Space Engineers

Space Engineers

1,035 ratings
Tethers - Power and Fuel [Testing Phase] (OBSOLETE - LINK OF NEW VERSION IN DESC)
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Type: Mod
Mod category: Block, Script, Production
File Size
Posted
Updated
48.528 MB
19 Aug, 2020 @ 8:30am
18 Aug, 2021 @ 7:05am
18 Change Notes ( view )

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Tethers - Power and Fuel [Testing Phase] (OBSOLETE - LINK OF NEW VERSION IN DESC)

Description
Please be sure to check out and support this idea:
[BLOCK SUGGESTION] Conveyor Tethers
[support.keenswh.com] ^^^ It's a link, click it. CLICK IT! ^^^
'Conveyor tubes/hoses'
Not sure if it's possible but i will try to emulate this as well after the cable's are done.

Since I'm on a break form SE, I gave permission to Faolon to take over this mod, you can find it here:
https://steamproxy.net/sharedfiles/filedetails/?id=2648152224


TESTING ONLY
It is not done. This release is just for testing.
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.
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 UPDATE NOTES
UPDATE 7
  • Fix for MP interaction issues.
  • 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 expect.
It is pointed out as "Testing Phase".

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.


CURRENTLY AVAILABLE BLOCKS
Blocks are not in the public list, you have to use search to find them.
Charging Station
Powerline Pillar
Transformer Pylon
Power Sockets



TODO
Add persistent connections.
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.


Huge thanks to KLIME that the code is based of.
This will be a substitute until the real power cables mod by Churrosaur gets finished.
Also the rest of the modding community that is so helpful.
Thanks to JackRPG for showcasing my mod. Check his other videos out, like and subscribe for more SE content.
Big, big thanks to Twertoon for providing a fix for the latest major update 'Heavy Industry'.


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



COPYRIGHT DISCLAIMER

REUPLOAD PERMISSIONS
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 corelate 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
Even if a mod is an update from another existing mod that has an open permission, the assets or code are still my own, in many cases remade from scratch so I own the rights for any assets in cases where the changes are significant.

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://steamproxy.net/workshop/discussions/18446744073709551615/2793874853443195941/?appid=244850

Discord: https://discord.gg/maBCZSn
Popular Discussions View All (6)
64
6 Nov, 2021 @ 4:15pm
PINNED: Bugs
TwitchingPsycho
1
3 Jun, 2021 @ 12:49am
Locating the Tethers Mod blocks in the workshop
Phatboy45
1
27 Jun, 2021 @ 1:34pm
Not charging
Alshoon
465 Comments
jamstraz 28 Apr @ 11:48am 
What makes this obsolote? I'm using now and I find nothing wrong.
Star 13 Mar, 2023 @ 1:50am 
This mod needs to be changed to move the OBSOLETE to the front of the name, people are still tying to use it instead of reading that you abandoned it and let someone else take over because their stupid apparently
verser 30 Jul, 2022 @ 11:41am 
is this mods development dead, i was really hopping to find a mod that allows fuel transfer between grids
Darian Stephens 28 Nov, 2021 @ 10:42pm 
Maybe it's checking from grid origin>grid origin, rather than tether>tether point?
RogueGodzilla 28 Nov, 2021 @ 8:39pm 
First of all, great mod... Trying to figure out why my static grid connected to another large grid only has a range of about 65m before the tether breaks. The info says it should be 100m. I have tried all the different combinations but cant figure this one out. Static to static and Large to small work as they should. Thanks!
ShArPy1o1 22 Nov, 2021 @ 5:55am 
Trying to trigger 2 seperated grids connected by wires on another but things added to a timer block end up greying out (unabkr to trigger) if it's on the seperate wired grid... just wondering if this mod will have that capability in the future? Would be awesome...
Faolon 6 Nov, 2021 @ 9:30pm 
Ternesj Sepa, i have that issue fixed, from what i can tell, but im still working on multiplayer sync issues. i shall upload mod with the spamming issue patched,
Ternesj Sepa 6 Nov, 2021 @ 9:54am 
is this mod still being supported? could use an update as to the "[INFO] Keen: Tethers - Power and Fuel [Testing Phase] error/exception: System.NullReferenceException: Ob
ject reference not set to an instance of an object." error that spams the ever loving heck out of my dedicated server web console
NightWing 24 Oct, 2021 @ 5:34pm 
Seems that this can only be connected together by the Host
Chaospriest 24 Oct, 2021 @ 4:05am 
@TwitchhingPsycho
Have exactly the same Problem as @InsKill. Server Simspeed goes down to 0.2 as soon as I finish a Connection Block. Console gets spammed with the same Message as stated by @InsKill
Have it combined with many Mods (according to Kanajashi Season 4 Modlist)
It happens when I let it run on a dedicated Server. If loaded directly (SE Client) it works fine with SimSpeed 1.0. Didnt find anything in the logs at least.

Great Mod Idea in general!
Specially the feature of initial powering of your vehicles before you connect them to your system its absolute gold! And it makes sense! Its not overpowered!