Space Engineers

Space Engineers

Tethers - Power Poles | REWRITE/MULTIPLAYER RELEASE!!
412 Comments
Faolon  [author] 22 Sep @ 10:19am 
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 @ 9:38am 
To clarify, I mean my power poles disconnecting from one another. Not a crashing issue.
WackaFlackaFlem 21 Sep @ 9:37am 
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 @ 8:42pm 
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  [author] 13 Sep @ 9:37pm 
anything in the logs for why its crashing? maybe i can look? i havenmt updated it to new updates yet sadly
HappyMonk3y99 13 Sep @ 3:43pm 
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 @ 2:07pm 
Never mind, I found the fix, you have to fully grind down the blocks and replace them
MaJo1924 12 Sep @ 2:02pm 
Has this mod become broken after this hotfix for anyone else?
Faolon  [author] 11 Aug @ 4:33pm 
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 @ 4:21pm 
Thanks again! Might be worth putting that in the description though :P
Faolon  [author] 11 Aug @ 4:14pm 
C:\Users\Faolon\AppData\Roaming\SpaceEngineers\Saves\76561198337890155\Power test v2 Tethers Mod\Storage\TethersInDev_Faolon\settings.cfg obv go to your user and save xd but thats the path
Vladimir Bergholtz 11 Aug @ 4:08pm 
Thanks! And which file do I need to edit to adjust the max cable length? 100m seems a bit short
Faolon  [author] 11 Aug @ 4:05pm 
transformer pillar, just diff style for now, nothing different, charging station has 1 connection max, also just mainly used to plug into small hose connector for the small grids, or to charge large rovers with a charging point on them,
Vladimir Bergholtz 11 Aug @ 3:53pm 
What do the transformer pillar and the charging stations do?
AgitatedAlice 3 Aug @ 11:21pm 
Yes! Its great. IO translates the computer component to basic computers, which isnt bad because its just sillicon and copper wire to make those, but displays are made in the microelectronics fabricator and those require rarer ores and the oil and synthetics production supply chain to make, so its quite expensive lol.
Faolon  [author] 3 Aug @ 1:35pm 
i may play around in the future too, or make a addon for this mod? i love industrial overhaul!
AgitatedAlice 3 Aug @ 1:08am 
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...
NublyBubly 10 Jul @ 5:53am 
Whenever you try to attach a cable from the small grid charging station it seems that it wants to start the cable from the world's origin (cable comes from far away in the sky, not the charging station block), and if you try to connect it to another (large grid) charging station it just says "To far away", the conveyor hose connector does work tho.
Faolon  [author] 3 Jul @ 5:20pm 
you still can, you just have to connect the cable to a conveyorhoseconnector, its a block you have to put on the small grid now. if you search connector it should show up.
Tuuvis Van Kraun 1 Jul @ 11:00am 
This mod USED TO be able to power small grids from large grids... Why was that removed????
Mesarasi 27 Jun @ 5:20pm 
i thought this mod allowed players to connect a large grid to a small grid, to power rovers for example
Faolon  [author] 12 Jun @ 8:03pm 
yes it does, sorry, i havent updated that yet, il update desc, thanks!
Schu 12 Jun @ 8:24am 
@Faolon just to confirm, this does work on multiplayer? The title implies it does, but under "current goals" it shows multiplayer release so I just wanted to make sure. Thanks!
Faolon  [author] 11 Jun @ 3:37pm 
mmm, il look into this in next week or 2, the update must have changed some api stuff. happens in vanilla with just this mod? can send the log report on github?
NIX 8 Jun @ 11:47pm 
My tethers are also disconnecting fairly often
Revan 25 May @ 4:29pm 
my tethers keep randomly disconnecting out of nowhere
Faolon  [author] 15 May @ 6:28pm 
il try and set it up so its disabled by default, or have an option to turn it off,
pierce3383 9 May @ 11:06pm 
All of the [INFO] messages in the logs are rather annoying. In my Daryabar star cluster they run dozens of pages as all Empire ships and stations use them. I love the error messages, just not so keen on all the info ones.
Mr Yukari 17 Mar @ 5:13pm 
I tried using all three, I think a mod i have might be causing them to not work. What do you mean by hoseconnector block?
Faolon  [author] 16 Mar @ 10:16pm 
yeahh, socket station doesnt work, and it will be rmeoved, thought i disabled it, my bad, thesmall grid, you using a hoseconnector block?
Mr Yukari 15 Mar @ 3:28pm 
Forgot to mention, i am in creative and that the socket station is also not working. It doesn't connect to large grids either, unless i connect it to a pylon.
Mr Yukari 15 Mar @ 3:21pm 
Using this mod on an Ares at War world industrial overhaul is installed as well. Charging station is unable to connect to a small grid rover. *within 20m* Im able to grab the cable but there's not prompt to connect, nothing is even highlighting
Alexis The Calico Yokai 13 Mar @ 6:51pm 
Will the model be updated, the hit-box being a cube in the middle and also not be the Programmable Block welding stages.
Faolon  [author] 23 Feb @ 6:37pm 
they are not limited for performance reasons, ive had 0 issues with performance, was for survival, and kept that way when i took over, however, they can now be changed in the config file.
Wob 21 Feb @ 9:05am 
Are cable limits for performance reasons?
Darian Stephens 20 Feb @ 10:00am 
@grandadgaming
Are you trying to connect directly to functional blocks still, not using the connectors that it now requires?
grandadgaming 20 Feb @ 8:44am 
Completely messed this up, used to work great on anything before the update, now cannot connect to any rover or ship to charge it :(
Faolon  [author] 9 Feb @ 1:07pm 
what do you mean ship is not able to connect? your making sure to use a pylon or a hoseconnector on the grid?
Quilendar 9 Feb @ 8:28am 
Pls update this mod. Ship is not avalaible to connect.
Faolon  [author] 28 Jan @ 9:07pm 
can you put the logs on the github please, so i can look at them, test going far away,
YourDadBrad23 28 Jan @ 9:01pm 
im also getting the power lines disconnecting when i move far away not sure why its on my dedicated server aswell
andywht 27 Jan @ 1:01pm 
Fab mod, use it all the time! A lil suggestion, could you please implement a switch to disable seeing inventory through tethers? I play with friends and use production quota and it messes up when I connect a friends base/ship to assist with power, a simple switch, smth like "see inventory through tethers" on/off, thank you!