Space Engineers

Space Engineers

Atlantean Transporters
122 Comments
Superman™ 27 May @ 9:16am 
If you guys want teleporters in SE2 please upvote here. You have to advocate for the things you want to see in the game so the devs know. https://support.keenswh.com/spaceengineers2/pc/topic/48106-personal-teleporter-se2
The Iron Grate 13 Apr @ 6:54pm 
I should've read the discription lol, needing a long range teleport to go to the astro base.
Sherbert  [author] 2 Feb @ 6:20am 
I do plan on updating all my mods to SE2 that are workable. If possible then yes it will be
DarthGriffin 1 Feb @ 11:07am 
is this going to be imported to SE2 in some form? (whenever Keen actually does bring in mods).

Super important for base building for me for building under voxels
Demon117 16 Dec, 2024 @ 4:43am 
like from Stargate Atlantis
Sherbert  [author] 4 Nov, 2024 @ 4:31pm 
No unfortunately due to its usage of vanilla control system it has to be connected to the grid its transporting to. if you made a subgrid that connects the 2 buildings it might work
LurkVex 4 Nov, 2024 @ 11:25am 
Hello! I would like to know if teleportation works between different buildings? For example, within a certain radius
The Doctor 31 Oct, 2024 @ 6:43pm 
dont worry i typicly use this as a turbolift cause i cant build precise elevators
Sherbert  [author] 31 Oct, 2024 @ 5:57pm 
ah yeah effects. I haven't been able to get effects to work on any of my mods without causing inconsistent crashes so I tend to forgo it.
The Doctor 31 Oct, 2024 @ 9:22am 
wish it had effects
The Doctor 31 Oct, 2024 @ 9:22am 
it works still just no effects
Black Jesus 22 Oct, 2024 @ 3:11am 
well it just doesn't tp, i think it could be a conflict with other mods i have loaded tho so ill just troubleshoot that bit first
Sherbert  [author] 21 Oct, 2024 @ 4:43pm 
Tested on a server environment and normal one and it functioned fine, I need more info to debug if you dont have it working
Sherbert  [author] 21 Oct, 2024 @ 2:25pm 
just not working or throwing an error?
Black Jesus 21 Oct, 2024 @ 1:03am 
non functional unfortunately
Glue_Drinker 16 May, 2024 @ 12:02pm 
does this still work?
jaknivek 6 May, 2024 @ 5:51am 
Hi Just want to say thank you. i love this mod i use it on all my grids now replacing all the glitch elevators on all my ships. was wondering if you had any plans to make it small grid compatible too, it would be awesome to be able to use it on my larger small grids as well
NightOps 18 Mar, 2024 @ 6:41pm 
Don't you think it would be better if you were to be oriented facing toward the transporter's entrance/exit after teleporting so you could immediately walk out instead of backing out or turning around first?
Jack Schitt 5 Feb, 2024 @ 5:33am 
Awesome! Works as of February 5, 2024:
https://youtu.be/81Yu4JgCW90
John Shepard 28 Jun, 2023 @ 9:12pm 
Brilliant work!
ⒹⓔⓐⓓⓜⓐⓝWalking 3 May, 2023 @ 8:45am 
very nice, love to not have to rely on corridors on my ships.
Sherbert  [author] 18 Apr, 2023 @ 5:40pm 
not without a major rewrite and a completely different interface as you cant directly access from the button interface items on antennad grids as far as i know. Unless something changed
PepperJack 18 Apr, 2023 @ 4:16am 
can we get this to work with Laser Antenna Firmware ? It would be cool to have to use laser antennas to teleport from grid to grid.
1antonioorlo1 27 Feb, 2023 @ 4:04pm 
You can check "Cryopod conveyor travel (Turbolift)" mod
Sherbert  [author] 26 Nov, 2022 @ 3:03pm 
sorry no intentions of making this mod grid to grid at this time. I do have a ring tansport mod that will do that
Fuchs_der_Nacht 25 Nov, 2022 @ 6:33am 
thanks for the mod!
its good!
im suprise
Jezzing My Unders 20 Nov, 2022 @ 9:26am 
is there any way to use the transporters to go from grid to grid?
MadmanMac 9 Oct, 2022 @ 4:41am 
will do and thankyou :]
Sherbert  [author] 6 Oct, 2022 @ 2:12pm 
also it should be working fine on nexus servers if not let me know whats happening
Sherbert  [author] 6 Oct, 2022 @ 2:11pm 
yeah normal reupload stuff, unlisted, link to original ect. knock yourself out.
MadmanMac 6 Oct, 2022 @ 9:50am 
to be clear, i know this is not for nexus, but the station will be fairly large and would like to be able to use this for inter station jumps :]
MadmanMac 6 Oct, 2022 @ 9:48am 
@sherbert, great work and really easy to use, im hoping to use this in a nexus hub me n my buddies are setting up, would like to ask you for permission to reup privately and with all due mentions and links back, will that be ok ?
Crimson Revenant 9 Jun, 2022 @ 10:55am 
This is exactly what the game has needed, a turbolift/elevator/teleporter. And props for having 6 function buttons in it.
Sherbert  [author] 17 Mar, 2022 @ 2:32pm 
@stone I know of a few torch servers running it with no issues and it shouldnt have any problems with nexus either
Stone Industries Gaming 17 Mar, 2022 @ 4:54am 
@Sherbert - any known issues with using this on a dedicated server? Our community members seem interested in this.
Jasper 21 Feb, 2022 @ 2:22pm 
Roger, wilco. Thanks.
Sherbert  [author] 21 Feb, 2022 @ 2:15pm 
No concerns but do me a faver @Jasper, Post a link here once the models done so people can see the reskins
Jasper 21 Feb, 2022 @ 2:04pm 
@Sherbert I'm working with Sargonnas doing development for his Star Trek Continuum server. He said he has permission from you to use your mod in developing a custom version for the server. I will be publishing a private version so that I can test on my server. I will keep it private/unlisted until such time as it is complete. At that point it will only be published publicly with your approval/conditions, etc. If you have any concerns, please let me know.
Sherbert  [author] 29 Jan, 2022 @ 8:05am 
hmm first case ive heard of it bugging out. Ill look into it
EdWard 27 Jan, 2022 @ 3:18am 
Hello, actually, when I click on a button I have previously set, it doesn't teleport me like in the past, but it bring the window to set the buttons. Any update coming?
Qarannia 4 Jan, 2022 @ 11:37pm 
@Sherbert Thank you. I will include a link back to this mod in the mod description. The turbo lift will be the Voyager model.
Sherbert  [author] 4 Jan, 2022 @ 5:36pm 
A quick cavieot, no discovery or picard models please, Gene Roddenberry got talent, paramount does not.
Sherbert  [author] 4 Jan, 2022 @ 1:57pm 
@Qarannia go ahead you have permission as long as you link back to the original mod. if you have any questions about implementation let me know
Qarannia 3 Jan, 2022 @ 1:37pm 
@Sherbert Hi Sherbert. As part of my Star Trek Mod Pack I am building a set of corridors and would like to include a Turbolift (basically an ongrid transporter). I would like to ask your permission to use your script for it please. Full credit will be given to you of course.
Sherbert  [author] 27 Nov, 2021 @ 6:37am 
Thanks still dont know what caused it but will deep dive into my code to make sure i didnt miss anything power related (I did originally have some power req for it to work)
Abisius Xarvenius Carbensius 27 Nov, 2021 @ 2:12am 
did a short test and it seams the problem is gone with one of the updates since the last test.
could also be that there was a glitch where data was wrongly used, did a full moddata cleanup and redownload before both tests to have no old data in the way.

as for the test i did before the first comment about it:
the shield recharge got stuck at 90-95% if the transporter was used while or shortly before the shields started recharging, a reload of the world was able to fix that till the next fatefull using timing.
Abisius Xarvenius Carbensius 27 Nov, 2021 @ 12:07am 
i first do a test after the latest updates to look if it is still there or not and then report back.
Sherbert  [author] 26 Nov, 2021 @ 6:17pm 
I spoke to darkstar and neither of us see any conflicts. I would need more information. If you msg me with more details that would be helpful.
Abisius Xarvenius Carbensius 26 Nov, 2021 @ 4:30pm 
just a guess for msomeone using mods but has never made a mod on its own:
both mods ar eprobably using scripts to do theyre stuff, so even if they dont work o nthe same stuff could it be that there is atleast a partial conflict between the scripts?
Sherbert  [author] 26 Nov, 2021 @ 11:36am 
Yeah it will be moved to ancient technology, it wont be inter-grid I have ring transporters mod for that and ill look into the conflict, no idea why its a modified button panel with 0 to do with power or shields.