Space Engineers

Space Engineers

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Tethers - Power Poles | REWRITE/MULTIPLAYER RELEASE!!
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Type: Mod
Mod category: Block, Production, Other
File Size
Posted
Updated
44.464 MB
6 Nov, 2021 @ 10:01pm
13 Oct, 2024 @ 8:03pm
13 Change Notes ( view )

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Tethers - Power Poles | REWRITE/MULTIPLAYER RELEASE!!

Description
IMPORTANT!!!
LOAD AT TOP PRIORITY it needs it right now do to some mods.
BASICS!!!

Currently to connect small grid you will need a conveyorhoseconnector, this will change, for now you will need to search it up, its not usable through the pillars scroll wheel menu, its a separate block! just search hose and you should see it, when placed it looks like a speaker, for pillars, its called pillar,

there is also a max connections system, and it does have a config you can change. example path for it, *"C:\Users\Faolon\AppData\Roaming\SpaceEngineers\Saves\76561198337890155\Power test v2 Tethers Mod\Storage\TethersInDev_Faolon\settings.cfg"*

Left click to grab a cable, left click to connect, right click to remove/pickup cable, right click again to remove fully,
if you right click on a empty pillar/port, just left click twice to use it, some weird thing puts in in a weird cancelled state.

Power Cables is a mod that allows you to create essentially power lines, as well as charging stations and charge vehicles, and other grids in general, its a way to get power from point A to point B. or point a, to b, to c, and the whole alphabet :) If you want to create a power plant, then go for it!

There should no longer be any Log/error issues as it stands.
ITS BEEN PATCHED AGAIN! and its been tested by a few people for this, log issues should be fixed. and the sim speed issue as well!

CURRENT GOALS
need to do models, and build stages.

Release MP UPDATE.
YESSSSS

Below is issues till release
Mod need to be priority loaded - not sure why :(
some mod incompatibility issues - not sure why either yet :(

Other issues that arise.
as well as maybe some remodeling work, and implementing some features that were planned.


Word of caution for servers.
Please keep in mind that this is still in a very early stage of development and I'm not as experienced. (still learning C#)
It may crash, it may crash a lot and in SP it's much more forgiving then on a server with lot's of players.
Although testing if and how it's working on servers is very important, keep in mind of the possible issues that may arise and if you have a large server, I do not recommend this mod just yet, as a crash will impact a lot of players.
Closed group/small servers should be fine as long as you understand the risks.

LATEST PATCH
LOG/ERRORS, this should now be patched.(again).
if there are further issues, please report them.
Multiplayer fixed/implemented


UPDATE NOTES FROM BEFORE OWNERSHIP CHANGE

UPDATE 7
Cable distance rework that goes as follows:
Two static grids cable distance 200m;
Two large grids cable distance 100m, regardless if and which is the static one;
Two small grids cable distance 20m;
Cable distance between a large and small grid is 50m.

Note, it's still an ongoing testing, many errors, bugs and other issues are to be expected.


For the full list of updates, see Discussion tab 'CHANGELOG' thread.


USAGE
Without having any blocks or tools equipped:
Left click a tether block to grab a cable, aim at other tether blocks or at any other functional block that is not the same grid to connect.
Repeating the above step will disconnect connected grids.
Right click to cancel/drop the cable. Right-clicking a tether block (without holding a cable) that already has a connection will disconnect.
To save the blueprints without all the connected grids, use CTRL+Shift+C instead of CTRL+C.
Otherwise disconnect any cables before making a copy-paste as otherwise might end up with unwanted results later down the line.


NOTE
Static grids can have cables reach up to 100 meters.
Dynamic grids (ships/wheeled vehicles etc) can only reach up to 20 meters.
Moving a grid beyond 20m will auto-disconnect.
This can be changed in the config now!


CURRENTLY AVAILABLE BLOCKS
Blocks are not in the public list, you have to use search to find them.
Charging Station
Powerline Pillar
Transformer Pylon
HoseConnector (small grid connection point NEW)


TODO
(after major fixes)
Add more connection blocks variety.
Add special cable socket blocks rather then being able to connect cables on any terminal block.
LOD models for the various blocks.
Terminal list containing currently connected grids and ability to sever/disconnect them.
Terminal access.
Power transmission on/off button.
Separate power transmission and power+data transmission. (The ability to only have power between grids without connecting them in the terminals.)
Cable drooping.
Cable wind movements, idle animations.
Gas refuel hoses.
Faction control.

Id also like to give thanks to TwitchingPsycho for letting me continue this mod and to fix it up for everyone.

Also the rest of the modding community that is so helpful.

Thanks to JackRPG for showcasing this mod. https://www.youtube.com/watch?v=peDCkhJqw78 Check his other videos out, like and subscribe for more SE content.

DO NOTE THAT THIS WILL SAVE BOTH GRIDS WHEN MAKING BLUEPRINTS JUST LIKE IT WOULD IF CONNECTED VIA A CONNECTOR!



COPYRIGHT DISCLAIMER

REUPLOAD PERMISSIONS
THESE HAVE NOT CHANGED
You're not permitted to edit or reupload this without permissions from contributing authors (either listed in the contributors section or following the original mods link) outside server mods and server modpacks.
Server specific rebalance mod is allowed without permission under the added condition that it's uploaded as UNLISTED and following the 'reupload conditions'.

REUPLOAD CONDITIONS
If My mod uses another authors work that does not give editing permission by default, You will need to ask listed authors for permission first, after which the continuing conditions apply.
This will be noted on any mods using other authors assets and other contributons.
Mod name cannot be the same, it has to differentiate itself from My original mod name by something, some prefix or suffix.
You cannot use My original mod thumbnail for Your mod.
You can use My videos showcasing Your mod if You don't have the ability to make Your own and if the showcase still makes sense for Your mod, e.g no significant model changes or non at all etc.
You best decide, but any other images You are to make Yourself.
Credit Me, any contributing authors and link to My original mod must be provided in Your mod description.
Clear instructions must be provided that using Your version of mod, any bugs are to be reported solely to You on Your mod page and not My own original mod as they don't necessarily need to correlate nor do I fix and update bugs based on other peoples mod reuploads, unknown mod edits etc, nor will I ever check a mod reupload for bugs or other errors.
By reuploading, you are taking any updating responsibility on your own.
However, any updates I make that would still work for Your mod as well can be integrated.

REMARKS

WARNING
Failing to follow any of the listed conditions, I will consider it as copyright infringement and will take action.
If for any reupload inquiries I don't reply within a month and you attempted to contact me at least three times within that month (I just may not have seen it or wasn't able to respond timely after which I forgot about it), you are free to use it as you see fit.

For additional information, please refer to the official post about mod copyrights by Keen moderators:
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/2793874853443195941/?appid=244850

ORIGINAL MOD

MOD.IO Version for EOS Server and Windows Store version: https://mod.io/g/spaceengineers/m/tethers-powerlines

Popular Discussions View All (7)
82
13 Jan @ 12:18pm
PINNED: Bugs
Faolon
12
27 Nov, 2024 @ 7:17pm
Community Ideas
Faolon
7
1 Aug @ 2:45am
Current Incompatible Mods
Faolon
397 Comments
Faolon  [author] 6 hours ago 
i may play around in the future too, or make a addon for this mod? i love industrial overhaul!
AgitatedAlice 18 hours ago 
It works fine with industrial overhaul, the recipe is just a bit expensive, the thing with assemblers is a vanilla related issue that has been present since 2015. I tried to make a modadjuster mod that altered the recipe to use copper wire and electromagnets instead of display and computers, for the pylons, but somehow that causes the models to stop loading, will have to look further into that.

I just want the grids to share power but be isolated in terms of "data" or "terminal" access so the issue with the vanilla assembler (used for some advanced parts in the IO production chain) is handled.

This also matches the todo list item: "Separate power transmission and power+data transmission. (The ability to only have power between grids without connecting them in the terminals.)"

I really, really like the power lines in this and would love to use them and I am going to use them once i figure out what I did wrong with the modadjuster xml
Faolon  [author] 2 Aug @ 2:00pm 
so when i connect the grids, you dont want to see everything? just the "local grid"? il look into that, as a config or setting possibly i can set up, i have to redo how toolbar works, hope to fix that when i get the new models implemented as thats where i can assign that in the code. also, this doesnt work with industrial overhaul? theres a few mods it doesnt work with, and i wish i knew why lol, this system should really only be by itself, but if found if its not priority loaded it breaks, but im not exactly sure why, if anyone else here codes or has ideas, id love the help with that.
gachd 2 Aug @ 1:13pm 
Anyone running into problems today only? I've been running this mod on a save for a few weeks, but jsut today i'm trying to connect some tethers that are static grids, within 200 m of each other. left clicking a tether to a grid that highlights yellow, the cable just disappears. no message about distance being too great or any other messages. just disappears
AgitatedAlice 2 Aug @ 7:27am 
Oh its listed in the todo and I somehow missed it after reading it several times over. I really hope this becomes a feature! It would make IO make so much more sense in general and make the assemblers less annoying to work with.
AgitatedAlice 2 Aug @ 7:26am 
This mod is really cool but a thing I would wish was noted was that this system connects the grids fully, i.e if you pull up production tab or show inventory for all connected grids you get the inventory and production blocks of all connected grids. I was trying to solve a problem (caused by vanilla space engineers) that makes any assembler show up when you access the production tab no matter which production block you actually accessed which is really obnoxious when you play anything like Industrial Overhaul which implements an actual production chain. This mod doesnt work either :(
Alcatraz 2 Aug @ 6:17am 
Hello there @Faolon,

I'm back to SE and still using this mode, obviously, but, I have to say, as @TuuvisVanKraun mentioned more or less, that there is no way to have both Large and Small grid in the same toolbar, or go through all of them with the mouse whell. It's a big headache to have 2 toolbars to have the same mod because one Small Grid direct access takes out the Large Grid one.

Mabye you could take a look into it?

Thanks so much for keeping this mod alive.
Greetings
Faolon  [author] 1 Aug @ 11:57am 
i would definitely not be opposed, i havent had time to remake many models or get the lods made,
Uzar 1 Aug @ 3:55am 
@Faolon, would you like support / contributions for more connection point models?
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...