Space Engineers

Space Engineers

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PowerShare
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Type: Mod
Mod category: Block
File Size
Posted
Updated
7.897 MB
30 Apr, 2022 @ 4:50am
22 Mar @ 5:37pm
5 Change Notes ( view )

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PowerShare

Description
Power Share introduces 2 blocks

Power transmitter- Takes power from main grid and distributes up to 15MW by default to receivers in area (respecting permissions: Solo, faction, anyone) Also tops off all suits in 200m

Power Receiver- Draws power from transmitter and outputs up to 7MW to attatched grid (small grid only)

Range, Power transfer rate, and transfer efficiency are configurable from config file saved in the world save file / storage / modID folder

New Config options allow for the falloff to be enabled (off by default) the set range where falloff starts, and the minimum efficiency at max range.

Updated config file to allow for efficiency falloff. (off by default) To enable you will need to delete and regenerate config file and put in the new parameters.

Models by Arkolis
139 Comments
Ashven 29 Mar @ 11:43am 
Hmm. For some reason the graphics arent showing up. The blocks are still there but the skins on them are not
Kaedys 23 Mar @ 1:00am 
Hrm. I'll see if I have some time tomorrow to play with the mod files locally.
Sherbert  [author] 22 Mar @ 5:40pm 
ill work on it to get it functioning but I cant guarantee when ill have time to fix it
Sherbert  [author] 22 Mar @ 5:40pm 
I made the changes you brought up but It did not have the desired effect. It now is outside of progression but should not affect antenna's anymore
Kaedys 22 Mar @ 3:06pm 
Oh, also a rather old article that still seems to be accurate to how the tags are currently used, that goes over some of the more complex functionality of progression modding: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1649148662
Kaedys 22 Mar @ 3:05pm 
TL;DR Delete your ResearchGroup section, keep your ResearchBlocks section, and keep the GroupSubtype definitions in it as 13, should solve the issue and make it work how I think you want it to.
Kaedys 22 Mar @ 3:03pm 
For progression, you only need to define a Group if your intent is for your blocks to unlock something else . Basically, the ResearchBlock (and specifically the GroupSubtype tag in it) defines which set of blocks need to be built to unlock that block. So by specifying group 13 in your blocks, you're saying the player must build something in block group 13 in order to unlock building your blocks. The ResearchGroup is for defining sets of blocks that can be used as pre-requisites.

Since it doesn't seem that you're intending to use your blocks as a pre-req for anything, just have them unlocked by building an antenna, simply deleting your ResearchGroup definition and keeping the GrouSubtype set at 13 should both fix the bug and create the proper progression unlock you're after. (2/2
Kaedys 22 Mar @ 3:03pm 
Ok, so, the reason the mod is blocking antennas is because you've defined a ResearchGroup with subtype ID 13, which in the vanilla game is the group containing antennas. Building any antenna is supposed to unlock laser antennas and transponders, but since you're replacing the group, your blocks instead unlock those. However, your blocks are also set to be unlocked by group 13, so you have to build one of your blocks to...unlock one of your blocks (and also laser antenna and transponders and such). (1/2)
Sherbert  [author] 19 Mar @ 4:13pm 
Ive never figured out how to fix progression and dont have time to make the updates required if anyone knows how to make the fix let me know
darksiets2018 18 Mar @ 12:40pm 
Nevermind... It break the progression of the laser antenna, action relay and broadcast controller... Please fix this!