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
none-

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.


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
(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.


Huge thanks to KLIME that the code is based off of! (if you want to be added a contributer, please add me on steam so i can add you to the list,)

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.
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
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 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
The base code is not mine! it belongs to TwitchingPsycho and Klime.

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

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)
80
17 Oct, 2024 @ 8:42pm
PINNED: Bugs
Faolon
12
27 Nov, 2024 @ 7:17pm
Community Ideas
Faolon
5
26 Jun, 2024 @ 7:50am
Current Incompatible Mods
Faolon
359 Comments
Master Bator 21 hours ago 
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.
Master Bator 21 hours ago 
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.