Space Engineers

Space Engineers

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Jump Inhibitor Block [Depreciated]
   
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Type: Mod
Mod category: Block
File Size
Posted
17.810 MB
26 Oct, 2018 @ 4:21am
1 Change Note ( view )

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Jump Inhibitor Block [Depreciated]

Description
This mod has been broken for some time. Since I'm not modding Space Engineers anymore I'm also not going to be fixing it. It is therefore depreciated and should not be used. Anyone who wants to get it working has full permission to publish their own version.

Original description below:
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This mod adds a fully functional Jump Inhibitor block to the game. That’s really all that needs to be said, if you want some more info, read on…

WHY???
W4stedspace mentioned he wanted a jump inhibitor to make battles in his PvPvP series a riskier investment of resources. People just jump away as soon as they see they are losing and so it has proven near to impossible for either side to actually do any real damage. This is an inherent problem with Space Engineers PvP combat, and so I set about coming up with a solution, this mod.

So What Does It do?
This mod adds a new ‘Jump Inhibitor’ block which has the following properties:
• 7 by 7 by 5 blocks.
• Has an appropriately ridiculous component cost.
• Acts as a Beacon with a max radius of 50km.
• Draws 20 kilowatts of energy per metre of radius (configurable in config file), that’s 1 gigawatt at 50km!
• Provides terminal options for preventing jumps originating within the field and for preventing jumps into the field.
• Looks like a massive jump drive, because I’m hopeless at modelling.
• Has construction stages (also the same as Jump Drives).
• Is coded for performance, only runs code when someone presses the jump button, and most of it is run on the client to preserve server performance.
• The only code that runs on the server is the detection of inhibitors, so an inhibitor can inhibit jumps even if the client hasn’t streamed in that particular inhibitor (sync distance is irrelevant).

Notes:
Due to the amount of client-server communication required to work around the sync distance problem this mod is extremely complicated. Although it has been extensively tested there may still be bugs, please let me know of any odd behaviour you encounter, I can’t fix problems I don’t know about ;)

Due to some technical restrictions the mod can’t determine the jump coordinates of GPS points that you have deleted from your GPS list or belong to a player who isn’t on the server at the time. To prevent this from being exploited to jump into inhibitor fields the mod will prevent you from jumping if it cannot determine the target coordinates, even if there are no inhibitors in the world. So please, for your own good, don’t delete GPS points you intend to use in jump drives!

You can’t rename a jump inhibitor to a name that does not contain “jump inhibitor”. The whole point of it being a Beacon is so that people know what’s inhibiting them. THIS IS NOT A BUG :P
Popular Discussions View All (1)
0
16 May, 2020 @ 1:28pm
NullPointer error
lilbigmouth
102 Comments
Bodyboarder2528 8 Mar, 2021 @ 4:35pm 
would like to see a fix to this as it prevents players from jumping without the block even being in the world or near them and they either get jump too short trying to jump 1000km or obstuction in the way when they are no where near anything
Bodyboarder2528 31 Jan, 2021 @ 6:25pm 
any chance on getting this updated?
Igneus Tempus 16 Jan, 2021 @ 12:40am 
can we have your permission to make a fixed version of it?
Pixel Ninja 6 Dec, 2020 @ 11:39am 
I've encountered a problem where I cannot jump close to modded planets with this mod installed (I get the message that I cannot jump into a gravity well), even with no jump inhibitors in the world; all of the base game and DLC planets work fine, but the closest I can get to a modded planet is around 1,000km (nearly 3 hours travel at maximum speed). I've checked through all the listed limitations and have confirmed that everything should work. Only removing this mod (or of course the planet mod) fixes the problem.
Origin_Alpha_43 10 Aug, 2020 @ 2:14am 
oh and sometimes, other mods are to blame, like that nullPointer Error discussion
got errors on good bunch of mods after installing one mod, just gotta back track the last installed mods... Easy
Origin_Alpha_43 10 Aug, 2020 @ 2:11am 
@Zkillerproxy I just tested, it works
some people have issues when others dont, either im one for whom it works or the others are just working it wrong xD

ps: but that was just in a quick creative world, so i'll check later in my survival, once i get to make one
Zelious  [author] 9 Aug, 2020 @ 9:11pm 
@Alpha_43 I just had a quick scrub through that stream and w4sted said he tested it and it was working, then it wasn't after the update. So the most recent update may have broken it, then again I haven't updated this in 2 years so who knows what's went wrong since I made it. I certainly had no idea what I was doing when I made it! XD
Origin_Alpha_43 9 Aug, 2020 @ 6:45pm 
Anyone asking if this still works
Watch the Vanguard Serie by W4stedspace, Ep4, streamed yesterday
xanchoq 10 Mar, 2020 @ 7:41pm 
as an idea, if this could be "targeted" and use wattage based on distance to target and size of target (block count, large/small etc) would be a nice roll play change. maybe a turret?
novoscorp 16 Jan, 2020 @ 1:50am 
Oh. and can this mod be used in single player against NPCs ?