Space Engineers

Space Engineers

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Stargate Stargates
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Type: Mod
Mod category: Block
File Size
Posted
Updated
158.088 MB
5 Aug, 2021 @ 2:49pm
26 Mar, 2023 @ 7:45am
104 Change Notes ( view )

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Stargate Stargates

Description
Stargate Stargates is a mod that adds Stargates inspired by the show Stargate which quickly allow transportation from one Stargate to another Stargate, assuming you know the proper Stargate address.

Blocks include

SGC ramps

Iris clamps/Shield devices

Small and large grid basic DHD's

and standard and large gate things

How to use. Simply dial using a DHD the address (standard space engineers gps) near the target stargate. If you program the Iris Clamps/Shield device to accept the color code of the GPS the iris/Shield will be opened to allow you threw. Stargates do require power to operate however and will not transfer without it!! Transfer ships with subgrids at your own risk

Nexus Compatable (can do instance to instance transfers)

On servers running any version of concealment you must add the gate blocks to the exception lists. Concealed gates will not behave properly

updated to include supergates (admin place-able only)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2858672828 to get the bp to paste in game

Supergates will have a spawn system in a future accessory mod but the mechanics are still being worked on.
They are 40 block grids with antennas every 90 degrees to control, they have beacons as well to avoid cleanup

Techless version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2848241267

Required Mods:
Tiered tech
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1682499145
Stargate Ores - This is our own mod, and is a replacement for Stargate ores from Gwendlmere (which still works)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2810539643
113 Comments
Sherbert  [author] 30 May @ 2:51pm 
Thx for the heads up. I dont have much time these days to update and test as much as Id like Ill try to push an update this weekend to fix it
JOG The Jogger 30 May @ 2:18pm 
@Sheerbert Heyo! Just thought i'd let you know i found a potential cause of a crash When sending just armour blocks throughthe stargates it will cause the game to crash. Found out it was do to armour blocks not having owners so BigOwners var will be empty when trying to call First() Quick fix: "if (ent is MyCubeGrid)
{
MyCubeGrid gridOwners = ((MyCubeGrid)ent);
if (gridOwners != null && gridOwners.BigOwners.Count > 0)
owner += gridOwners.BigOwners.First().ToString() + ":";
}"
REÐ 21 Jan @ 1:06pm 
10q <3
Sherbert  [author] 20 Jan @ 2:37pm 
The stargate model is actually fairly complex due to the animations consisting of the main model with 7-8 emissive parts for the chevron animation, 2-4 portal animation plains for the stop motion animation we are using (just textured circles), the swoosh model (this gets shrunk and enlarged to make the animation happen), and the 2 protection models (the shield and metal iris.) These are all the parts just in the stargate block itself and without them being placed properly the script would not run without major changes.

That being said a new gate model would just need the emissives in the right place and dummies with correct names and positions to automatically connect the 7-8 animation models

I am doing some basic support for it but model changes are unlikely to occur. Ill message the modeler to see if he has what your seeking
REÐ 19 Jan @ 1:37pm 
Greetings, despite the fact that I believe that this mod is no longer supported - I need your help. The question concerns directly the teleport ring model itself. Is there a .fbx version of the model? We use this teleport mechanic on our small server and would really like to optimize it for our realities.
G.Admiral_Telcar 4 Oct, 2024 @ 5:03pm 
This mod can be used with my tiered tech core mod here, tested and works great. This mod is just the tech components
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3330577566

Also I found a issue with both stargate mods, yours and the original.
If a Sabiroid tries to follow you through the gate it will cash a multi player server and the game. I don't know if this is known but I've tested it with both mods and each react the same. The only way to prevent it I've found is to make the stargate area inaccessible to the Sabiroids. Safezone's don't keep them out either, I didn't try ant type of shield mods.
Sherbert  [author] 4 Oct, 2024 @ 4:34pm 
Yeah the components are all thats required or if you use the techless version linked in the discription you can get away without it, its the same code just sbc files without the tiered tech
G.Admiral_Telcar 1 Oct, 2024 @ 6:36pm 
Cool, Thank You!! What does the tiered tech version require. Just the tech components?
Sherbert  [author] 1 Oct, 2024 @ 3:04pm 
No for sectored, it doesnt work with non sectored.
G.Admiral_Telcar 30 Sep, 2024 @ 7:23pm 
Is there any extra setup required for this to work instance to instance with nexus?