Space Engineers

Space Engineers

Cargo Teleporter
108 Comments
Stollie 27 Dec, 2024 @ 10:33am 
Removed all the VS folders and sln file etc. from the downloaded mod file and its working fine again.
Stollie 27 Dec, 2024 @ 10:30am 
This throwing an error for me. It appears the VS studio obj folder is in the uploaded mod and SE is throwing a fit about the files being there.
Hanniah (she/they) 17 Dec, 2024 @ 7:01am 
Is there a version of this that is expensive? I'd prefer something like this to be either high end even when antenna connection is established, or like.. slow and inexpensive still requiring antenna connection by viable for slow early game lazy work
ToneDawgOG 3 Nov, 2024 @ 7:29pm 
I notice that sometimes the cargo teleporter gets stuck. So it will be sending items to another container on another grid and the items will entirely void or the teleporter will stall entirely regardless of the inventory status of the container being sent to. Usually when either of these happen a save reload at least is required but it usually happens again within 10 minutes
Faceless 23 Oct, 2024 @ 12:35pm 
A simple description how to use.
Build cargo, build teleporter block next to cargo with arrows facing out.

Build cargo of where you want them to go.

If the cargo of where they are going are on same grid, then you do not need a G tag in the teleporter block. Name field..

Same grid, you put as follows [T:name of cargo where it's going] in the name.

If off grid, you put [G: name of grid] [T:name of cargo] as the name .
Bible Camp Victim 22 Oct, 2024 @ 10:46am 
quick question do i need to have both cargo teleports set on to pull from a cargo on one grid and one to push to on another grid. Like do i need them both set with the T/F or do i just set one and leave the other blank. and can i have multiple teleports on one grid going different places. thanks in advance
Faceless 12 Oct, 2024 @ 1:35pm 
Yeah, I understand, I host a server and I want a global filter setting for all players by default.
falconraptor  [author] 11 Oct, 2024 @ 10:17pm 
@Faceless You can use the filters in the block (it acts like a sorter) or put a sorter just before the teleporter.
Faceless 11 Oct, 2024 @ 8:58pm 
Can you add the option to restrict items from being teleported, i want all components and ammo from being teleported
pierce3383 24 Sep, 2024 @ 8:28pm 
Works for me on my Daryabar star cluster servers. Fully uses antenna networks. When matter transmitting will sometimes say "disconnected" but if you look at the block's inventory you will see it is working. This will fill/empty a large cargo container in minutes. It also works ship-planet, ship-ship, over any of your owned antenna networks. Grids can be moving as in a grid on Europa transmatting Ice to a ship's medium cargo, keeping O2 generator fueled. Mining ships can transmat ores directly back to your base. You can transmat directly to any block that holds cargo. Warning, if left on and there is nothing to send they can cause performance issues.
falconraptor  [author] 7 Sep, 2024 @ 1:26pm 
@Rari1390 This was tested in single player and works on 9/7/2024.
Rari1390 7 Sep, 2024 @ 8:34am 
@falconraptor Please tell me if the mod still works?
TioTrix 21 Apr, 2024 @ 5:45am 
nope dont work for me, the antennas dont connect for what ever reason. normally they should do it
TioTrix 20 Apr, 2024 @ 2:25pm 
hm i try this out but it dont work for me
the antennas dont connect ,even when they about ... 22m away

status disconnected
grid not found
target not found..

and both antennas should see the other one
falconraptor  [author] 10 Apr, 2024 @ 3:44pm 
@ProgrammerTM08 I am sorry but currently the mod does not work with gasses.
Progammer TM08 8 Apr, 2024 @ 11:57am 
Does it work with hydrogen?
DISCO429 27 Jan, 2024 @ 10:47am 
hi all, anybody else had the issue where teleporters suddenly stop sending cargo to other grids and it disappears/deletes?
kinngrimm 25 Jan, 2024 @ 3:46pm 
understood, well i guess i will have to stress test this system when i come to build my battleship in a few months ^^ not sure i would even notice any performance fall offs then or would address them to the correct origin. I could build a test environment in creativ with a couple hundred runninng in parallel in a loop on my potato... *sigh* will see.
thanks for your time, it is a great mod idear
falconraptor  [author] 12 Jan, 2024 @ 1:29pm 
@kinngrimm I am not sure about performance savings, I just tried to make it as small a penalty as possible. I never tested it with multiple inventories, only to or from the teleport block as seen in the video. The block that the teleporter is pulling from or pushing to can be any inventory (assembler, turret, o2h2, cargo, etc...)
kinngrimm 12 Jan, 2024 @ 10:46am 
so there are 1:n from and get options, do both endpoints have to have the teleporter block or could the target be just a bunch of inventories?
kinngrimm 12 Jan, 2024 @ 10:34am 
in terms of performance, roughly at how many single conveyors would this become better?
I am thinking of large battleships and having turrets equiped with these to replenish their munition.
Would that make sense?
SvenBrnn THE NOOB 2 Dec, 2023 @ 2:02am 
OK, i just debugged though the whole code and found out... the only thing not working is the console telling me its disconnected. Somehow when the containers are connected on the dedicated for a grid thats 40km away, its not showing in the status. It says "disconnected" and "no grid" + "no block" while it is transfering items correctly.
Zicarius 1 Dec, 2023 @ 11:21pm 
well it works after some experiments.

Cargo Teleporter [G:Celestial Core Miner] [T:CCM Cargo 6] [F:Cargo 2]

Cargo Teleporter - Name of the teleporter block
[G:Celestial Core Miner] - Name of the grid to teleport
[T:CCM Cargo 6] - Name of the Cargo to push the items TO
[F:Cargo 2] - Name of the Cargo to pull the items FROM

G, T and F should be in order, I tried mix matching it, but doesnt work unless that order.

what does this do?. Will pull from the cargo where the teleporter connects then transfer it to the specific grid to its specific cargo storage.

hopefully author will put this instruction above.

pretty usefull, work the best with the Mine and Fill Mod
SvenBrnn THE NOOB 1 Dec, 2023 @ 12:08pm 
Unfortunatly the mod seems to not work correctly on a dedicated server.
It seems like the list of blocks from the spacebase is somehow empty.

Here is the log i could Produce:
https://pastebin.com/h3cqF6DU
KEJWII 29 Oct, 2023 @ 3:44am 
Will there ever be scaling power usage?
example 1GW - 100km?
7th Calvary Airborne Foxx 12 Sep, 2023 @ 12:45am 
Still works for me @OneSki
|RD| OneSki 1 Sep, 2023 @ 7:27pm 
Is this mod not working after Automation? I can't get it to work at all anymore.
BeerKegBob 12 Mar, 2023 @ 12:24pm 
Really awesome mod. Nice if you have a large miner in orbit to teleport ore from orbit to a ground base. Works awesome
Blue64 7 Mar, 2023 @ 1:16am 
sounds like it should go in Bug Reports, they should match range to antenna range.
TheBardicNick 28 Feb, 2023 @ 7:42pm 
Heyo Mod devs! I'm running into an issue where though our Antennas are set to 50KM, the range of the Cargo Teleporters only seem to be 5KM. Is there a setting somewhere I might be missing or mistaking?
Arazor 27 Feb, 2023 @ 5:46pm 
@falconraptor I ended up removing the mod from my dedicated server cause it wasn't usable. If my players want it again I'll see if I can verify if it works or not.
falconraptor  [author] 26 Feb, 2023 @ 10:57pm 
@Blue64 I did not check when I implemented the fix, but the error was when there was no faction assigned to the grid.
When I was trying to recreate the problems that reported at the beginning of the month, I could not. I believe that is because I was in a faction at the time.
Blue64 26 Feb, 2023 @ 4:48pm 
@falconraptor did you check if this worked with ally relays too? Fairly common in MP and SP.
falconraptor  [author] 25 Feb, 2023 @ 11:59pm 
@Cheeky @Avasia I just found and fixed a bug that prevented the Teleporter from working when a grid that it was going though (source, destination, antenna relay, etc...) was owned by a player that was not in faction (somewhat common in single player). Please see if the latest update fixes your issue.
Blue64 15 Feb, 2023 @ 5:38pm 
this can only teleport to a container on a grid connected to a receiving antenna, not a sub-grid from the antenna, and the sending grid requires antenna contact with the receiving antenna, again sending container must share grid with antenna, not sub-grid; If all this fails, you might just need to re-download the mod files from steam, if that fails, you might want to use the bug report thread.
Arazor 9 Feb, 2023 @ 4:51pm 
Done all of the suggestions. Have the exact grid name & and exact container name for G: to F: & no matter what we do it does not work. It worked before and now suddenly does not work even when we didn't interact with it. Worked for a day and that was it.
Blue64 1 Feb, 2023 @ 6:43pm 
check the Bug Report Thread to find my extremely detailed walkthrough to build a functional model you can play with, it should be message 3.
Blue64 1 Feb, 2023 @ 6:42pm 
You are exactly right. Quote: "Teleport to / from a different grid
Add [G:{Grid Name}] to the name of the Teleporter.
ex "Cargo Teleporter [G:Static 7763] [T:Small Cargo Container 2]"

This will push the inventory of the Teleporter into "Small Cargo Container 2" on the grid named "Static 7763" if they are connected via an antenna network.

Antenna signal relaying (aka using the chain of antennas you own), you can now use chains/networks of antennas to find specific targets"
Cheeky 29 Jan, 2023 @ 7:28pm 
my exact set up works in a new world, but does not work in the original. There are antennas and the block is on, the only variable is the text, swtiching it to transfer to the same grid works, but upon changing to teleport from 1 grid to another, it acts like I need to input text to specify what grid. I gave up and deleted the grid sorry.
Blue64 27 Jan, 2023 @ 2:58pm 
you can check the bug report thread for additional help.
falconraptor  [author] 26 Jan, 2023 @ 5:49pm 
@Cheeky, I have just verified that functionality works in my test save. Would it be possible for you to send me the world or blueprints of the 2 grids?

Please double check that the teleporter is on, that the 2 grids are owned by you or your faction and that they both have antennas that are in range of each other.
Cheeky 26 Jan, 2023 @ 5:43pm 
On a new save it works, but I changed the grid name and now it keeps telling me to set the grid and block. The teleporter block is also stuck red, and it will only teleport to the same grid. Been trying for hours
Cheeky 26 Jan, 2023 @ 4:15pm 
Specifically transferring from 1 grid to another does not work anymore
Cheeky 26 Jan, 2023 @ 4:00pm 
Mod is no longer working as of today for me, won't teleport and keeps thinking there is no T or G
falconraptor  [author] 25 Jan, 2023 @ 10:38pm 
@Blue64 I have found & fixed the bug with the Laser Antenna and also improved the performance a bit.
Blue64 25 Jan, 2023 @ 2:39am 
I would need to ask my friend, he was running the session as a Multiplayer Server, he knows more about the details you are looking for. :selike:
falconraptor  [author] 19 Jan, 2023 @ 11:48pm 
@Cheeky I will look into changing power cost by distance.

@Blue64 I will have to look into that bug. The last time I used the mod that function was working. Do you have any logs?
Blue64 18 Jan, 2023 @ 1:14am 
is it just me, or have Laser Antenna been broken for a while? I want to use the Antenna version, but Laser Antenna doesn't work without both sides sharing local Render Range, making remote Drones completely useless when Hostiles show up and cause tons of damage because you gotta daisy-chain a massive Antenna Array otherwise, leaving one's self vulnerable to raiding. It's just really annoying to need to build communications relays when Laser Antenna should function, and that detracts from how awesome this mod is.
Cheeky 16 Jan, 2023 @ 11:23pm 
Thank you soo much for making this man. This is essentially a fix to merger blocks destroying your large rover/ship when merging with a large static grid/base. You should consider making it cost less depending on the distance to the source. Either way I am a happy boy :)
Blue64 12 Dec, 2022 @ 4:47pm 
Correction: Grid2 O2 & Grid2 H2