Space Engineers

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Transition Drive (BETA)
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Type: Mod
Mod category: Block
File Size
Posted
Updated
432.067 MB
3 Jun, 2022 @ 12:52pm
9 Nov, 2024 @ 5:56am
54 Change Notes ( view )

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Transition Drive (BETA)

Description
This is an beta version, please send me logs and steps to reproduce errors if you can!

The transition drive is jump drive that uses fuel. This is intended as a replacement for the standard jumpdrive, but does not actually replace it.
The transition drive is less limited than the regular jumpdrive, it can jump in and out of atmospheres and even inside planets or asteroids (with a chance to destroy parts of your ship). Loose players teleport with the grid if they're close enough, no need to sit. The transition drive can be used from a programmable block as well (The block is a IMyConveyorSorter, the properties to set are PBJumpBlind to jump a given distance forward. PBJumpGPS to jump to a given Vector3D, you can also verify jump success with PBJumpJumpSucceed).
The drive uses either the drive itself or the grid's main cockpit as the forward reference, so remember to set a main cockpit or orient your drive correctly if you make blind jumps.

The mod contains two planets for jump drive fuel: Ishtar, where the ore can be found in the form of low-yield sand in a vast desert, and Irkalla, an inhospitable hellscape where high-yield ore can be found deep underground.
Fuel can also be bought and sold at NPC stations and purchasable NPC ships have been updated with transition drives.

Transition drives create a jump signature visible to all players within a radius proportional to the jump distance.

Recent Update(s):


-Fixed bug that caused drives to stop working after a failed jump (I'm stupid)
-Added music to custom planets
-Added prototech versions for drives, with 2x fuel efficiency and 3x stealth efficiency

-Improvement to toolbar actions, added a safety toggle
-Major code changes to make multiplayer work. May be unstable.
-The gps selection should now be specific to the player using the menu as opposed to the block owner and popup messages should for the most part land on the correct player
-Create a contrived way to make the selected gps persist when saving/loading
-Removed Uranium and Platinum from the planets since they were never supposed to be there in the first place
-Fixed issue with pulling fuel, which was really just me having commented out a line by mistake
-Added jump distance to terminal info
-Fixed conveyors on small grid block
-Improved collision models on blocks
-Updated item models
-Added icon to item filter and fixed a crash caused by the last update
-Added item filter to only allow fuel inside drive inventory
-Fixed safe zone issues. Can't jump into or near safe zones any more
-Added transitium to trade stations, you can now buy and sell it to NPC's and there are acquisition contracts too
-Replaced jump drives on purchasable ships with transition drives, all except the J-Class Courier are fully integrated. The drive on the J-Class is not connected so you have to refuel manually.
-Replaced jump drive on Argentavis pirate carrier, the only freely spawning NPC ship with one.

Known bugs
-Some people have reported crashes when selecting a gps item in the menu. Please let me know if this happens to you.

Todo:
-Replace vanilla prototech jump drives in blueprints/encounters
-Determine if I can use ModAdjuster or something to do some things more cleanly (like adjusting trade station contracts)





17 Comments
SilverSurfer 6 Jun @ 12:23pm 
how do i turn off the cooldown PLEASE I BEG YOU REMOVE THE COOLDOWN
STUNNING & BRAVE 24 Mar @ 7:35am 
so how crazy would it be to let people use this on a server
Sensational Being 10 Dec, 2024 @ 6:36pm 
Thank you
Bizarro  [author] 9 Dec, 2024 @ 9:33am 
@Sensational Being
You're probably seeing the wrong visual because the LOD models for smallgrid are that of the junction block. It was too much work to make new ones so I just didn't. Should look fine up close unless your game is under a lot of load (it happens)
As for overriding gravity, I'm not overriding how jump drives work, I just replicated what I needed by looking at the source code and made my own version with less restrictions and more features. It's a separate system built from scratch.
Sensational Being 17 Nov, 2024 @ 3:09pm 
I just realized that your small grid "junction block" looks like a junction block to me, but in your picture it has the jump drive eye so that it would make sense that it's not the same thing. But why would I get the wrong visual?
Sensational Being 17 Nov, 2024 @ 2:53pm 
Since you used the small-grid junction block I wish all ports were usable so that I can better integrate it in my ship that already has a junction block. Only the small ports are working, currently. And it seems to me that the large grid should be conveyable as well.

This mod is a fun idea, but I'd just be happy to learn how you overrode the gravity restriction and if the same could be done for gravity generators.
Second55 4 Jul, 2024 @ 4:16pm 
Why cant i transition? it says the block is ready, i have correct fuel needed, but it wont even initiate the transition
Crysis Revelation 4 Apr, 2024 @ 3:51pm 
Does anyone know if this mod still works?
Unruly 7 May, 2023 @ 12:23pm 
Hi, thanks for this mod!

Any recommendations regarding size & placement of ishtar & irkalla? Forgive me, I haven't done any planet-placing before.
IceQ 15 Jun, 2022 @ 2:36pm 
Now we need Transition Cannons and we can build us an Odyssey. :D