Space Engineers

Space Engineers

DEPRICATED - Powerfix (Makes Batteries Usefuller)
100 Comments
Mewbits 11 Apr, 2018 @ 11:59am 
Is this mod still supported?
mosfet 4 Oct, 2016 @ 2:04pm 
so at the moment solar panels are pretty much useless when they dont produce enough energy to power the whole system, because they cant be used to support reactor or battery outputs, right?^^
Craig P  [author] 10 Jun, 2016 @ 12:13pm 
It was very useful in survival, back before Keen disabled the file copy. If they've re-enabled it, it might be worth rechecking everything and making sure nothing's busted.
~* BiZZ Keryear *~ 9 Jun, 2016 @ 11:04pm 
Yeah, I installed it becazse it was recommended by a survival tutorial which last episode came out not long ago and is currently still in production
Craig P  [author] 9 Jun, 2016 @ 5:46pm 
Well, last I checked, this mod doesn't work at all any more. If it has started to work in a broken way, then Keen may have changed a lot of things.
~* BiZZ Keryear *~ 9 Jun, 2016 @ 4:59pm 
Well I was a little fast on the GPS thing apereantly that is broken in vanilla ... but I was bothering the forum why the heck the antenna isn't working and won't let me connect (/remote control) to my ships ... and then after I removed the mod they work... ... and I didn't changed anything else ...
Craig P  [author] 9 Jun, 2016 @ 4:09pm 
If this mod is causing that, it's amazing. All this mod contains is a list of what order power is allocated in.
~* BiZZ Keryear *~ 9 Jun, 2016 @ 1:34pm 
OK, I run into a little problem. The mod worked, and it seems like intended ... at least as described, but as soon I was using the mod antennas didn't ... every ship I tried to connect to was "out of range". However after removing the mod connecting to the ships wasn't an issue anymore (didn't moved the ships). Also there seems to be some sort of issues with GPS and autopilot as well. It either didn't work or made the ship fly off into ... guess infinity (if I hadn't stopped it)
Craig P  [author] 1 May, 2016 @ 6:32am 
You can still use Freya, but I'm not sure how much point there is if batteries are running at 100% efficiency.
Raynor 1 May, 2016 @ 4:28am 
So this mod and Freya Battery Management are useless now then or can I still use Freya Battery Management on it's own?
Craig P  [author] 29 Apr, 2016 @ 4:48am 
The client would keep trying to draw power from one thing while the server draws power from another... it would probably look OK or jitter back and forth, but I think the server would probably "correct" it to the vanilla result.

If the server and/or every client has it installed, there'd be no problem.
cy-one 29 Apr, 2016 @ 1:52am 
*nods* I understand. How would that conflict ... look/behave? I'm currently not playing MP, but I'd like to know what would happen.
Craig P  [author] 28 Apr, 2016 @ 2:05pm 
If you overwrite the file manually, it will work, but that's not a mod. You can't turn it on or off, and it will silently conflict if you play in multiplayer with people that have the original file.
cy-one 28 Apr, 2016 @ 12:38pm 
Soooo.... Does a manual install still work, or does the "Keen prohibits overwrite"-issue not only apply to automatic install (subscribing), but also to the manual install?
Description doesn't make it clear to me.
Craig P  [author] 11 Apr, 2016 @ 11:56am 
Rottielover is 100% correct: it's not dangerous, Keen just stopped applying it.
rottielover  [author] 11 Apr, 2016 @ 11:41am 
Niel, nothing dangerous that I have seen, the game is just not applying the settings. Keen bug.
Niel 11 Apr, 2016 @ 10:47am 
Would you recommend to disable it or it's not dangerous and can be left there waiting.
Is there any chance for you to fix it or it's something not depending from your work anymore?
Craig P  [author] 11 Apr, 2016 @ 10:15am 
It's not, but it could randomly start working again any week. :|
Niel 11 Apr, 2016 @ 7:35am 
So, is this mod not working anymore?
rottielover  [author] 9 Apr, 2016 @ 5:58am 
Confirmed, last patch completely boarked it.
Craig P  [author] 8 Apr, 2016 @ 4:25pm 
I think they broke the file copyover. You could manually modify/replace your core file, in which case it would apply to all saves, but it looks like the mod broke.
jandraelune 8 Apr, 2016 @ 3:31pm 
Yep...this one isn't placing Solar Panels first atm. It's not even changing anything from default.
Craig P  [author] 5 Apr, 2016 @ 7:24am 
Yeah, I think your fix is probably more about how you tested it than the carriage returns, but it's worth trying.
rottielover  [author] 5 Apr, 2016 @ 7:10am 
just for added confidence I created a local mod. I had steam replace the file and loaded my test world, borked. Loadded the local mod and re-loaded test world, worked fine. I did notice that Freya does seem to cope better with the keen settings than other scripts trying to do day/night cycles, but your numbers make all the scripts I've tested work. Not worried about credit, just want to help the community. Best Regards!
Craig P  [author] 5 Apr, 2016 @ 6:58am 
I'll post it when I get home and give you credit.
Craig P  [author] 5 Apr, 2016 @ 5:39am 
Oh, did they add a different carriage return? send me that file, I'll post it.

It's INCREDIBLY STUPID if their XML parser has a whitespace requirement.
rottielover  [author] 4 Apr, 2016 @ 11:38pm 
It worked, I don't know how or why but all I did was manually replace the values in Keen's file with your values and voila. I guess somehow they are looking at whitespace.... Anyway I tested this on a local survial map with a 1 min sun rotation setting and Freya Battery Management script.
rottielover  [author] 4 Apr, 2016 @ 11:24pm 
Hi Craig, thank you for all the work on your scipts and mods, I enjoy them alot. I wanted to see what was going on so I downloaded this mod, and ran a compare in Notepad++ between your file and Keen's (as of 01.128_011). It shouldn't make a differance but Keen seems to have added carrige return between the IsSource and Priority lines. I'm going to try just replacing the Keen values with yours to see if it works in a local game after that. Maybe there's something about the ordering who knows.
Rick 4 Apr, 2016 @ 5:47pm 
That sounds rather obvious now that you mention it. Well that's one less thing to worry about.
Craig P  [author] 4 Apr, 2016 @ 5:00pm 
If they fixed the neutral battery cycling, then there's no reason to use Freya at all.
Rick 4 Apr, 2016 @ 4:53pm 
Unfortunately the moment you put the batteries on discharge the solar panels still refuse to output anything and simply go to 0. It's quite possible this one still helps, but only if you leave the batteries as blanks and don't switch to discharge. This means that the Freya Battery Management script does more harm than good with its current iteration though. Seems the batteries do not attempt to recharge eachother if all are left in the neutral position fortunately.
Craig P  [author] 31 Mar, 2016 @ 5:42pm 
OK, I added a carriage return at the end of the file. I cannot imagine it will help, but it's literally the only difference.

I think it's likely that Keen made it so that the file can't be modded. You can manually copy it over the existing file, but that's a lot of effort and a big change that would affect every save.
Craig P  [author] 31 Mar, 2016 @ 5:39pm 
The ResourceDistributionGroups.sbc file is still in the same directory and still has the same format, so I don't see anything I can do. The only change is a carriage return at the end of the file.
Craig P  [author] 31 Mar, 2016 @ 5:36pm 
Well, there's three possibilities:
1) They changed the XML and this one is now considered invalid. But nobody is getting errors, so I doubt it. I guess it might be in a different place, I'll take a look.

2) They inverted the priority tree to what it should have been from the start, so now this mod breaks it instead of fixing it. If that were true, things would work fine without this mod.

3) They decided they didn't like mods overriding their broken priority system and now don't copy that directory properly.

I can't do much about this stuff. Keen is pretty awful to the modders.
Rick 31 Mar, 2016 @ 4:20pm 
Yeah I'm using this and the Freya Battery Management and I am also getting the Solar Panels going to 0 output. Any solutions to the problem as of yet?
Craig P  [author] 22 Mar, 2016 @ 3:52pm 
Not really, no. Powerfix should help, but if it's not, then it's not. I don't know what Keen's up to these days.
Spartan 22 Mar, 2016 @ 3:32pm 
i have found the problem i think, when freya sets the batteries to Discharge, solar panels goes to 0 output, can we do something ?
Craig P  [author] 22 Mar, 2016 @ 12:10pm 
The mod simply contains a single file, named the same as a file in the default install. The mod manager is supposed to override the default file with the one in the mod, but if that's not happening, you can simply replace the default one with the modded one.

Mods are simply zip files, so you should look for the file 570484985 and unzip it. You'll how it's set up inside. It's really simple.
Spartan 22 Mar, 2016 @ 10:49am 
What i got to change on the mod ?
Craig P  [author] 22 Mar, 2016 @ 9:04am 
Dunno, it might be that Keen doesn't properly install this on dedicated servers, or maybe the directory format is different. You can manually overwrite the default file, which would permanently activate it... but you may need to manually overwrite it again every Thursday.
Spartan 22 Mar, 2016 @ 7:57am 
This is not working on dedicated server, solar panels are on 0 output in a full day light ( yes, im usig freya too )
Craig P  [author] 26 Feb, 2016 @ 12:24pm 
Yeah, Keen just broke ALL MY OTHER MODS AGAIN, too. Motherfucker. Twice in one week.
Kurazarrh 26 Feb, 2016 @ 11:37am 
I just wanted to chime in on the issues in survival. Your mod worked great for a while back in December, but then it did break at some point. We use your mod on a Survival DS, and it unfortunately no longer works. I've verified that my solar should be outputting--if I turn my reactors off, my systems will then pull from the solars normally, but even if I have 5MW from solar and so much as 1kW power draw on the grid, it'll fall over to my reactor, and the solars will just sit there. =/ Loved your fix til Keen broke it! ;P
Craig P  [author] 26 Feb, 2016 @ 5:34am 
Yeah, I'm not sure exactly what's going on. It works when I test it, but the batteries keep charging themselves and the priorities go haywire. I think a new issue might have been introduced when they "fixed" solar panels a little bit ago.
PeterRabbit 26 Feb, 2016 @ 4:35am 
I just tested this mod in survival and with some solar panels getting sunlight, some batteries in neutral, and some stuff using up power, the power being used is still subtracted from the overall Current Output of the solar panels. In other words this mod hasn't fixed anything for me.
Craig P  [author] 25 Feb, 2016 @ 8:51pm 
Sure, keep me posted. I don't play survival much.
ZenCow 25 Feb, 2016 @ 8:46pm 
Freya updated nicely. No problems there. It looks like what I ran into was a straight-up SE game bug regarding solar panels. However, it looks like they might have updated the priority, since I got the expected battery recharge results both with and without Powerfix... at least until I did whatever triggered the solar panel bug. I had full sunlight and experimented with augmenting both with and without the Reactor. I'm going to try my game without Powerfix for a while and see if things continue to work the way we all expect them to work. :)
Craig P  [author] 25 Feb, 2016 @ 7:58pm 
Well, script updates require you to put the new code in...
ZenCow 25 Feb, 2016 @ 7:55pm 
I'm taking a look now, but I was distracted by breakage of scripts. I see you already updated Freya, so I'm going through the game load cycle again. ;)