of my server's config:

<ViewDistance>15000</ViewDistance>

Default is 15000 (15km). All planets in the Start System are within 5500km of each other so if this theory is correct that it's render distance doing this, I haven't tested it (yet) myself, if you set that to:

<ViewDistance>6000000</ViewDistance>
making your world's render distance 6000 km all of your transporters should see each other. Note that the range distance for both transporters must be set to that distance (or greater) as well. 6000 km is an insanely ridiculous amount to have render set to.

Because of performance stuff we may have to set it lower to conserve performance and use multiple transporters to go further than render distance with them if this can't be fixed in the mod somehow.
nukeguard  [author] Feb 22, 2024 @ 3:49pm 
I'm not sure with DS, it's likely in the server settings
Ollovain Feb 22, 2024 @ 7:16am 
Sounds good ...... but .... can you give me a hint, how to raise the render distance? Which is the name of that value in the server-config? Can´t find it.
Or do I have to change it in the local config?
nukeguard  [author] Feb 16, 2024 @ 4:35pm 
probably set it to farther than you have the transporters
Jack Schitt Feb 16, 2024 @ 2:17pm 
How far do we have to set it so the transporters work on all planets? 4000km?
nukeguard  [author] Feb 16, 2024 @ 12:35pm 
ah, good, problem solved then
Capt Fuzzy Feb 16, 2024 @ 7:24am 
@nukeguard - You might be on to something there...
I don't recall the details as it's been a while, but there was another mod that required the render distance to be raised for it to fully function.
It worked, but raising the render distance made it work as intended.