Space Engineers

Space Engineers

Space Suit Powerbank
108 Comments
TheVillain 10 Oct @ 11:12am 
ah got it - i had solar panels but it was night time, and my batteries where dead.
I guess that meets the specification of 'working power producer' even if output is zero?
NerdorbitLP  [author] 9 Oct @ 11:28pm 
@TheVillain: There is a check if the grid has a working power producer, however this seems to be not working properly. I need to rewrite the power usage in a future update.
TheVillain 9 Oct @ 7:39pm 
Great mod, really enjoying using it and not having to recharge all the time early game.

I have noticed that the small grid charger will charge my suit even with no power connected. My whole base is zero power and the battery bank is still recharging batteries....

Is this intended?
Mantismax 1 Oct @ 2:50pm 
if you use the trade space hubs
we are finding on our server some things of that mod are broken (contract blocks, suit upgrade blocks)
we hoped this would b a replacement to the suit upgrade but found it broke our color hud
jarhead 1 Oct @ 9:21am 
maybe use the text api thing?
Karlsson 1 Oct @ 8:27am 
this mod remains relevant because despite medkits and batteries made available for production they are still just a consumable that is deleted upon use thus making them less renewable than a power bank
NerdorbitLP  [author] 29 Sep @ 4:46pm 
@Mantismax:
Maybe I can make a version of the mod, that doesn't include the HUD display. I need to check on that.
Mantismax 29 Sep @ 12:07pm 
@ NerdorbitLP
attempt to run on dedi paid hosted server
mod load order is automatic, have no control but the color hud is one of the first selected mods
so this mod loads way after the hud mod
NerdorbitLP  [author] 29 Sep @ 6:47am 
@Mantismax: As with all mods, that change something in the UI, you cannot have two at the same time, thanks to technical limitations on the space engineers side. As stated in the compatibility notes, make sure that your mod list order is right, so the more important mod has the higher priority, which would be the color hud in your case.
Mantismax 28 Sep @ 2:36pm 
breaks color hud (space engineers hud)
NerdorbitLP  [author] 19 Sep @ 4:53am 
@jarhead: Maybe try validating the game files via steam. If this doesn't help, maybe file a ticket at https://support.keenswh.com so they get aware of the issue.
jarhead 19 Sep @ 3:31am 
Only thing I can see (with only this mod active) is something about an "object instance" I don't think it has to do with your mod though as it even does it without any mods active and I already verified the files.
NerdorbitLP  [author] 19 Sep @ 3:13am 
@jarhead: As far as I know, this isn't the mod itself. I uploaded a compatible version right after the update hit. I have two test worlds, one using the local and the other using the steam version.

Nonetheless I have published a new version (with no further changes), hoping that it might trigger a re-download for you.

That being said, I got some reports with logs attached, indicating that SE somehow can't download from steam, also I encountered an error leaving me stuck in an endless loading screen when going to workshop content scenarios.

Can you check your log and post an excerpt?
jarhead 19 Sep @ 1:33am 
This is not working since Apex update. Please fix. I also like using the ML-S Suit mod for higher inventory, o2, and h2 capacity and this worked with it as well but now that is broken too.
NerdorbitLP  [author] 8 Sep @ 5:17am 
@Sardaukai: Ich schaue mal, was ich da mittelfristig tun kann.
Sardaukai 8 Sep @ 3:53am 
Danke für die tolle Mod.
Einzig eine PowerSink für den Charger wäre schön. (Ladeverlust)
Zaithen 3 Jul @ 2:02pm 
This will calm down the Stress Level in Survival Mode. The "Energy-Low / Energy-Critical" Massage annoy´s a lot if You just want to build arround Your Base. Thank You ! :mhwgood:
NerdorbitLP  [author] 9 Jun @ 2:29pm 
@Renay: Editing the sbc files would be all you need to do. Just replace the materials in Blueprints.sbc with the IDs from the Better Resources materials, since this is the only place where the costs are defined.
Renay Edor 6 Jun @ 2:17pm 
Would it be possible to made an addon/alternate mod that uses Better Resources materials to craft the upgraded power banks? I'd do it myself but i'm not sure how to do it other than editing the sbc's, and even then I got lucky that the edits I have made worked :P
Ibram Skyheart 30 May @ 8:33am 
I did have a couple of programmable blocks on there, so maybe. Either way my original comments stands: excellent, must-have mod but now without issue!
NerdorbitLP  [author] 30 May @ 7:12am 
@Ibram Skyheart: Maybe there has been another hotfix for programmable block memory issues meanwhile. Keen did some fixes in that regard.
Ibram Skyheart 30 May @ 2:44am 
I'm not sure what's changed, but I haven't used that ship since I commented but it no longer crashes. I tried it under the circumstances I tested with last time but... it works fine. Sorry if this has given you a headache, but I can't explain as I've changed literally nothing.
NerdorbitLP  [author] 29 May @ 9:29am 
@Ibram Skyheart: Is there any chance you could provide me with a blueprint of the ship in question?
Ibram Skyheart 18 May @ 4:23pm 
Both. When I was trying to figure out what was crashing my game, I realised it was whenever my batteries depleted fully, though I've just tried it by manually turning off power and it's the same result: CTD.
NerdorbitLP  [author] 18 May @ 8:43am 
@Ibrahim: Thanks for letting me know, what exactly do you mean with "ship loses power"? Is it running out of battery power or did you turn it off?
Ibram Skyheart 18 May @ 7:03am 
This is an absolute must have mod! The only issue I've found is that when I place a charger on a small grid ship the game crashes a few seconds after the ship loses power. I've repeated this multiple times with and without other mods to make sure it's not a conflict. Otherwise, absolutely fantastic.
Captain Harlock 17 May @ 5:01am 
Kann es sein das durch das Fieldwork Update, sich was im Code des Spiels geändert hat, wodurch der Mod Code nicht richtig arbeitet? Das Verbrauchen passiert auch nur bei Cryokammer, beim Cockpit etc. klappt alles
Captain Harlock 17 May @ 4:58am 
Alles klar danke
NerdorbitLP  [author] 17 May @ 2:43am 
Es gibt eigentlich im Code einen Check, der überprüft, ob man in einem Cockpit, etc. sitzt. Möglicherweise schlägt da aber was nicht richtig an, schaue ich rein. Die Audiomeldung wird nur bei dem Verbrauch der letzten Ladung der Powerback gespielt, nicht bei jedem Ladevorgang.

Ich schau mir das mal an ^^
Captain Harlock 16 May @ 11:17am 
Also ich weiß nicht ob das schonmal angesprochen wurde, wir benutzen die Powerbanks auf unserem Server und haben folgendes festgestellt: Wenn man sich in der Cryokammer ausloggt und die Powerbanks im Inventar hat, sind sie alle beim einloggen um 50% verbraucht, wenn man es jetzt nochmal machen würde wären sie beim einloggen komplett leer.

Wenn man sich in der Cryokammer ausloggt, ist man mit Energie versorgt, die Powerbanks dürften sich also nicht verbrauchen.

Auch die Audio Lade-Meldung wird nicht immer abgespielt, es kommt wohl drauf an was im Hintergrund passiert. Aber da bin ich nicht sicher.

Was das fehlende automatische Ziehen angeht, mach ich das derzeit mit einem Sortierer, funktioniert...

Ich finde den Mod im allgemeinen echt super, eine Version für Lebensenergie wäre jetzt vielleicht noch eine gute Ergänzung.
lechkingofdead 30 Apr @ 11:57am 
it would be a fine solution but take ya time. i have this mod to the burner for use.
NerdorbitLP  [author] 30 Apr @ 7:01am 
@lechkingofdead: The only thing I could do is to try making the large grid charger to pull the item by itself, similar how the tanks and o2/h2 do it with the bottles.
Though as I am a bit occupied lately, I cannot promise to get it done soon.
lechkingofdead 29 Apr @ 8:17pm 
so theres no way to make this mods batteries get sent to charger like a tank gets sent to the respective tank. oh well. at lest i can lock isy inv up from interfearing with it. this looks like a fine add even if the disposable suit bat exists.
NerdorbitLP  [author] 10 Mar @ 2:16am 
@JustWeb: I have already contacted Isy, however he said that there is nothing I can do to change the behavior of the IIM script and he can't add any exceptions for particular mods due to restrictions of the ingame script system.
qasssi 9 Mar @ 10:28pm 
nice mod thank you =)
JustWeb 9 Mar @ 8:49pm 
Any idea how to make this work with IIM similar to the way bottles work? Under 100% goes to the charger then when charged they go back to the tools container.
OCD Insomniac 9 Mar @ 1:35pm 
Now here's a mod that makes good sense...thanks for this!
Thane Greyhaven 20 Feb @ 12:57pm 
Ahhhh. I Knew I was missing something. And yes, important differences all! :thumbsup:
NerdorbitLP  [author] 15 Feb @ 11:11am 
@Thane: Since this has been asked a couple of times already, I added the explanation to the description text.
Thane Greyhaven 13 Feb @ 3:15pm 
I may be missing something, buuuut ... aren't there portable power banks to recharge your suit with stock in the game?
NerdorbitLP  [author] 8 Feb @ 4:13pm 
It takes 130l, basically 10 l more than a regular bottle
sounds good on first glance but as i play with an x1 inventory multiplier id like to know which volume it would take up inside of the inventory.
Vas 7 Feb @ 5:37pm 
Ah, I was thinking it would have been nicer to code the original banks to work the proper way, same with med packs. But ah well. I use a mod to change the HUD display to be nice and properly colorful so I don't think I can use this without glitches.
NerdorbitLP  [author] 7 Feb @ 4:23pm 
Yeah, but you can't craft those but need to find them and you need to use them proactively, which interrupts your building or exploration process. The powerbanks work exactly like a bottle. Have it in the inventory and don't bother until the powerbank runs dry.
Vas 7 Feb @ 10:23am 
Doesn't the game already include powercells for recharging on the go? :P Just a thought really. I'm sure yours adds better features but I just wanted to point that out.
SolarFlare1234 7 Feb @ 8:58am 
space engineer gaming
Deathfather 7 Feb @ 8:34am 
This is genius! I really tried to make something similar to this and never could. Props!
NerdorbitLP  [author] 7 Feb @ 7:38am 
@R1po: Thanks a lot!
R1po 7 Feb @ 7:35am 
Gz to being in the Community Spotlight. Got the mod a few days ago. Good mod!