Space Engineers

Space Engineers

Transporter -- Works (Dec, 2024)
385 Comments
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
Razing-The-Dead 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
Masterbuilder2.0 Oct 31, 2024 @ 12:09pm 
i also want the normal transporter for 3x3
Masterbuilder2.0 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
Masterbuilder2.0 Oct 31, 2024 @ 12:06pm 
another reason is cause the reloading might have reset the transporter cords
Masterbuilder2.0 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
Masterbuilder2.0 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.
Jack Schitt Feb 15, 2024 @ 8:37pm 
My render distance is default, 1500km. I'll test that out.
nukeguard  [author] Feb 15, 2024 @ 5:32pm 
it might be render distance, as that I think keen now sleeps grids that are not within the set distance of players
Capt Fuzzy Feb 15, 2024 @ 3:48pm 
The GPS workaround would work perfectly on ships if there was a way to attach the GPS markers to the transporter pads on ships.
I know that this is at least possible, in some way, because a GPS marker is attached to your spawn pod when you begin a game, and no matter where you move your pod, that GPS marker follows it.
Now, if only we could find a way to take advantage of this mechanic...
Jack Schitt Feb 15, 2024 @ 1:23pm 
Capt Fuzzy and I play together often on both his and my server. Transporters on both. My (test) server is hosted and has Torch and the Concealment plugin running. Fuzzy's is in-house and is not running Torch. It's happening on both. The transporters do work, we can use them to go to any GPS. There seems to be some kind of distance range limit thing somewhere. I haven't spent the time to see what distance they stop seeing each other at.
nukeguard  [author] Feb 15, 2024 @ 1:08pm 
I wonder if it's concealment, or grid stopping by keen now
Ollovain Feb 14, 2024 @ 11:57pm 
For my server the same: transporters in small range are visible in the menu, but farer transporters not. GPS- and Planet-transport works for big range.
I copied my TransporterSingleLarge.xml from local config (works there for all ranges) to the server, still not recognising far transporters. Removing and set them new didn´t help.
I know, I can use it with GPS-coordinates, but on moving ships, that won´t work.
Has anybody an idea?
Capt Fuzzy Feb 7, 2024 @ 9:53am 
Same in my case, the transporters have been built by different players, but those players are all in the same faction, so I would think that we should still be able to 'see' those transporters if they are shared with the faction, as these are...
Jack Schitt Feb 6, 2024 @ 2:36pm 
No, each player built their own transporters. Does every player have to build their own transporter at locations where they want to go?
nukeguard  [author] Feb 6, 2024 @ 1:56pm 
I don't think distance matters if the distance is shorter than the limit, are they owned by the same player?
Jack Schitt Feb 6, 2024 @ 1:33pm 
The config settings for range are in meters. 6,000,000 and 4,000,000 is what I have my local configs set to.The server's configs are 60,000,000 and 40,000,000 which is an insane 50,000km and 40,000 km. Unless that's too much for it that should be plenty for them to see each other. The transporters weren't seeing each other with the default settings either.
I assume a game update broke it.