Space Engineers

Space Engineers

Tethers - Power Poles | REWRITE/MULTIPLAYER RELEASE!!
388 Comments
Faolon  [author] 10 Jul @ 7:09pm 
mmm, thats the new model, i havent finished that yet i dont believe, hopefully i can start soon, but been waiting for next update as more api changes.... again...
NublyBubly 10 Jul @ 5:53am 
Whenever you try to attach a cable from the small grid charging station it seems that it wants to start the cable from the world's origin (cable comes from far away in the sky, not the charging station block), and if you try to connect it to another (large grid) charging station it just says "To far away", the conveyor hose connector does work tho.
Faolon  [author] 3 Jul @ 5:20pm 
you still can, you just have to connect the cable to a conveyorhoseconnector, its a block you have to put on the small grid now. if you search connector it should show up.
Tuuvis Van Kraun 1 Jul @ 11:00am 
This mod USED TO be able to power small grids from large grids... Why was that removed????
Mesarasi 27 Jun @ 5:20pm 
i thought this mod allowed players to connect a large grid to a small grid, to power rovers for example
Faolon  [author] 12 Jun @ 8:03pm 
yes it does, sorry, i havent updated that yet, il update desc, thanks!
Schu 12 Jun @ 8:24am 
@Faolon just to confirm, this does work on multiplayer? The title implies it does, but under "current goals" it shows multiplayer release so I just wanted to make sure. Thanks!
Faolon  [author] 11 Jun @ 3:37pm 
mmm, il look into this in next week or 2, the update must have changed some api stuff. happens in vanilla with just this mod? can send the log report on github?
NIX 8 Jun @ 11:47pm 
My tethers are also disconnecting fairly often
Revan 25 May @ 4:29pm 
my tethers keep randomly disconnecting out of nowhere
Faolon  [author] 15 May @ 6:28pm 
il try and set it up so its disabled by default, or have an option to turn it off,
pierce3383 9 May @ 11:06pm 
All of the [INFO] messages in the logs are rather annoying. In my Daryabar star cluster they run dozens of pages as all Empire ships and stations use them. I love the error messages, just not so keen on all the info ones.
Mr Yukari 17 Mar @ 5:13pm 
I tried using all three, I think a mod i have might be causing them to not work. What do you mean by hoseconnector block?
Faolon  [author] 16 Mar @ 10:16pm 
yeahh, socket station doesnt work, and it will be rmeoved, thought i disabled it, my bad, thesmall grid, you using a hoseconnector block?
Mr Yukari 15 Mar @ 3:28pm 
Forgot to mention, i am in creative and that the socket station is also not working. It doesn't connect to large grids either, unless i connect it to a pylon.
Mr Yukari 15 Mar @ 3:21pm 
Using this mod on an Ares at War world industrial overhaul is installed as well. Charging station is unable to connect to a small grid rover. *within 20m* Im able to grab the cable but there's not prompt to connect, nothing is even highlighting
Alexis The Calico Yokai 13 Mar @ 6:51pm 
Will the model be updated, the hit-box being a cube in the middle and also not be the Programmable Block welding stages.
Faolon  [author] 23 Feb @ 6:37pm 
they are not limited for performance reasons, ive had 0 issues with performance, was for survival, and kept that way when i took over, however, they can now be changed in the config file.
Rob 21 Feb @ 9:05am 
Are cable limits for performance reasons?
Darian Stephens 20 Feb @ 10:00am 
@grandadgaming
Are you trying to connect directly to functional blocks still, not using the connectors that it now requires?
grandadgaming 20 Feb @ 8:44am 
Completely messed this up, used to work great on anything before the update, now cannot connect to any rover or ship to charge it :(
Faolon  [author] 9 Feb @ 1:07pm 
what do you mean ship is not able to connect? your making sure to use a pylon or a hoseconnector on the grid?
Quilendar 9 Feb @ 8:28am 
Pls update this mod. Ship is not avalaible to connect.
Faolon  [author] 28 Jan @ 9:07pm 
can you put the logs on the github please, so i can look at them, test going far away,
YourDadBrad23 28 Jan @ 9:01pm 
im also getting the power lines disconnecting when i move far away not sure why its on my dedicated server aswell
andywht 27 Jan @ 1:01pm 
Fab mod, use it all the time! A lil suggestion, could you please implement a switch to disable seeing inventory through tethers? I play with friends and use production quota and it messes up when I connect a friends base/ship to assist with power, a simple switch, smth like "see inventory through tethers" on/off, thank you!
Faolon  [author] 15 Jan @ 10:04am 
i would need the logs from you, and maybe the server? also curious if the server has it priority loaded, I still am unable to replicate any of these issues, a mods list could be handy as well.
The Canadian 14 Jan @ 11:43pm 
Every time i go to far away from the towers, they disconnect. This is bad as; this mod's on a PVP server,,, my turrets are connected to these poles...... :pain:
Faolon  [author] 13 Jan @ 12:20pm 
is the mod priority loaded? and could you get me the log? and put it in github as a bug report, and il take a look, still working out kinks where i can.
Zaryon 9 Jan @ 4:21pm 
Additionally, I noticed that after disconnecting the solar tower from the base and grinding down the blocks holding the hover, the moment I reconnected the cables to the base, I could access the solar tower from the vehicle in the same way.
Zaryon 9 Jan @ 4:21pm 
I took a quick look at other comments and couldn’t find anything similar, though there might already be a solution. Anyway, I usually build my ships/hover connected to my base using armor blocks and then grind them down afterward. I have a base with a solar tower 1 km away, connected via tethers. This issue never happened before, and I’ve been using this mod for quite some time. However, after disconnecting a hover, I still have access to the solar tower in the control panel instead of the main base. Even more strangely, I’m still receiving power from the solar tower.

I’m using about 12 mods, but I believe this issue is related to this one specifically. To test, I placed transformers connected only to the base and disconnected the solar tower. When I checked the control panel, I could only see the pylons, not the rest of the main base. This mod is at the top of my mod list, and I’ll run more tests to confirm if it’s not being caused by something else.
Faolon  [author] 30 Dec, 2024 @ 10:42am 
nope, need to use the hoseconnector block to connect to small grid now.
Ka279 20 Dec, 2024 @ 10:37am 
Is there any way to connect directly to the battery?
dRuPpI 2 Dec, 2024 @ 6:50pm 
yeah thanks found it by now :lunar2019grinningpig:... would be easier with Mod category in build menu ;)
Faolon  [author] 2 Dec, 2024 @ 6:48pm 
Currently to connect small grid you will need a conveyorhoseconnector,
dRuPpI 2 Dec, 2024 @ 6:05pm 
how do I connect a cable to a small grid to charge it? ... can't get it to work?
Faolon  [author] 31 Oct, 2024 @ 5:13pm 
il try and test those,
Popo Bigles 31 Oct, 2024 @ 3:43pm 
An idea that comes to mind is the Nanite Facility mod and Pipelines mod our MP server is using. Other than that i'm unsure of what mods could be in conflict.
Faolon  [author] 31 Oct, 2024 @ 11:52am 
fair enough, i havent had any issues or crashes ever due to the mod, but its very ahrd to test how it interacts with other mods since there are thousands, priority loading usually fixes most mods, i think weapon core had to originaly, im just unsure atm what other mods would change that would break the power poles, as they mainly only interact with grid grouping, and some interaction logic,

im still trying to find a way to have it isolated so no mods interfere with it, but im not sure its possible.
Popo Bigles 31 Oct, 2024 @ 12:34am 
Sorry, I've already unloaded the mod due to frequent crashing. Next time I attempt to use it i'll grab the log to share- and no i was not using priority load, I had forgotten that was a thing and thought it was automatic... It's been a year or two since I've played space engineers lol
Faolon  [author] 30 Oct, 2024 @ 11:24pm 
there is, but a message should pop up, is mod priority loaded? if so, can you put the log onto github?
Popo Bigles 30 Oct, 2024 @ 5:01pm 
Is there a maximum cable limit? Some of the powerline pillars disconnect their cables randomly on the system whenever it connects to another static grid.
Faolon  [author] 26 Oct, 2024 @ 5:48pm 
that clumsy name is because i was lazy and kept forgetting to change it, til i get new modes fully in and new names/grouping
i do desperatly need to rewrite it, but i have tons of troubles at times becuase of my autism, things that make sense to me, make 0 sense to others, lol, il try to fix it,
weregamer 26 Oct, 2024 @ 11:46am 
BTW, this sounds like a really great way to get around the horrible finnickyness of docking connectors when you just want to recharge your rover. The other uses sound cool too but docking rovers is such a PITA that I'd given up on it.
weregamer 26 Oct, 2024 @ 11:42am 
I'm a bit confused by that first paragraph. Perhaps you could rewrite it to be more clear to someone who has never seen this project before? After reading it several times, I *think* it means:

Every grid needs a block to participate in these connections. Large grids use the pylons themselves, but small grids need a block called conveyorhoseconnector. That clumsy name is because we want to get rid of this requirement.
Tanis 24 Oct, 2024 @ 5:42am 
@Faolon priority... you mean this one loaded in the mod list before Industrial? I can do a test and send you the log
AvopeasHUN 24 Oct, 2024 @ 2:00am 
Best mod!
Faolon  [author] 22 Oct, 2024 @ 10:32am 
is it priority loaded? i am unable to get the same issue, if you can put the log onto github i can take a look.
Tanis 22 Oct, 2024 @ 2:37am 
Not sure if we're doing anything wrong, but is this compatible with Industrial Overhaul?

We created a mini-base with eolic generators, connected it with our base and the Industrial Overhaul blocks were not working and reporting no energy.
Faolon  [author] 18 Oct, 2024 @ 5:17am 
as well as a proper tab and names for all of the blocks