Space Engineers

Space Engineers

Iota's Modular Jump Gates
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...
IotaSphere  [author] Jun 19 @ 6:08pm 
@howardxu23
The mod wasn't designed for it but it should be possible.
I'll look into it.
howardxu23 Jun 19 @ 9:07am 
Is it possible to add a way to create "decoupled" type gate designs, such as this in link;
https://www.deviantart.com/unusualsuspex/art/Jumpgate-449147638
Meya Jun 16 @ 5:57pm 
Unless this is result of mods doing weird things I kinda love that safe guard if that's what really is going on and not a bug due to to many mods LOL

Also love that it's not pin point accurate love the randomness of where I appear around the destination :D Your mod is great is all I'm saying ^.^
Meya Jun 16 @ 5:55pm 
Figured it out! if I was aiming at the gate but waypoint was just past it, then normal jump drive wouldn't allow me to jump to that way point moment I moved ship to clear the gate it worked.
IotaSphere  [author] Jun 16 @ 1:15pm 
@Reblitech
Nope. If the ships join together with rotors for example, then they can form a gate, but the mod only checks subgrids, not separate grids.
Reblitech Jun 16 @ 9:55am 
Is there a way to form a gate from multipel separat ships i`m currently trying to build a large hub ship for mining with drones
IotaSphere  [author] Jun 16 @ 5:46am 
@Meya
Jump gates have a minimum default jump distance of 5km. Anything closer than this won't show up in the controller terminal.

See the config wiki below to change the minimum distance:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#minimumjumpdistance
Meya Jun 15 @ 3:40pm 
BTW for power issues there is https://steamcommunity.com/sharedfiles/filedetails/?id=1640417268&searchtext=particle+accel

Particle Accellerator supplies a huge amount of power it's also a bit big
Meya Jun 15 @ 3:34pm 
I'm curious if anyone else runs into an issue with normal jump drives when I use this it's great but I got a GPS marker 1km away from the other gate but if I put it in the jump drive to jump closer it won't allow me

Free jumping towards the gate works though so not sure if your mod is stopping this or just a result of SE being weird I'm using other mods like WC and MES not sure how those would conflict and cause this though.
IotaSphere  [author] Jun 14 @ 9:25pm 
@Plugga76
Yeah all the drives on that gate start off
I'll have to change that in the future
Plugga76 Jun 14 @ 8:00pm 
ok because i used the pre made one you made
IotaSphere  [author] Jun 14 @ 6:12pm 
@Plugga76
A jump gate is disabled if the number of working drives is less than two.
Make sure there are at least two drives enabled and powered.
Plugga76 Jun 14 @ 5:05pm 
it says jump gate disabled how do i enable it?
IotaSphere  [author] Jun 9 @ 12:06pm 
@Nova Astral
Sure why not
I'd like to see your auto-rotation system
IotaSphere  [author] Jun 9 @ 11:44am 
@greywardenprime013
Can you repeat the jump test?
If the issue persists, please submit an issue through Github along with your log and config files
McCloud Jr Jun 8 @ 8:15pm 
peer perfection

I love this and everything about it
IotaSphere  [author] Jun 8 @ 5:16pm 
@greywardenprime013
I'll look into it
greywardenprime013 Jun 8 @ 11:23am 
I jumped to a beacon 200km away and it was about 1km off, So I put a gate 200km away and it was about 1km off as well. The 6000km gate is still 40-60km off.
IotaSphere  [author] Jun 8 @ 7:51am 
@wingmaster
Turn on debug mode through the jump gate controller
It can be almost any shape as long as the drive's yellow raycast lines intersect
The jump space is circular though so long jump gates may not be effective
Altsovy Zouve Jun 8 @ 5:24am 
Amazing
wingmaster Jun 7 @ 10:18pm 
is it necessary to have the drives in a circle or can you put them in like a accelerator kind of shape (like a giant railgun)
semaJ Jun 7 @ 9:09pm 
Alright thanks
IotaSphere  [author] Jun 7 @ 8:59pm 
@semaJ
If it was a waypoint/gps then there is some randomness applied to the jump that increases with range.
Try changing the config:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#gaterandomoffsetperkilometer
semaJ Jun 7 @ 7:06pm 
Jump was 200kms and I jumped to a waypoint I set up
IotaSphere  [author] Jun 7 @ 6:46pm 
@semaJ
Are you jumping to a waypoint, beacon, or other gate?
How far is the jump?
semaJ Jun 7 @ 5:23pm 
Cool mod but for some reason I get jumped 20km away from the original waypoint. Any way to fix this?
IotaSphere  [author] Jun 7 @ 3:48pm 
@greywardenprime013
There should only be randomness when jumping from a gate to a gps or beacon
If you're targeting a jump gate and still getting randomness in your end position, please add an issue to Github.

If you're jumping to a beacon or gps, then try changing the config:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#gaterandomoffsetperkilometer
IotaSphere  [author] Jun 7 @ 3:45pm 
@cwmorga
You can either edit config or add more drives to the gate.
IotaSphere  [author] Jun 7 @ 3:44pm 
@adrianchase180203
Subgrids aren't actually required for the gate, and there's no reason other than looks to use them.
You could build a square gate with no subgrids at all and it'll work just the same.
The only loss would be the jump space, which would still be circular despite the gate's shape
greywardenprime013 Jun 7 @ 3:22pm 
I got it to work, looks amazing, but it jumps me 40-60km away from the gate is there a setting to change that?
cwmorga Jun 7 @ 1:53pm 
how do i make it use/require less power?
adrianchase180203 Jun 7 @ 1:30pm 
need to simplify the setup, not alot of people are going to build this thing with hinges especially for rp stuff
Weighted Sensory Kitty Jun 7 @ 8:22am 
I wonder if you could add the convert to ship/station to the toolbar actions of the gate controller, so you can make a gate that automatically rotates to its destination, but can convert back to a station once its done that for stability
Weighted Sensory Kitty Jun 7 @ 8:02am 
For cross-server gates, you could make a plugin that interfaces with the nexus plugin for dedicated servers, i know a few mods have done it before
DerpTime Jun 7 @ 7:42am 
If "Cross-Server Gate Jumps" ever became an actual reality, it would be great for battles and building.
Because of SE's Server Sim Speed Not being threaded like the rest of the server stuff, you could have a a server that was a next work of small servers with restricted world sizes spawning.

A battle server with Air Tightness off, Voxel destruction off no planets/(1 planet), Encounters, economy off and aggressive trash clean up where factions could fight it out, without worry.
A server for Enounters.
And a server for living and working in. (The big issue is i love Air Tightness, but encounters cause sim speed to dip every time a new encounter spawns and the calculations hit all at once.)

working with slower but bigger CPUs would make build SE server easier.
64 cores, but they are all 3.5 ghz, SE isnt threaded enough to take advantage of the cores.

Ill continue to watch this space. o7
Dagoobaert Jun 7 @ 5:58am 
Oh a Stargate? xD
IotaSphere  [author] Jun 6 @ 11:01am 
@Pup Twilight
Make sure your gates are actively controlled
- A controller or remote antenna must be attached to the gate to be a valid target.
- Gates must be within the min and max jump distances (5000m to infinite by default)
- Gates cannot be on or attached to the same grid
IotaSphere  [author] Jun 6 @ 10:56am 
@TrueSilverBullet
Required power depends on distance, mass to jump, and gate size (number of drives).
Increasing the number of drives in your gate will give a huge boost to distance.
I may create an entry in the wiki detailing power draw and the equations used.
IotaSphere  [author] Jun 6 @ 10:52am 
@CTH2004
The mod itself wasn't inspired by one thing in particular, mainly I just liked the idea of jump gates and similar sci-fi tech. The "magic sigil" animation was inspired primarily by the hex gate from Arcane.
TrueSilverBullet Jun 6 @ 9:33am 
So uh... Power requirements get out of hand fast. I was trying to see if I could make a planet-to-deep space gate, and to jump 20 Megameters, it was 1.3 Petawatts of required power. I don't think there's any modded reactor that can get me there easily, lol.

Is there a way to reduce the required power or do I need to edit the config