Space Engineers

Space Engineers

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PowerShare
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Type: Mod
Mod category: Block
File Size
Posted
Updated
7.897 MB
30 Apr, 2022 @ 4:50am
29 Sep @ 6:07pm
6 Change Notes ( view )

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PowerShare

Description
Power Share introduces 2 blocks

Power transmitter- Takes power from main grid and distributes up to 15MW by default to receivers in area (respecting permissions: Solo, faction, anyone) Also tops off all suits in 200m

Power Receiver- Draws power from transmitter and outputs up to 7MW to attatched grid (small grid only)

Range, Power transfer rate, and transfer efficiency are configurable from config file saved in the world save file / storage / modID folder

New Config options allow for the falloff to be enabled (off by default) the set range where falloff starts, and the minimum efficiency at max range.

Updated config file to allow for efficiency falloff. (off by default) To enable you will need to delete and regenerate config file and put in the new parameters.

Updated scripts to allow a new subtype of block for large grid recievers. Mod link below (The companion mod can be edited and re-uploaded as much as you like with better than "Im lazy and will just attach a small grid model to a large grid block" menatity")

https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3577389482

Models by Arkolis
145 Comments
jarhead 8 Oct @ 8:28am 
Oh, I was just thinking of using the antennas for "range" or "distance". Not for actual power transfer.
Sherbert  [author] 6 Oct @ 2:16pm 
1st ATM im maintaining mods. I do not plan on adding any more features due to time constraints on my person

2nd Your antenna range idea is doable but would require adding additional controls to the modified batteries used in the mod. I would not tie them to an actual antenna because IMO the current existing antennas are designed for data transmission where the modded power transmitter is designed solely for power. Its not a terrible idea (Tesla's tower for example was supposed to transmit both data and power at the same time) Its just not something id work on implementing . . . until SE2 adds scripting to the modding capabilities
jarhead 5 Oct @ 11:17pm 
Idea: what about making the range dependent on antenna range (like a toggle to "use antennas" so it just uses the antennas instead of it's own range?
Sherbert  [author] 29 Sep @ 6:41pm 
Forgot. link to companion mod above in the discription or here because why not https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3577389482
Sherbert  [author] 29 Sep @ 6:40pm 
I just updated this mod to allow for large grid recievers!!!! But me wanting to be unhelpful did not add it to this mod. But wanting people to not ask about it I made a Companion mod that adds large grid recievers. But being lazy I did not change the model, just moved the small grid model onto a large grid block. But not wanting to be to lazy I did multiply the stats of the large grid block by 5 and finally as icing on the cake put a shameless plug for my favorite mod that no one knows about Easy Armory. Also i adjusted the smal grid model to sit properly and mount properly on large grid blocks. Anyway this is way to much typing for today so if you have any questions or comments feel free to post them here.
Kaedys 27 Sep @ 1:53pm 
You can attach a receiver to large grid by using a large-to-small rotor or hinge connection. Certainly not quite as convenient or useful as a large grid receiver, but functional in the mean time. Alternatively, a mod like Attachments (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=516770964) for a lower-profile version that's easier to work into a build than a standard rotor or hinge (one of them can in fact be constructed within the same block space as a normal large grid block cube, just one side of it is small grid instead).
NiceGuy 26 Sep @ 7:50pm 
So the receiver is only for small grid? There is none for large grid? I need to transmit to large grid too.
Ashven 29 Mar @ 11:43am 
Hmm. For some reason the graphics arent showing up. The blocks are still there but the skins on them are not
Kaedys 23 Mar @ 1:00am 
Hrm. I'll see if I have some time tomorrow to play with the mod files locally.
Sherbert  [author] 22 Mar @ 5:40pm 
ill work on it to get it functioning but I cant guarantee when ill have time to fix it