Space Engineers

Space Engineers

Stargate Stargates
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?
Sherbert  [author] 14 Jul, 2024 @ 5:13am 
Their should be additional information in the logs, without it I cant debug the problem. I would guess either you don't have a tiered tech version in which case you should use the techless or you are not using the ore companion mod, either mine or Gwendlmere.

Google translate version into German-

Es sollten zusätzliche Informationen in den Protokollen enthalten sein, ohne diese kann ich das Problem nicht beheben. Ich würde vermuten, dass du entweder keine abgestufte Tech-Version hast, in diesem Fall solltest du den Techless verwenden, oder du verwendest nicht den Erz-Begleiter-Mod, weder meinen noch Gwendlmere.
DaMaster84 13 Jul, 2024 @ 9:39pm 
Funktioniert Nicht, beim Start kommt nur dieser Fehler :steamthumbsdown:
MOD_CRITICAL_ERROR: Stargate Stargates
Jack Schitt 5 Feb, 2024 @ 7:36am 
Works great! Any chance of adding actions and properties to it so buttons, toolbar action slots, and timer blocks can be setup to dial a GPS? The iris can be toggled or opened and closed that way. I hope you would consider this as an update.
MinePlay96 10 Nov, 2023 @ 1:23pm 
Hi, I would like to trigger a stargate with a programmable block, but I have found that there is no way to do that. Do you have a github or something else where I can make a pull request ?
Sherbert  [author] 26 Oct, 2023 @ 4:00pm 
their is a version that is standalone without tiered tech but still requires stargate ores. I will not be making another version but if you wish to reupload you can as long as you keep it unlisted and link to the original
Leonix 26 Oct, 2023 @ 3:43pm 
Could you please make a standalone version without need of Tiered tech and Stargate ores? O.o
MAMPF(GER) 3 Sep, 2023 @ 10:47am 
MP Server, No Nexus. No Grid Transport, No Iris. And Yes front of the gate
Sherbert  [author] 3 Sep, 2023 @ 4:47am 
Im not able to replicate your issues. The iris is working as far as ive tested as long as you set the iris code in advance. and grids transport just fine. are you making sure you are going into the front of the gate because going in the back will destroy the grid with no transport? otherwise im going to need more to go on then its not working, like a detailed setup so I can replicate it. Are you playing on a server? Running Nexus? Playing single player? that type of information.
MAMPF(GER) 3 Sep, 2023 @ 2:43am 
Neither does Grids transport, in case it helps you
Sherbert  [author] 2 Sep, 2023 @ 8:39am 
gotcha ill look into it and post an update once i find out whats happening with it
MAMPF(GER) 2 Sep, 2023 @ 8:28am 
he iris does not open with color code
MAMPF(GER) 2 Sep, 2023 @ 7:40am 
Iris are broken on Server. No accept GPS Color Index
Sherbert  [author] 14 Aug, 2023 @ 4:16am 
not at the moment but in the next week (time permitting) ill upload it. The icon on the faction shield is baked into the texture for it. Ill see if its possible to make it a transparent screen where icons could be added just by adding images
Keltskiy 13 Aug, 2023 @ 3:50am 
are there any resources like a github that allows me to learn more about the mod?
I'd like to make a version of the gate shields that uses faction icons if I can figure it out.
Sherbert  [author] 12 Aug, 2023 @ 11:50am 
What was the error?
DaMaster84 11 Aug, 2023 @ 4:20am 
Doesn't work. There was a critical errors :steamthumbsdown:
Sherbert  [author] 7 Aug, 2023 @ 4:52am 
refresh rate on the gates code is 10x a second so yeah if you cover the distance it can be a problem with smaller things.
PlasmaKing89 6 Aug, 2023 @ 8:43pm 
It's also a problem if you go through to fast, if you or your grid goes through the gate to fast it thinks you went through the back and either kills you or removes your grid. :steamsad:
Sherbert  [author] 1 Jul, 2023 @ 2:20pm 
The gates are directional. if you go in the back of a gate (the side without the symbols) the ship is destroyed, if your player goes threw that side you die
ItsSoBread 1 Jul, 2023 @ 1:38pm 
I just have a few questions I cant find answers too. Sometimes when I put a ship through a gate it just flat out disappears, and other times I die and the ship vanishes. Other times I go through fine. Is this RNG or is there a way I can fix this
Sirshartsalot 6 Jun, 2023 @ 10:01am 
I must be mistakened then i removed the stargate mod that i listed via the link and added yours but the other one appeared back as well as the script for it. Must be the stargate weapons mod pack that adds it back. I will have to ask on there as well in that case.
Sherbert  [author] 5 Jun, 2023 @ 5:08pm 
sorry but no. Neither of those mods are added as dependencies. The only required mods for this to work is a form of tiered tech if your not using the techless version (Link above) and Stargate ores mod (also link above) The reason I dont have anything directly plugged in is because both my ore mod and the standard tiered tech are reuploaded so much as to make it a pain for server runners to operate. This mod does not ADD ANY MODS automaticly
Sherbert  [author] 4 Jun, 2023 @ 3:08pm 
tiered tech and stargate ores both have links above. if you dont want tiered tech use the techless version also linked above in the discription
Sirshartsalot 4 Jun, 2023 @ 10:18am 
Has this got any dependencies?
{ZET} Inflitor 1 Jun, 2023 @ 11:48pm 
uhh i dont exactly know how to send a log...
Sherbert  [author] 1 Jun, 2023 @ 3:08pm 
Can you send me the log so I can see whats causing the issue?
{ZET} Inflitor 1 Jun, 2023 @ 2:18pm 
the game currenty breaks when using the mod and trying to drive a rover trough the gate...

Sooo i drove a rover trough the gate and landed on the other side whit the problem that the rover is gone and only the wheels of it made it trough... and now evrytime i try to use the gate back the game crashes...

I was traveling from Earth (floating station) to moon (ground station) whit the Rombat Rover (repaired) from the Frostbite Szenario
{ZET} Inflitor 29 Apr, 2023 @ 11:57am 
hey does this mod work on longtime game sessions?
ZERON1GHT 24 Apr, 2023 @ 11:51pm 
thank you
Sherbert  [author] 24 Apr, 2023 @ 4:17pm 
by default no, you can however ask permission from the author and re-upload with some conditions.

I Give you, Zero, permissions to change my mod if you want as as long as you do the following

1.) Link back to the original in the description
2.) Make sure its unlisted
ZERON1GHT 23 Apr, 2023 @ 11:22pm 
Hello, is it allowed to take a mod and change it? I'm just running a server and need to add a localisation and maybe change a recipe.
Sherbert  [author] 18 Apr, 2023 @ 5:53pm 
Since that block isn't important (the block itself is but being a remote control isnt) im going to change out that one for something else, might take a day or two to publish as scheduling and testing permits
Sherbert  [author] 18 Apr, 2023 @ 5:39pm 
just saw the comments am working on a fix
w00kie 18 Apr, 2023 @ 10:36am 
I've checked "Ori_Gate_4x6 - remote.sbc" and commented out the whole definition of "Ori_Gate_4x6". I did the same for the other offending Remote Control from another mod (Star Trek Mod Pack 4.5) and can now load my previously corrupted savegames again. :steamhappy:
w00kie 18 Apr, 2023 @ 10:00am 
Heyho, sherbert some parts of this mod appear to be the reason that my savegames corrupted after the Automatons patch, Keen support told me:

"Seems some outdated mod including "Remote Control" block breaks your save.

MyObjectBuilder_RemoteControl/Ori_Gate_4x6
MyObjectBuilder_RemoteControl/Tritanium_RemoteControl_Large
MyObjectBuilder_RemoteControl/Tritanium_RemoteControl_Small
..."

At least the offending "Ori_Gate_4x6" I can confirm is part of this mod. Just wanted to let you know. My thread with them: https://support.keenswh.com/spaceengineers/pc/topic/28148-world-corruption-after-update-to-automatons


I have not yet tested if removing "Stargate Stargates" will fix my saves, but will do so later.
Sherbert  [author] 5 Apr, 2023 @ 2:20pm 
because . . . its because i made the mod with flexibility in mind for server owners, for example you can use either my or gwendlemere's ore mods and for tiered tech the author has allowed many servers reupload variations. By not putting it as required then when the world downloads mods it wont download my required versions allowing the server owners to use thier own without the headache of having both and forcing one over the other
K O B A 5 Apr, 2023 @ 12:37pm 
If the mod has other required mods, why not list them as required?
{ZET} Inflitor 26 Mar, 2023 @ 8:39am 
Thats great! thanks! This helps a lot!
Sherbert  [author] 26 Mar, 2023 @ 7:46am 
Super gate dialing distance is updated to 10x the dial distance of standard gates (50m)