Space Engineers

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. apr. 2020 kl. 19.47
2. mai 2022 kl. 18.01
5 endringslogger ( vis )

Abonner for å laste ned
Transporter -- Works (Nov 30, 2023)

Beskrivelse
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/
Populære diskusjoner Vis alle (3)
1
21. okt. 2021 kl. 2.19
Mod error on dedicated server
Papa.Dragon
0
18. mars kl. 16.49
Feature requests
NightOps
0
8. mars kl. 10.17
Sometimes the transporter won't activate
Lampglow
355 kommentarer
Sir Stompalot 11. juni kl. 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. apr. kl. 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. mars kl. 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.
Jack Schitt 22. feb. kl. 20.31 
@Ollovain: It's this line on line 47 of my server's config:

<ViewDistance>15000</ViewDistance>

Default is 15000 (15km). All planets in the Start System are within 5500km of each other so if this theory is correct that it's render distance doing this, I haven't tested it (yet) myself, if you set that to:

<ViewDistance>6000000</ViewDistance>
making your world's render distance 6000 km all of your transporters should see each other. Note that the range distance for both transporters must be set to that distance (or greater) as well. 6000 km is an insanely ridiculous amount to have render set to.

Because of performance stuff we may have to set it lower to conserve performance and use multiple transporters to go further than render distance with them if this can't be fixed in the mod somehow.
nukeguard  [skaper] 22. feb. kl. 15.49 
I'm not sure with DS, it's likely in the server settings
Ollovain 22. feb. kl. 7.16 
Sounds good ...... but .... can you give me a hint, how to raise the render distance? Which is the name of that value in the server-config? Can´t find it.
Or do I have to change it in the local config?
nukeguard  [skaper] 16. feb. kl. 16.35 
probably set it to farther than you have the transporters
Jack Schitt 16. feb. kl. 14.17 
How far do we have to set it so the transporters work on all planets? 4000km?
nukeguard  [skaper] 16. feb. kl. 12.35 
ah, good, problem solved then
Capt Fuzzy 16. feb. kl. 7.24 
@nukeguard - You might be on to something there...
I don't recall the details as it's been a while, but there was another mod that required the render distance to be raised for it to fully function.
It worked, but raising the render distance made it work as intended.