Space Engineers

Space Engineers

146 ratings
Iota's Modular Jump Gates
9
4
2
2
4
5
2
2
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
502.766 MB
20 Aug, 2024 @ 12:50pm
4 Aug @ 1:28pm
33 Change Notes ( view )

Subscribe to download
Iota's Modular Jump Gates

Description
This mod adds modular jump gates to Space Engineers.
Jump gates are constructed from at least two jump gate drives and controlled by a jump gate controller.
Any number of jump gates can be built per ship and don't need to be static.

- Building a Jump Gate -
Jump gates are built from two or more jump gate drives.
Each drive projects a ray and form a gate if two or more of these rays intersect.

Jump gates can be any size or shape as long as each ray intersects.
Blocks from the construct a drive is on will block the ray so drives can't be fully hidden behind other blocks on the same grid.

Jump gates are free to move when built and aren't limited to static grids. Jump gates can also be jumped by larger jump gates, though two jump gates cannot be activated at the same time if their jump space overlaps.

For more information on building jump gates see: Creating a Jump Gate [github.com] wiki on Github

Jump gates do not have to be made with subgrids. Square gates work just fine

Connecting to a Jump Gate
Jump gates require a radio connection to target other jump gates.
This can be either from standard radio antennas or laser antennas.

Any jump gate that can be reached via antennas and pass the other qualifications (distance, faction relation, etc...) will show up in the controller as a valid destination.

This behavior can be modified in the configuration file[github.com] so any gate can be seen regardless of antenna connection.

Jumps may be affected by random error. See Jumping[github.com] for more information on waypoint types and their affects.

- Powering Jump Gates -
Each drive in a jump gate uses a set amount of power when idle defined in the config file. (See Configuration[github.com] for more details)
This defaults to 50 MW and 15 MW for large and small grid respectively.

Each drive also has an internal buffer defaulting to 100 MW and 25 MW respectively to store power for the jump gate when active.

When activating the gate, the drive's power draw ups to 75 MW and 45 MW. When the gate finishes charging, the gate will pull an amount power from the drive's internal buffers depending on the mass of things being jumped, the jump distance, and the size of the gate. All relevant power information can be seen in the jump gate controller.

If drive power is insufficient, the gate will attempt to pull from all onboard capacitors, and if still not enough, will draw power from the grid's power systems directly for 3 seconds.

For more information see Powering a Jump Gate[github.com]

- Extra Notes -
Make sure to check out the Wiki[github.com] for more information on the config file and other features about the mod.

Bug/Crash Reports
For bugs and crash reports, please open an issue through Github[github.com].
Please also post the log file and what you were doing when the issue or crash occurred.
Feel free to leave any suggestions as well.

Cross-Server Gate Jumps
At some point I'd like to expand multiplayer use to allow gate connections between servers.
Currently this isn't directly possible without an addition by Keen or a plugin.
See feedback about Inter-Server Communication[support.keenswh.com] to see if we can get native cross server communication support.

Chat Commands
There are a couple chat commands available to use.
All commands are prefixed with "/imjg".
See Chat Commands[github.com] or type "/imjg" in-game for a list of all available commands.

* Note *
This mod does work in multiplayer, however I recommend enabling auto-save
in both multi and single player worlds as this mod is still early and may be prone to crashes

107 Comments
Doomgoose 6 Aug @ 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 3 Aug @ 12:02pm 
Half a Supergate from Stargate...
IotaSphere  [author] 1 Aug @ 10:46pm 
@Noelle can you create a bug report on the Github?
Noelle 1 Aug @ 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] 1 Aug @ 12:48pm 
@arcadegamer
After pressing the "Jump" button on the jump gate controller, what was the message shown?
arcadegamer 31 Jul @ 8:36pm 
built the gate, got it to connect, works! put a ship in and it dont do anything :c
Jah 28 Jul @ 8:46pm 
Bless you and your kin, goated mod and great addition to this game
IotaSphere  [author] 24 Jul @ 10:46pm 
@Professor Cupcake
I'll look into it. Not sure how RSS does its thing so not sure if its possible.
IotaSphere  [author] 24 Jul @ 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 24 Jul @ 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?