Space Engineers

Space Engineers

Space Suit Powerbank
92 Comments
~Ìk'_'kÍ~ 3 Jul @ 2:02pm 
This will calm down the Stress Level in Survival Mode. The "Energy-Low / Energy-Critical" Massage annoy´s a lot if You just want to build arround Your Base. Thank You ! :mhwgood:
The_Maegges  [author] 9 Jun @ 2:29pm 
@Renay: Editing the sbc files would be all you need to do. Just replace the materials in Blueprints.sbc with the IDs from the Better Resources materials, since this is the only place where the costs are defined.
Renay Edor 6 Jun @ 2:17pm 
Would it be possible to made an addon/alternate mod that uses Better Resources materials to craft the upgraded power banks? I'd do it myself but i'm not sure how to do it other than editing the sbc's, and even then I got lucky that the edits I have made worked :P
Ibram Skyheart 30 May @ 8:33am 
I did have a couple of programmable blocks on there, so maybe. Either way my original comments stands: excellent, must-have mod but now without issue!
The_Maegges  [author] 30 May @ 7:12am 
@Ibram Skyheart: Maybe there has been another hotfix for programmable block memory issues meanwhile. Keen did some fixes in that regard.
Ibram Skyheart 30 May @ 2:44am 
I'm not sure what's changed, but I haven't used that ship since I commented but it no longer crashes. I tried it under the circumstances I tested with last time but... it works fine. Sorry if this has given you a headache, but I can't explain as I've changed literally nothing.
The_Maegges  [author] 29 May @ 9:29am 
@Ibram Skyheart: Is there any chance you could provide me with a blueprint of the ship in question?
Ibram Skyheart 18 May @ 4:23pm 
Both. When I was trying to figure out what was crashing my game, I realised it was whenever my batteries depleted fully, though I've just tried it by manually turning off power and it's the same result: CTD.
The_Maegges  [author] 18 May @ 8:43am 
@Ibrahim: Thanks for letting me know, what exactly do you mean with "ship loses power"? Is it running out of battery power or did you turn it off?
Ibram Skyheart 18 May @ 7:03am 
This is an absolute must have mod! The only issue I've found is that when I place a charger on a small grid ship the game crashes a few seconds after the ship loses power. I've repeated this multiple times with and without other mods to make sure it's not a conflict. Otherwise, absolutely fantastic.
Captain Harlock 17 May @ 5:01am 
Kann es sein das durch das Fieldwork Update, sich was im Code des Spiels geändert hat, wodurch der Mod Code nicht richtig arbeitet? Das Verbrauchen passiert auch nur bei Cryokammer, beim Cockpit etc. klappt alles
Captain Harlock 17 May @ 4:58am 
Alles klar danke
The_Maegges  [author] 17 May @ 2:43am 
Es gibt eigentlich im Code einen Check, der überprüft, ob man in einem Cockpit, etc. sitzt. Möglicherweise schlägt da aber was nicht richtig an, schaue ich rein. Die Audiomeldung wird nur bei dem Verbrauch der letzten Ladung der Powerback gespielt, nicht bei jedem Ladevorgang.

Ich schau mir das mal an ^^
Captain Harlock 16 May @ 11:17am 
Also ich weiß nicht ob das schonmal angesprochen wurde, wir benutzen die Powerbanks auf unserem Server und haben folgendes festgestellt: Wenn man sich in der Cryokammer ausloggt und die Powerbanks im Inventar hat, sind sie alle beim einloggen um 50% verbraucht, wenn man es jetzt nochmal machen würde wären sie beim einloggen komplett leer.

Wenn man sich in der Cryokammer ausloggt, ist man mit Energie versorgt, die Powerbanks dürften sich also nicht verbrauchen.

Auch die Audio Lade-Meldung wird nicht immer abgespielt, es kommt wohl drauf an was im Hintergrund passiert. Aber da bin ich nicht sicher.

Was das fehlende automatische Ziehen angeht, mach ich das derzeit mit einem Sortierer, funktioniert...

Ich finde den Mod im allgemeinen echt super, eine Version für Lebensenergie wäre jetzt vielleicht noch eine gute Ergänzung.
lechkingofdead 30 Apr @ 11:57am 
it would be a fine solution but take ya time. i have this mod to the burner for use.
The_Maegges  [author] 30 Apr @ 7:01am 
@lechkingofdead: The only thing I could do is to try making the large grid charger to pull the item by itself, similar how the tanks and o2/h2 do it with the bottles.
Though as I am a bit occupied lately, I cannot promise to get it done soon.
lechkingofdead 29 Apr @ 8:17pm 
so theres no way to make this mods batteries get sent to charger like a tank gets sent to the respective tank. oh well. at lest i can lock isy inv up from interfearing with it. this looks like a fine add even if the disposable suit bat exists.
The_Maegges  [author] 10 Mar @ 2:16am 
@JustWeb: I have already contacted Isy, however he said that there is nothing I can do to change the behavior of the IIM script and he can't add any exceptions for particular mods due to restrictions of the ingame script system.
qasssi 9 Mar @ 10:28pm 
nice mod thank you =)
JustWeb 9 Mar @ 8:49pm 
Any idea how to make this work with IIM similar to the way bottles work? Under 100% goes to the charger then when charged they go back to the tools container.
OCD Insomniac 9 Mar @ 1:35pm 
Now here's a mod that makes good sense...thanks for this!
Thane Greyhaven 20 Feb @ 12:57pm 
Ahhhh. I Knew I was missing something. And yes, important differences all! :thumbsup:
The_Maegges  [author] 15 Feb @ 11:11am 
@Thane: Since this has been asked a couple of times already, I added the explanation to the description text.
Thane Greyhaven 13 Feb @ 3:15pm 
I may be missing something, buuuut ... aren't there portable power banks to recharge your suit with stock in the game?
The_Maegges  [author] 8 Feb @ 4:13pm 
It takes 130l, basically 10 l more than a regular bottle
sounds good on first glance but as i play with an x1 inventory multiplier id like to know which volume it would take up inside of the inventory.
Vas 7 Feb @ 5:37pm 
Ah, I was thinking it would have been nicer to code the original banks to work the proper way, same with med packs. But ah well. I use a mod to change the HUD display to be nice and properly colorful so I don't think I can use this without glitches.
The_Maegges  [author] 7 Feb @ 4:23pm 
Yeah, but you can't craft those but need to find them and you need to use them proactively, which interrupts your building or exploration process. The powerbanks work exactly like a bottle. Have it in the inventory and don't bother until the powerbank runs dry.
Vas 7 Feb @ 10:23am 
Doesn't the game already include powercells for recharging on the go? :P Just a thought really. I'm sure yours adds better features but I just wanted to point that out.
SolarFlare1234 7 Feb @ 8:58am 
space engineer gaming
Deathfather 7 Feb @ 8:34am 
This is genius! I really tried to make something similar to this and never could. Props!
The_Maegges  [author] 7 Feb @ 7:38am 
@R1po: Thanks a lot!
R1po 7 Feb @ 7:35am 
Gz to being in the Community Spotlight. Got the mod a few days ago. Good mod!
Harphner 28 Jan @ 2:58pm 
Hi, coole MOD.

Zu dem Teiler/Multiplikator im hardcode von SE:
Vermute das nicht die Flaschen anzahl sondern deren Fülllstand abgefragt wird, das würde zumindest das Teilen durch 100 erklären.

LG
Harphner
The_Maegges  [author] 27 Jan @ 2:27am 
@Sven_2 Danke für die Rückmeldung! Und wer weiß, vielleicht führt das Gelernte ja dazu, dass die Hemmschwelle zum Erstellen eigener Mods sinkt ;-)
Sven_2 26 Jan @ 11:16am 
Als Info,
ich habe jetzt die Reihenfolge geändert, Suit Powerbank ganz nach oben, hat leider nicht funktioniert.

Anderer Versuch: in die sbc-Datei bei der Powerbank die Class von Industrial Overhaul eingetragen, -> funktioniert.

Gilt natürlich nur lokal und nicht auf einem Server, wenn man die eigenen Dateien umschreibt, vermute ich.
Was jetzt die schönere, elegantere Methode ist weiß ich nicht.

Was ich aber weiß, dass ich dadurch wieder viel über MOD's gelernt habe,
Danke für den MOD und auch für das Gelernte :)
The_Maegges  [author] 26 Jan @ 8:33am 
@Wyte Knight: Please message me directly so we can get this sorted out. As far as I know, the server does not necessarily use the user profile for the save location so you might also need to check if the save might be somewhere in C:\ProgramData\
Wyte Knight 26 Jan @ 7:47am 
Hey!
We have <NO_WARNING_SOUND>true</NO_WARNING_SOUND>, I deleted the mod from the save so the server would redownload it, double checked that the warning sound was disabled, and we still have the powerbank depleted sound. Any idea?
The_Maegges  [author] 26 Jan @ 5:40am 
Ist leider immer ein bisschen knifflig, wenn mehrere Mods Dinge an den Baurezepten verändern.
Hätte vielleicht auch gereicht, die Mod in der Reihenfolge über die Industrial Overhaul zu ziehen. Wenn es funktioniert, dann lass es erstmal so (Never touch a running system)
Sven_2 26 Jan @ 4:57am 
ich habe jetzt in die Datei SteamLibrary\steamapps\workshop\content\244850\2344068716\Data\BlueprintClasses.sbc fast ganz am Ende bei den Tools die Einträge hinzugefügt.
Es funktioniert, aber ob es ganz richtig ist weiß ich nicht ...
Sven_2 26 Jan @ 4:11am 
Danke für den Super-MOD,
ich spiele mit Industrial Overhaul, da finde ich es leider nirgends zu bauen, nur die Ladestation.
Müsste wahrscheinlich händisch in eine Datei hinzugefügt werden, da die ganzen Produktionen aufgeteilt wurden.
Leider kenne ich mich dafür zu wenig aus.
ZEN_2255 25 Jan @ 4:55am 
Glad to be of help!
The_Maegges  [author] 25 Jan @ 4:27am 
@Zen_2255: Thanks for making me aware of this. I could remove some overhead, making the mod more lightweight.
ZEN_2255 25 Jan @ 4:18am 
cool mod, but damn its Mb size is too big.
Marmot 24 Jan @ 9:35pm 
idea for something to add is the ability to make these in the prototech assembler
Moros 23 Jan @ 2:42pm 
This mod is great, I love the addition of the powerbank depleted warning. While others may not like it, I find it useful as a warning to let the player know they need to go and grab a new one. However: what do you think about a potential complimentary mod which adds a similar warning for hydrogen and oxygen bottles when they run out? I've found that since the game's warnings for low suit oxygen and hydrogen are very poorly tuned, that sort of warning (that the bottle is empty) would be very, very useful.
NiCola 23 Jan @ 2:14pm 
Wir haben erst Januar. Aber das ist schon safe einer meiner lieblingsmods von diesem Jahr, egal was kommt. Fett!
Malefitz 23 Jan @ 7:47am 
Nice work, subscribed !
The_Maegges  [author] 23 Jan @ 5:31am 
@Wyte Knight: Done. If the config file does not change after updating to the latest version, add the following line after </DEBUG> in the config file:
<NO_WARNING_SOUND>true</NO_WARNING_SOUND>