Space Engineers

Space Engineers

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TeleportGateway
   
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
373.808 KB
15 Jul @ 12:25am
31 Jul @ 3:03am
3 Change Notes ( view )

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TeleportGateway

Description
This mod adds a block that can be used to teleport players and ships.

[Use at own risk, teleports are challenging things to code and I may of missed something. Tested well locally and on servers though.]

Example Station here:
https://steamproxy.net/sharedfiles/filedetails/?id=3289714761

Simply add the same Gateway Name at 2 locations and trigger a Jump from the block.

You can show the sphere and adjust the size of the teleport area from 1 to 300m.

You can enable it for Players or Ships.

Teleports will be relative to the block (this is why I used a flight move block for the model).

Admin Only Version here:
https://steamproxy.net/sharedfiles/filedetails/?id=3289974450

I've exposed sphere on/off and jump so you can hook this up to events, sensors, relays (my favorite) and timers without an issue.

Small grid works too. Be careful if you're standing on block, you might want 2-3 blocks padding before teleporting to a large grid as the sphere starts in the center of the block.

Suggested uses:

Setup jump stations to other planets for your Rover Only playthrough.
Make a public Space Elevator replacement.
Add Jump Gate stations to far off planets.
Make your own Tardis that is bigger on the inside.
Make your own stargate replacement or rings.
Fake a giant tunnel through a mountain.
Use it to automate cargo transfers..
Use to move things around your base (since automating rover pathing is a pain)

If you want to teleport your Ore back to base try VTS Voxel Teleport System:
https://steamproxy.net/workshop/filedetails/?id=3304916611

Disclaimers:

This mod is not balanced for survival, it doesn't have energy costs or distance checks, its perfect for a server with friends or for admins to put in specific admin stations.

Lots of subgrids are likely to cause an issue.

Sometimes rovers wheels would get stuck after a teleport, relogging or teleporting more would fix it.

Please let me know what you think and any issues you might run into.

Mod is based on:
https://steamproxy.net/sharedfiles/filedetails/?id=406213735
Which was based on:
http://steamproxy.net/sharedfiles/filedetails/?id=316995154

Mod Reviews (Thank you!):
Ranos: https://www.youtube.com/watch?v=CpvRfhajhl0&t=1099s

-------------- Contact ------------
YouTube:
https://www.youtube.com/@SEWithKev

If you want to connect or talk about future videos or blueprints join the discord:
https://discord.gg/mxZdmvbpkb
Popular Discussions View All (1)
8
15 Aug @ 9:43am
What would a survival balanced version look like?
KevMeUp
32 Comments
KevMeUp  [author] 13 hours ago 
@Toasty~ Glad you like it. You can rotate the block to come out in the other direction. It's syncs exactly relative to the block.
Toasty~ 23 Aug @ 5:50am 
This is really great! an option to invert the relative direction upon teleport would be really nice. that way you could go in one gate and out another without having to rotate a ship around in a hangar for example. What would be really wild is if it could have an option to set dampeners to a grid in motion it is teleporting to but that sounds challenging and very situational.
KevMeUp  [author] 16 Aug @ 2:33pm 
@Jastill no problem. A little offset is also fine as long as it's consistent. So you could put a grid of 9 just 1 or more blocks down and then select which destination you go to for example.
Jastill 16 Aug @ 10:56am 
oh good point, as long as they are at the same depth on both sides it shouldn't be a problem. Thanks :)
KevMeUp  [author] 16 Aug @ 9:23am 
@Jastill I'll look into that for future versions. For now you can embed the block very deeply, as long as it's the same on both ends and you make the sphere larger to account for it.
Jastill 16 Aug @ 8:10am 
Can I suggest adding in offsets for the location of the sphere? This would allow for the teleport block to be embedded a bit further away from the teleport location
KevMeUp  [author] 15 Aug @ 10:45am 
@MistakingManx I can't think of anything that would conflict. You can check the main log, and in your save folder/storage there is a settings file to enable logging from my mod if that helps. you could also publish the world and I could look. I know a few server owners and people with lots of mods running it without issue.
MistakingManx 15 Aug @ 10:31am 
That's odd, in that case adding it shouldn't cause issues, but it does. I have a lot of mods on my world though, is it possible for another mod to potentially change what your mod is accessing?

Or does SE not work that way
KevMeUp  [author] 15 Aug @ 9:40am 
@The Erubian Warlord Everytime I make an invention for a peaceful use, someone uses it for war.. ok now I want to teleport some cargo ships into gravity :) Technically you could teleport explosives into ship also, or even just blocks since they teleport in with zero speed. Could teleport yourself in also, generally players don't take damage from overlapping with objects so you'll be mostly ok... heh
The Erubian Warlord 15 Aug @ 4:27am 
oh this gonna be fun build a ship with one on the front and TP enemy fighters into underground demolition cells with Bobs on standby ^^