Space Engineers

Space Engineers

Iota's Modular Jump Gates
134 Comments
IotaSphere  [author] 14 hours ago 
@Prime [1st M.I]
There's no way for a mod to run cross server communication scripts.
It would be nice if Keen added it but as of right now this mod can't connect two servers.
Prime [1st M.I] Oct 29 @ 5:29pm 
im a bit late to this but did you get it to work ie jump to a different server ???? i saw this and thought OMG if i have 2 servers running 1 for PVE and 1 for PVP. is there more info
Tbone Oct 19 @ 12:44pm 
Amazing mod
Astrojen Oct 12 @ 1:47am 
@IotaSphere yo thank you for adding that 👌
IotaSphere  [author] Oct 10 @ 7:42am 
@The Canadian Nematoad
Jump time is decided entirely by whatever animation you choose.
One can be added with a zero delay for instant jumps.
The Canadian Nematoad Oct 9 @ 8:47am 
Is there a way to have the jump happen immediately after passing the gate instead of after 10-23 seconds?
IotaSphere  [author] Oct 4 @ 4:39pm 
@Astrojen
Gate explosions have been added - must be enabled in config (see Gate Explosions [github.com])

@UrRrI
The requested config option has been added (see GateRandomDisplacementRadius [github.com])
IotaSphere  [author] Sep 30 @ 1:27pm 
@MisterMann
Can you create a bug report on the Github with the crash log?
MisterMann Sep 30 @ 10:11am 
So I found a game crashing bug that if you build this a certain way it's unable to process what it's doing and it sends me to the bug report page.
https://steamcommunity.com/sharedfiles/filedetails/?id=3577743688
UrRrI Sep 21 @ 6:45am 
In the meantime, I solved the problem with teleportation; I need to change the following parameters:
<SafeJumps>true</SafeJumps>
<MaxLargeJumpGate50Distance>10000000000</MaxLargeJumpGate50Distance>
<MaxSmallJumpGate50Distance>2000000000</MaxSmallJumpGate50Distance>
<MaxLargeDriveChargeMW>10000</MaxLargeDriveChargeMW>
<MaxSmallDriveChargeMW>2500</MaxSmallDriveChargeMW>

Now ship teleports at long distance as needed with good accuracy!
@IotaSphere i suggest that it is necessary to add an additional random value of deviation from a given point in coordinates within 1 km without reference to the spread of the jump range
UrRrI Sep 21 @ 4:03am 
Regarding the solution with the Solar System, there is probably only one option. And that is adding the teleportation function to a specific grid with a receiver from this mod, without being tied to the coordinate grid.
IotaSphere  [author] Sep 20 @ 8:27am 
@Grebanton1234 I believe someone else brought RSS up as well.
Vanilla drives may be modified by RSS but I'll look into compatibility.
Grebanton1234 Sep 19 @ 3:16pm 
Hey there, wanted to ask if it would be possible to make this mod compatible with Real Solar Systems? I don't know if you're familiar with the mod but because the planets are only a 3D-Model, while the actual planets are way out of view distance, trying to jump between planets or planets' GPS you'll end up in the space where the real planets are (You're not supposed to be able to reach that space ever). Jumping to the fake GPS that shows the position of the 3D-Model planet makes you jump into that "illegal space" about the distance you were supposed to jump to the GPS. Jumping to the real GPS in turn makes you end up like 16000km from the real planet, again in the illegal space (Same thing for jumping to another gate). Since Real Solar Systems is basically a staple in SE modding, I think it is worth a try, trying to code compatability between these mods. (Vanilla Jump Drives work btw, maybe that info helps finding a solution)
IotaSphere  [author] Sep 12 @ 9:28am 
@It's the crab

Entities are aligned according the the gate that jumped them.
Each gate has a line that marks the direction the gate's jump space is pointing.
When a ship jumps, it will be rotated so that the relative rotation between the ship and that line is also preserved on the destination side.

For other alignment options, see Gravity Alignment Type [github.com]
It's the crab Sep 11 @ 10:59pm 
when i jump a ship to another gate it keeps getting rotated in a random direction like flipped 180 degrees or flipped vertically to where it would clip into the gate itself
IotaSphere  [author] Sep 10 @ 3:33pm 
@Astrojen
Ok then, will look into adding it.
It will most likely require you to enable an option in the config
Astrojen Sep 10 @ 5:56am 
@IotaSphere yes exactly like that
IotaSphere  [author] Sep 7 @ 1:37pm 
@Sky walker
Currently its hardcoded
The feature is primarily intended for use through this mod's modding API
Sky walker Sep 7 @ 12:35pm 
How would one change what grid spawns on "Jump From Void"?
[TFN] Wright Sep 5 @ 4:08pm 
@IotaSphere I think he means the size of the explosion is based on the amount of stored charge.
IotaSphere  [author] Sep 4 @ 3:29pm 
@Astrojen
Just to make sure I have this right.
A button, that creates an explosion when pressed, depending on the stored charge in the jump gate?
Astrojen Sep 3 @ 10:50am 
@IotaSphere just a Button to use the gate to cause a giant explosion that depends on the power supply of the gate
wingmaster Aug 26 @ 10:56pm 
thank you i was able to fix it
IotaSphere  [author] Aug 26 @ 10:36pm 
@Astrojen
.. You want a button or something?
...Like a dedicated button, to destroy your base?
Or are you referring to a system that explodes when the block is damaged enough?
IotaSphere  [author] Aug 26 @ 10:35pm 
@wingmaster
Assuming those lines are red, green, and blue, you probably have debug mode [github.com] enabled.
Disable it either through the jump gate controller, remote antenna, or with "/imjg debug false"
wingmaster Aug 26 @ 10:02pm 
my ships keep getting 3 lines coming from the cockpit blocks every time i set one/spawn in a new ship
Astrojen Aug 26 @ 3:01am 
Add a Self Destruct funtion where the explotion size depends on the availble power in the base and the amount of those portal emitter
Doomgoose Aug 6 @ 1:59pm 
If you jump a very long distance and suddenly it seems like your grid has a bunch of malfunctioning things, power requirements listed on the grid that makes no sense, some blocks acting like they're offline when the rest of the ship isn't, etc...make sure you don't have an active laser antenna that's suddenly trying to use more power than the grid can possibly supply to it to make up for the changed distance to where it's connected.

Totally not me thinking I'd found some weird bug I spent two hours working to debug and document the oddly specific criteria that had to occur for this weird bug for a full reproduction on the github before realizing I was a dummy and the issue was a laser antenna I'd forgotten about.

Nope.

Couldn't possibly happen.
Dagoobaert Aug 3 @ 12:02pm 
Half a Supergate from Stargate...
IotaSphere  [author] Aug 1 @ 10:46pm 
@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.