Space Engineers
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Transporter -- Works (Nov 30, 2023)
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Type: Mod
Mod category: Block, Script
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17.826 MB
23 Απρ 2020, 19:47
2 Μαϊ 2022, 18:01
5 σημειώσεις αλλαγών ( προβολή )

Συνδρομή για λήψη
Transporter -- Works (Nov 30, 2023)

ΠΕΡΙΓΡΑΦΗ
Thanks to Dorimanx for the fixes for 1.199

Transporter
- large ship / station
- 6 persons
- max 1MW per km: 6000 KM (per person)

Single Pad Transport
- small and large ship
- 1 person
- max 1 MW per km: 300KM (per person)

Jammer
-max range: 1000m
- large ship
A Jammer will prevent all enemy transporters to work correctly, but it doesn't have an effect on allied transporter. So your transporter can transport enemies, even when your jammer is activate, as long your enemy doesn't have a jammer.

What do the lights mean?
- Green: The transporter is ready.
- Orange: There is an error: Target is not in range OR there is no player to transport OR target is blocked
- Red: Deactivated / not enough power.

Not a Bug - A Feature!
- Players who are in a control seat can't be teleported: The transporter can't differ between chair or human and stops the transportation process. (this gives a good protection against "unallowed teleportations")

Todo:
-make custom particle for transport effect

PSA: I am not a scripter, this mods scripter is no longer available, if you'd like to help upkeep this mods scripts let me know!


Disclaimer
* By building the transporter you agree not to sue us for the following accidents: Merging two persons into one, splitting one person into two, transport to another universe, transport to the future or past, clones or transportations into solid materials.
This disclaimer is also valid if you accidentally travel back in time and stop us from writing this disclaimer.

Changing Settings
You can change different attributes like power consumption or range. Take a look at this:
http://steamproxy.net/workshop/filedetails/discussion/693253011/358415206079646554/
Δημοφιλείς συζητήσεις ΠΡΟΒΟΛΗ ΟΛΩΝ (3)
1
21 Οκτ 2021, 2:19
Mod error on dedicated server
Papa.Dragon
0
18 Μαρ, 16:49
Feature requests
NightOps
0
8 Μαρ, 10:17
Sometimes the transporter won't activate
Lampglow
362 σχόλια
nukeguard  [Δημιουργός] 14 Σεπ, 18:27 
sounds like a power problem based on distance? it is 1mw per km
TinyTexan09 14 Σεπ, 18:18 
I'm having a problem where when I click teleport, the pad's lights just become red, and it seems to do this at random, as in working one minute and not the next. If I could get help fixing this, it would be great. Thank you!
nukeguard  [Δημιουργός] 19 Ιουλ, 17:13 
nah, just right, power requirements are beefy
Deatheffect 19 Ιουλ, 6:29 
too over powered :(
nukeguard  [Δημιουργός] 16 Ιουλ, 17:00 
should still be able to tweak it from the config file
nukeguard  [Δημιουργός] 16 Ιουλ, 16:59 
No you can't reupload willy nilly without permission. Also, consoles can't use mods that use client side scripting.
CaptainW_rCrimes 15 Ιουλ, 21:45 
does this work on console? is there a copy of this on mod.io if not my i upload a copy to use in crossplay servers?
Sir Stompalot 11 Ιουν, 0:47 
Good morning,

The mod is working perfectly as of June 11th 2024 on my personal world.

I have a question as to change the distance and reducing power/Km, can it still be tweaked in the %appdata% XML?

If so, I'm having a hard time trying to find said file, computer says path %appdata%/SpaceEngineers doesn't exist. I do see an XML for a single large pad, but not one of a small single.

Thank you!
Garmfel 9 Απρ, 9:02 
Is there any way to lower the power cost per kilometer? I'm lazy and don't feel like beefing up my grid lol
Rizzo 21 Μαρ, 9:16 
On Keen Dedicated Servers or Torch, the configuration is going to be in this file: SpaceEngineers-Dedicated.cfg.

There are two primary settings that control what is loaded and visible in the game, not sure which one you will need. As Jack mentioned, one is ViewDistance, this controls how far you can "see" in the game. The other is SyncDistance this tells the game the distance from the player to start loading objects.

For play-ability, it is often best to set the SyncDistance slightly further than the ViewDistance. On our server the view distance is 15km but the SyncDistance is 16km. At normal-ish speeds this ensures that voxels and objects are loaded before you can see them and don't pop in.

If you raise all these numbers to the distance you are describing (especially SyncDistance), then the game will try to sync every object you have in the game world to all clients. This will make performance optimizations stop working and is probably not the best approach to this.