Space Engineers

Space Engineers

Quantum Tether
38 Comments
CommanderChet  [author] 14 Jan @ 4:23pm 
A Ship-Based Tether Reciever is something i have planned, but ive been working on orher projects recently.
joe lasagna 10 Jan @ 3:40pm 
Would it be possible (Or is it already) to make it so where quantum tethers can pull from grid to grid? This would allow you to have a QT on a welding ship and one on the main supply container, and therefore let you have a welder ship that has an effectively infinite inventory, and make Non-printer welding much faster.
Cono_Mono 15 Aug, 2024 @ 11:14pm 
Oh thanks for clarifying, it was indeed me being silly... I had a single grinder in the wrong orientation :steamfacepalm: . This block is awesome tho, thanks for creating it :steamthumbsup:
CommanderChet  [author] 15 Aug, 2024 @ 7:32pm 
@Cono_Mono That Message is set to show if there is no Conveyor path between the Tether and the inventory containing the desired item. Its possible that you could have two containers, both with Small Tubes, but one is inaccessible or disconnected from the conveyor network the Tether is on.
CommanderChet  [author] 15 Aug, 2024 @ 7:31pm 
@kinngrimm thats exactly what that means, if configured properly
Cono_Mono 15 Aug, 2024 @ 8:28am 
This block works great, I've been using it for a while but suddenly I've encountered an error "Tether: Inventory inaccessible for SmallTube" (also for other components but this is one example) It seems some other components work but I'm not sure what is causing this error? Maybe I'm doing something stupid?

Note: my character inventory isn't full and there are components available in storage.
kinngrimm 1 May, 2024 @ 5:00am 
" Any Components in inventory over the Stock Amount will be pushed back to the Block"
i just realized this means ... dare i hope ... no "INVENTORY FULL" messages anymore 0_0 omg
Isaard 28 Jan, 2024 @ 2:10am 
This block works great, looks great and I love it. Instead of a build planner click fest, I built several different quantum tethers configured for different components that I can toggle on and off depending on what I'm building. It's convenient, still feels balanced... awesome work! :steamthumbsup:
kinngrimm 13 Jan, 2024 @ 4:59pm 
mmm, would be a perfect fit for the buildplaner. You know where you just right click on a block you want to build, it adds it to the build planer you can then either middle mouse click on a conveyor access and get what is already in storage or i think it was shift + rmb and add them to assembler. With this mod, you could remove the need to go to an conveyor access point and just drag what the build planner listed out of storage into the personal inventory.
CommanderChet  [author] 13 Jan, 2024 @ 12:37pm 
Ill add it to my list. That does seem like a good solution for those who don't use BuildInfo
Jean Luc 13 Jan, 2024 @ 9:14am 
Could you list the component id's that the custom data field will accept? Maybe pre-populate with all id's and comment out or delete the ones not wanted. Alternatively maybe an option for all components. Like another I'm getting the message "Tether: <Grid Name> Missing: <Random Component>." I'm wondering if I'm not putting in the correct id or if its a mod issue.

*edited for clarity
prototype money stock broker 5 Dec, 2023 @ 5:59pm 
what about a smallgrid receiver for welding ships?
hotdogbun64 30 Nov, 2023 @ 11:53pm 
Sheesh, I feel sorry for you man. All you want is to improve your mod, and everybody just goes dry after spouting out the issues they're having. Keep up the great work.
CommanderChet  [author] 21 Nov, 2023 @ 11:23am 
The Update rate is Hardcoded at once per second, it shouldn't just stop updating. To confirm, your inventory isnt being restocked at all until you changed a value? Are you certain you're within range, and that the block has sufficient power?
Nuka Man 20 Nov, 2023 @ 10:42pm 
The tether seems to only update when a value is changed, when I just use components from my inventory it doesn't seem to realize that it's supposed to give me more until I change a value. Any fixes? Thanks!
CommanderChet  [author] 16 Nov, 2023 @ 9:00am 
@ClosterphobicGames Did you manage to resolve your issue, or are you still having problems?
CommanderChet  [author] 13 Nov, 2023 @ 8:30am 
That Message displays if the Inventories it has access too don't contain the component its looking for. you can change the stocked components in the Custom Data. However, if your grid(s) do have the component and it can be reached, please provide me with a world save so i can troubleshoot.
ClaustrophobicGames 12 Nov, 2023 @ 11:54pm 
Love the Mod! But, it always says "Tether: <Grid Name> Missing: <Random Components>" No matter where I put it. Subgrid or not.
Artificer 8 Nov, 2023 @ 4:28pm 
I'm John SpaceEngineers and this is my favorite mod on the citadel
CommanderChet  [author] 7 Nov, 2023 @ 7:54pm 
@sam Just pushed a fix tonight that should fix this issue! Please let me know if you have any further issues!
CommanderChet  [author] 6 Nov, 2023 @ 8:32am 
Thank you for letting me know! Ill look into fixing this as soon as possible, and ill also look into reducing how much light the Particles produce.
sam 6 Nov, 2023 @ 12:30am 
Great stuff. I really like the block, however it doesn't seem to work on sub-grids? Just receive the error "Tether: <Grid Name> Missing: <Random Components>"

I added it to the same grid as my cargo containers, and it worked great. But I found the lights really really bright, as they showed outside the room this was built-in. So I mounted it on a piston instead, so it could be sunk into the floor, but now it's on a sub-grid it won't pull items.

I can transfer items into it manually via the Inventory screen, and it works with those. But once it runs out it can't pull any more items (I confirmed 'Use Conveyor System' is on)

Is there anything that can be done to have this pull items from a parent grid?

Thanks
Koşholadka 4 Nov, 2023 @ 7:54am 
@CommanderChet,
Thanks!:summer2019boost:
CommanderChet  [author] 1 Nov, 2023 @ 5:21pm 
@Koşholadka
Just pushed a Fix! I had forgotten to change some types when implementing some new controls.
Koşholadka 31 Oct, 2023 @ 11:08pm 
Hi! I have crash when a host server try open a gyroscope in control panel
https://pastebin.com/LUymX4JQ
King_Bee01 19 Oct, 2023 @ 5:42pm 
I did not know you can do this in SE This is one of my Favorited block of ALL TIME
Desert Ice 19 Oct, 2023 @ 6:44am 
Brilliant idea! Really needs to be some sort of end-game block in the vanilla game
KEJWII 19 Oct, 2023 @ 2:20am 
I haven't tested this mod yet but I already feel its power and I won't have to put on a builder suit that slows me down and focus on the battle suit
CommanderChet  [author] 17 Oct, 2023 @ 8:42pm 
Custom Components should just work. If you have BuildInfo, there is a setting you can enable that shows internal information such as SubtypeIDs.
starseeker 17 Oct, 2023 @ 7:19pm 
Thank you that helps

Also should have mentioned can you put a read me file of the proper syntax of the names of components? Mainly for other users who dont know where to find the in-game file subid names. The display name in game is different then the files.

Another thing are you able to make work for custom components i havent tried with any non vanilla components
CommanderChet  [author] 17 Oct, 2023 @ 10:35am 
Config File has been Added. Power Draw Min/Max, Range Min/Max, and Stock Amount Min/Max can now all be Adjusted. Config File is located in the Storage folder of your Savegame.
CommanderChet  [author] 17 Oct, 2023 @ 7:56am 
@Starseeker for now, ill look into dropping the Max Power required to 50 MW. A config file is a good idea, ill work on it.
starseeker 17 Oct, 2023 @ 5:23am 
Can you make a config file possible to modify the power usage? I like this mod however even using build and repair is vastly cheaper in terms of power. Although i will say speed is unbeaten. I just feel that 100MW is too much for that kind of distance at 500 meters
KEJWII 16 Oct, 2023 @ 11:25pm 
Interesting
very interesting mod
CommanderChet  [author] 13 Oct, 2023 @ 3:36pm 
*power
CommanderChet  [author] 13 Oct, 2023 @ 3:36pm 
@hotdogbun64 Would you be able to elaborate on your concern with the powet scaling?
hotdogbun64 13 Oct, 2023 @ 10:35am 
Power scaling absurd, brilliant mod idea however
Hikari 13 Oct, 2023 @ 9:34am 
Looks like an amazing mod. I'll be trying it out for a week.