Space Engineers

Space Engineers

Transporter -- Works (Nov 30, 2023)
362 kommentarer
nukeguard  [ophavsmand] 14. sep. kl. 18:27 
sounds like a power problem based on distance? it is 1mw per km
TinyTexan09 14. sep. kl. 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  [ophavsmand] 19. juli kl. 17:13 
nah, just right, power requirements are beefy
Deatheffect 19. juli kl. 6:29 
too over powered :(
nukeguard  [ophavsmand] 16. juli kl. 17:00 
should still be able to tweak it from the config file
nukeguard  [ophavsmand] 16. juli kl. 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. juli kl. 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. 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. mar. 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  [ophavsmand] 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  [ophavsmand] 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  [ophavsmand] 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.
Jack Schitt 15. feb. kl. 20:37 
My render distance is default, 1500km. I'll test that out.
nukeguard  [ophavsmand] 15. feb. kl. 17:32 
it might be render distance, as that I think keen now sleeps grids that are not within the set distance of players
Capt Fuzzy 15. feb. kl. 15:48 
The GPS workaround would work perfectly on ships if there was a way to attach the GPS markers to the transporter pads on ships.
I know that this is at least possible, in some way, because a GPS marker is attached to your spawn pod when you begin a game, and no matter where you move your pod, that GPS marker follows it.
Now, if only we could find a way to take advantage of this mechanic...
Jack Schitt 15. feb. kl. 13:23 
Capt Fuzzy and I play together often on both his and my server. Transporters on both. My (test) server is hosted and has Torch and the Concealment plugin running. Fuzzy's is in-house and is not running Torch. It's happening on both. The transporters do work, we can use them to go to any GPS. There seems to be some kind of distance range limit thing somewhere. I haven't spent the time to see what distance they stop seeing each other at.
nukeguard  [ophavsmand] 15. feb. kl. 13:08 
I wonder if it's concealment, or grid stopping by keen now
Ollovain 14. feb. kl. 23:57 
For my server the same: transporters in small range are visible in the menu, but farer transporters not. GPS- and Planet-transport works for big range.
I copied my TransporterSingleLarge.xml from local config (works there for all ranges) to the server, still not recognising far transporters. Removing and set them new didn´t help.
I know, I can use it with GPS-coordinates, but on moving ships, that won´t work.
Has anybody an idea?
Capt Fuzzy 7. feb. kl. 9:53 
Same in my case, the transporters have been built by different players, but those players are all in the same faction, so I would think that we should still be able to 'see' those transporters if they are shared with the faction, as these are...
Jack Schitt 6. feb. kl. 14:36 
No, each player built their own transporters. Does every player have to build their own transporter at locations where they want to go?
nukeguard  [ophavsmand] 6. feb. kl. 13:56 
I don't think distance matters if the distance is shorter than the limit, are they owned by the same player?
Jack Schitt 6. feb. kl. 13:33 
The config settings for range are in meters. 6,000,000 and 4,000,000 is what I have my local configs set to.The server's configs are 60,000,000 and 40,000,000 which is an insane 50,000km and 40,000 km. Unless that's too much for it that should be plenty for them to see each other. The transporters weren't seeing each other with the default settings either.
I assume a game update broke it.
nukeguard  [ophavsmand] 6. feb. kl. 13:14 
I don't remember, is the config distance in km or meters? like 6000m and 400m?
Jack Schitt 6. feb. kl. 11:20 
Plenty of power for me too. I set that in the config to 0.1 and my station uses 7MW of 14.8GW.
Power does fluctuate, of course, but power is there. I can go to any GPS no problem at all but Transporters (both sizes) refuse to see each other automatically 140km away.

Max range in both configs is 6000 km and the other range is 400km. If no one's on the server at a station with a transporter I either have to teleport through the admin panel or suicide and respawn.
This is happening on a multiplayer server.
Capt Fuzzy 6. feb. kl. 10:37 
Oh yes, I have plenty of power, I can transport anywhere I want, so long as I have a gps marker for it.
In single player, I can see ALL transporters in my world save, regardless of where they are, and can pick ANY of them to transport to.
On my server, this functionality is not present.
I can only see transporter pads that are very close by, no more than a km or two away at most.
Because of this, I can only transport to close pads because they are the only ones that show in the 'To" list. The distant ones do not, even with 'Hide far.." disabled, I cannot see them on my server.
I did find a work-a-round for my server:
When ever I place a pad, I get in it and place a gps marker for it.
I can then transport to that gps marker, even though I cannot see the [Transporter] in the list.
I'm guessing that the coding for servers is a bit different from Single Player.
This would explain why it works perfectly on my SP world, but like this on my server world.
nukeguard  [ophavsmand] 5. feb. kl. 16:38 
enough power to get there? 1MW per km
Capt Fuzzy 5. feb. kl. 7:54 
This mod is neat as hell, that being said, I'm seeing the same issue as Jack Schitt.
I can see transporters that are very close to me, but none that are of any distance away.
As Jack mentioned, I have a pad on my earth base and a pad on my moon base, but they cannot seem to 'see' one another despite being approximately 140 km away from each other.
I can see every planet and moon as a target and transport to any of them, no matter how far away that they are, but I can't see a transporter pad that's only 140 km away?
This makes no sense...

I have a cargo ship with 2 single pads parked outside my earth base, and I can see the 2 pads in my cargo ship from the earth base pad, but again, not the moon base pad.
I thought this might be a 'range issue' so I jacked up the range on both, but they still can only see transporter pads that are very close by.
Any suggestions on how one might correct this minor bug?
Jack Schitt 5. feb. kl. 0:05 
Nukeguard,
This is a phenomenal mod! Are you still willing to work on this? Even though we made sure to set the max range to 6000km, planet range to 4000km, it's extremely difficult to get each transporter to see the other 140km apart even with using connected laser antennas. The only way I've found to get them to find each other is:

1. Stand in transporter A (at moon station).
2. Remote connect through laser antenna from transporter A (on moon) to B (Earth Station).
3. Select one of the transporters on B (Earth) in the remote terminal.
4. Choose "From" on B station's selected transporter in the remote control panel.
5. Select the transporter on station A we're standing in (at the moon station).
6. Press Teleport button.

They see each other after that until we disconnect from the server (it's a multiplayer game).
When we rejoin we have to do it all over again. Otherwise they don't see each other at all.

The profiles don't save.
nukeguard  [ophavsmand] 18. jan. kl. 13:47 
nukeguard  [ophavsmand] 18. jan. kl. 13:34 
I think that can be changed in the config file
Kaldzine 17. jan. kl. 3:56 
Hello I was just wondering if there was a way to increase the range for going from transporter to transporter? I help run a server that I play on with just some of my friends and would love to be able to use that to teleport when they need something instead of having to teleport via the admin panel.
kinngrimm 13. jan. kl. 9:10 
it seems part of my message got lost. It should have started with
"If i may make a suggestion, ..."
Might have been just my brain shutting down due to it being late then.

So basicly i would have asked if you would be open to balance your mod slightly different?
Having a small grid version with 1000m range and a large grid version with 3000m range.
As it is my estimation that would give better tactical options for multiplayer.
Maybe as a setting option for servers so they can choose one or the other or both.
nukeguard  [ophavsmand] 13. jan. kl. 5:39 
That's fair
kinngrimm 12. jan. kl. 8:23 
f i make a suggestion, small grid jammer the given 1000m and a large grid version with 3km range. So that when on multiplayer servers one comes into weapons range, transporters become unavailable till enemy threat is being handled or one jumps out of range. This i would see as a good tactical element.
Admiral 6. jan. kl. 9:39 
fair enough, thanks anyway! wicked mod
nukeguard  [ophavsmand] 6. jan. kl. 8:41 
Mod.io doesn't allow scripts to work on consoles
Admiral 6. jan. kl. 6:18 
any chance of getting this on mod.io? setting up a crossplay server and i dont think i can play without these transporters anymore!!
Pixiu 28. nov. 2023 kl. 19:18 
Thanks! Will do just that!
nukeguard  [ophavsmand] 27. nov. 2023 kl. 17:17 
well, button doesn't have to be next to the teleporter, just a button, but if you want to activate from the teleporter you have to be able to stand in the pad and push the button
nukeguard  [ophavsmand] 27. nov. 2023 kl. 17:16 
There is actually, if you put a button panel next to the teleporter, then you can set the button to teleport - profile X
Pixiu 27. nov. 2023 kl. 1:00 
Great mod! Wish there was a push button to activate instead of opening the menu screen. Or did I miss something and you could actually do that?
Devlah 26. nov. 2023 kl. 14:51 
Agreed. I'm soo glad this still works.
Tokinar 25. nov. 2023 kl. 13:28 
I have been doing a Trek survival game and have run across a lot of broken mods, but this mod works extremely well! My transporter room had been just another room until I found this mod, and now it has a purpose! GREAT mod!
Knighted Angel 7. okt. 2023 kl. 20:30 
This works GREAT! The material and power requirement are spot on for this type of technology.
nukeguard  [ophavsmand] 5. okt. 2023 kl. 15:53 
yes, they're in the research tree