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
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Opdateret:
44.464 MB
6. nov. 2021 kl. 22:01
13. okt. 2024 kl. 20:03
13 ændringsbemærkninger ( vis )

Abonner for at downloade
Tethers - Power Poles | REWRITE/MULTIPLAYER RELEASE!!

Beskrivelse
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://gtm.steamproxy.vip/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

Populære diskussioner Vis alle (7)
82
13. jan. kl. 12:18
FASTGJORT: Bugs
Faolon
12
27. nov. 2024 kl. 19:17
Community Ideas
Faolon
10
18. aug. kl. 17:56
Current Incompatible Mods
Faolon
412 kommentarer
Faolon  [ophavsmand] 22. sep. kl. 10:19 
il try and take a look later and test again, im hoping that should be a easy fix, not sure why it has came back after all this time lol
WackaFlackaFlem 21. sep. kl. 9:38 
To clarify, I mean my power poles disconnecting from one another. Not a crashing issue.
WackaFlackaFlem 21. sep. kl. 9:37 
Anyone have any fixes for the disconnect that happens when I travel away from my base?

I'm playing an online hosted multiplayer server.
HappyMonk3y99 14. sep. kl. 20:42 
Thanks! Here's the logs for both me and my friend in a world with just this mod, there's a time diff of 3 hours. And the fix for the disconnecting tethers is in the README. It may end up being a symptom of the problem causing the crash but idk. I can send you some world files too if you need.
https://drive.google.com/drive/folders/13GmZo_tUImOhpndgY2Dkvo-eVaG992cm?usp=sharing
Faolon  [ophavsmand] 13. sep. kl. 21:37 
anything in the logs for why its crashing? maybe i can look? i havenmt updated it to new updates yet sadly
HappyMonk3y99 13. sep. kl. 15:43 
Been trying to run this on a server with some friends but every time they get out of sync distance of the base they crash and the tethers break. The tethers breaking was a pretty easy code fix but I can't figure out how to stop the crashing which sucks because this is really cool otherwise :/
MaJo1924 12. sep. kl. 14:07 
Never mind, I found the fix, you have to fully grind down the blocks and replace them
MaJo1924 12. sep. kl. 14:02 
Has this mod become broken after this hotfix for anyone else?
Faolon  [ophavsmand] 11. aug. kl. 16:33 
it is already, closer to the top, its a bit much in description though, maybe one day il make more obvious
Vladimir Bergholtz 11. aug. kl. 16:21 
Thanks again! Might be worth putting that in the description though :P