Jump Gate Controller Terminal Options - Geocube101/Iota-Modular-Jump-Gates GitHub Wiki
Standard Controller Setup Controls
"Active Jump Gate"
This is a list showing which gates on the construct are available and which gate is currently controlled by this controller. Each jump gate can have only one controller attached and each controller can only control one gate.
"Jump Gate Name"
This option specifies the name of the attached jump gate. Names do not have to be unique and while they can be left blank, its better to name gates for organization purposes later.
Standard Gate Controls
"Destination Waypoints"
This is a list of all destinations this gate can currently jump to. Destinations are grouped based on their type and at least one must be selected to activate the gate. Destinations are filtered and will not show if they exceed the distance limits allowed by config The various types of destinations are as follows:
- Jump Gates: These are other jump gates that can be reached. By default, a jump gate is reachable if the grid its on can be accessed via antennas, though this can be changed in config. If the size of two gates is different, the smaller of the two will be used when considering what entities are "inside" the gate's jump space.
- Beacons: These are any beacons visible to this construct's antennas. Unlike GPSs, beacons don't incur an untethered jump cost.
- GPS: Each player can select a GPS from their own list of GPS coordinates for use by the gate. GPS coordinates incur an extra cost, as there is not another gate or beacon to tether the endpoint. As such, the farther a GPS is from the gate, the higher the error in distance. See "GateRandomOffsetPerKilometer" and UntetheredJumpEnergyCost" in the config for more information.
- Server: This option is not currently enabled as there is no way to properly implement such functionality. See "" to petition for code allowing cross server communication.
"Jump Gate Animation"
This is a list of all loaded animations used when the jump gate is jumping. An animation must be selected to activate the gate. Animations control the charge time, color and particles of the gate, see "" for making your own animations.
"Allow Inbound Jumps" and "Allow Outbound Jumps"
Whether this gate should allow incoming or outgoing jumps respectively. A gate can be disabled by disabling both options.
"Allow Owned Faction", "Allow Friendly Faction", "Allow Neutral Faction", "Allow Enemy Faction", "Allow Unowned Faction"
These options control what factions may jump to this gate. These filter based on faction relation not individual faction.
Entity Filter Controls
"Allowed Entities"
A list of all the entities currently within the jump space that may be jumped by this gate. Any entity not on this list cannot be jumped by this gate.
"Minimum Mass (Kg):" and "Maximum Mass (Kg):"
This filter specifies the minimum and maximum masses (in kilograms) an entity must be to be considered for jump. Any entity outside this range will be blacklisted automatically by the jump gate.
"Minimum Size:" and "Maximum Size:"
This filter specifies the minimum and maximum grid size (in blocks) a construct must be to be considered for jump. Any entity outside this range will be blacklisted automatically by the jump gate.
Auto-Activation Controls
"Enable Auto Activation"
Whether this gate can automatically activate. Gates will auto-activate if their activation conditions are met and at least one entity is within the jump space. Alternatively, a gate will cancel its auto-activation if these conditions are not met.
"Minimum Mass (Kg):" and "Maximum Mass (Kg):"
This filter specifies the minimum and maximum masses (in kilograms) required in the jump space for the gate to activate.
"Minimum Power (MW):" and "Maximum Power (MW):"
This filter specifies the minimum and maximum power (in megawatts) the gate must be between to activate the gate. Power is calculated based on the total mass within the jump space, the working drives attached to this gate, and the distance to the destination.
"Activation Delay (s)"
The time (in seconds) after the auto-activation conditions are met to activate the gate. The maximum possible wait time is 1 minute.
Extra Jump Gate Controls
"Jump Space Radius:"
This specifies the radius of the jump space in meters. The jump space is automatically capped to be no further than the closest drive to the jump space c center.
"Jump Space Depth Percent:"
This controls the height of the jump space ellipsoid relative to its with. 100% would be a perfect circle and 50% would be halfway between a sphere and a flat disc.
"Jump Space Fit Type:"
This controls how the jump space radius will be calculated. For less uniform shapes or longer shapes, try "Outer" to cover more of the gate's frame.
- Inner - This sets the radius to be the distance between the jump space center and the closest drive
- Outer - This sets the radius to be the distance between the jump space center and the farthest drive
- Average - This sets the radius to be the average distance between the jump space center and all drives
"Effect Color Shift"
This adds the selected color on top of the selected animation's color when playing. Set to white to show the default animation's colors
"Override Jump Gate Normal Vector"
Whether to override the jump gate's primary plane normal. This value controls how animations are oriented when the gate is active. By default, animations will point toward the endpoint. To see the normal and allow for proper placement, enable debug mode and look for the purple line drawn from the jump space. The three controls "X", "Y", and "Z", control the rotation of the normal vector in degrees.
Debug Controls
"Debug Mode"
Whether to enable the debug draw. This option is client only. Debug mode enables the debug draw lines for drive intersections, jump space ellipses, drive raycast lines, the jump node, the gate normal, and true endpoint markers. It also unlocks the remaining options in this section.
"Convert to Station"
Converts every grid on this construct to a station. This is useful only for constructs with a large number of subgrids where converting them manually would be too time consuming. A grid will only be converted to station if it's angular and linear velocities are zero. To see the number of subgrids that are stations, look at the jump gate controller's detailed info.
"Convert to Ship"
Converts every grid on this construct to a ship. This is useful only for constructs with a large number of subgrids where converting them manually would be too time consuming. To see the number of subgrids that are stations, look at the jump gate controller's detailed info.
"Reconstruct Gates"
This forcefully tells the attached construct to recalculate all drive intersections, rebuild jump gates, and reset jump gate colliders. This option is only available on singleplayer or server. If an issue arises where entities are not showing up inside the jump space or a gate shows as invalid when the drives do intersect, try this option.
"Force Grids Update"
This forcefully tells the current client to download all stored constructs and jump gates from the server. This option is only available to non-server multiplayer clients.
"Jump To Void"
This will activate the jump gate with a void destination. Any object within the jump space at the time of jump will be destroyed. No recovery is possible from this jump, but it can be interrupted as normal. This functionality is solely for the purpose of other mods using prefabs or NPC grids.
"Jump From Void"
This will activate the jump gate with a void source. This jump will fail if any object is present within the jump space. This will spawn in a respawn pod at the center of the jump space. This functionality is solely for the purpose of other mods using prefabs or NPC grids.