Space Engineers
580 คะแนน
Transporter -- Works (Nov 30, 2023)
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ชื่นชอบ
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เลิกชื่นชอบ
Type: Mod
Mod category: Block, Script
ขนาดไฟล์
โพสต์
อัปเดต
17.826 MB
23 เม.ย. 2020 @ 7: 47pm
2 พ.ค. 2022 @ 6: 01pm
5 หมายเหตุการเปลี่ยนแปลง ( ดู )

สมัครสมาชิกเพื่อดาวน์โหลด
Transporter -- Works (Nov 30, 2023)

คำอธิบาย
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/
กระดานสนทนายอดนิยม ดูทั้งหมด (3)
1
21 ต.ค. 2021 @ 2: 19am
Mod error on dedicated server
Papa.Dragon
0
18 มี.ค. @ 4: 49pm
Feature requests
NightOps
0
8 มี.ค. @ 10: 17am
Sometimes the transporter won't activate
Lampglow
362 ความเห็น
nukeguard  [ผู้สร้าง] 14 ก.ย. @ 6: 27pm 
sounds like a power problem based on distance? it is 1mw per km
TinyTexan09 14 ก.ย. @ 6: 18pm 
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  [ผู้สร้าง] 19 ก.ค. @ 5: 13pm 
nah, just right, power requirements are beefy
Deatheffect 19 ก.ค. @ 6: 29am 
too over powered :(
nukeguard  [ผู้สร้าง] 16 ก.ค. @ 5: 00pm 
should still be able to tweak it from the config file
nukeguard  [ผู้สร้าง] 16 ก.ค. @ 4: 59pm 
No you can't reupload willy nilly without permission. Also, consoles can't use mods that use client side scripting.
CaptainW_rCrimes 15 ก.ค. @ 9: 45pm 
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 มิ.ย. @ 12: 47am 
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 เม.ย. @ 9: 02am 
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 มี.ค. @ 9: 16am 
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.