Space Engineers

Space Engineers

Iota's Modular Jump Gates
105 Comments
IotaSphere  [author] 18 hours ago 
@Noelle can you create a bug report on the Github?
Noelle Aug 1 @ 2:39pm 
When jumping through it, parts of the ship seem to disconnect. I have no idea what causes this. My initial theory was that it might be breaking rotors or anything on a subgrid, but then a camera on the main grid stopped working after a jump, so that theory doesn’t hold up.
IotaSphere  [author] Aug 1 @ 12:48pm 
@arcadegamer
After pressing the "Jump" button on the jump gate controller, what was the message shown?
arcadegamer Jul 31 @ 8:36pm 
built the gate, got it to connect, works! put a ship in and it dont do anything :c
Jah Jul 28 @ 8:46pm 
Bless you and your kin, goated mod and great addition to this game
IotaSphere  [author] Jul 24 @ 10:46pm 
@Professor Cupcake
I'll look into it. Not sure how RSS does its thing so not sure if its possible.
IotaSphere  [author] Jul 24 @ 10:46pm 
@Connor_Vexon
There's a lot of config variables that can do that:

Increase MaxDriveCharge [github.com] to change the maximum amount of power a single jump gate drive can store. More power will increase the jumpable distance.

Increase MaxJumpGate50Distance [github.com] to increase the maximum reasonable distance. This is probably the best variable to change for this.

Decrease GatePowerFactorExponent [github.com] to make the power curve more linear (currently it's cubic, set to 1 for linear power increase).

Decrease GateKilowattPerKilogram [github.com] to change the amount of power needed to jump some set mass.
Connor_Vexon Jul 24 @ 2:56pm 
Is there any way to reduce the number of drives required to jump? Like so you can make far jumps with like only 2 drives? Or is that something hard coded into the mod?
Professor Cupcake Jul 23 @ 5:20am 
Sadly, this does not seem to work too well with Real Solar Systems. It fails to switch between different areas on jump.
IotaSphere  [author] Jul 13 @ 7:43am 
@Defender can you create a bug report on the Github?
Defender Jul 12 @ 9:14pm 
COOL MOD, but un-usable for servers. it will try and load ALL DRIVES ever made , fail and then try to do it about 40 times over until it crashes the server.
KnightForEyes Jul 12 @ 8:18pm 
500* Megabyte of a single jumpgate. I can fit terraria into that!!
IotaSphere  [author] Jul 10 @ 4:10pm 
@howardxu23
@Reblitech
Thanks for the feedback.
Added the jump gate remote link [github.com] for detached style gates.
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