Space Engineers

Space Engineers

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PowerShare
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Type: Mod
Mod category: Block
File Size
Posted
Updated
7.898 MB
Apr 30, 2022 @ 4:50am
Sep 4, 2022 @ 7:31am
4 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.

Models by Arkolis
121 Comments
Vas Apr 9 @ 6:28pm 
Cy, I know people are stupid like that, thats why I would simply ignore'em. :P You can program in safeties though, like checking if a receiver is on the same grid as a transmitter and then turn off the receiver or transmitter until they are no longer on the same grid, showing some kinda message in the block's interface or have it renamed during such time.

Sherbert, its not a big deal anyway. I was actually trying to power remote bases over a distance using pipelines as a way to transport resources in a moon mining operation. I imagine the wireless transmitters here are probably too short range for that anyway and it would probably be illogical based on their power method anyway.

I'd need some kind of laser antenna method of sending power remotely to outposts instead, but ah well.
Sherbert  [author] Apr 9 @ 5:20pm 
lol yeah it wouldnt break the game or cause errors with the current code as is. Its more an excuse. Ive gotten lazy and havent done much coding for space engineers. Also I have not asked nor intend to my modeler to make a model for it. So here is what I will do as large grid version has been asked for a while.

I will make the necessary changes to make large grid reciever blocks and will update the description with instructions to create the block itself.

I will not be making a model or block, that will be up to someone else to take the reigns. All they will need to do is make it a battery block with a specific subtypename i will post upon completing the updated code. The code will pick up the block when the 2 mods are loaded together
Cy Apr 9 @ 9:53am 
@Vas
Welcome to dealing with other people. If you tell them not to do something because its known to cause issues they will do the following three things:
1) Completely ignore you
2) Do what you explicitly told them not to
3) Complain and act like its your fault because you didn't physically restrain them to stop them doing the thing you warned them against
Kaedys Apr 8 @ 12:48am 
In fact, you definitely _can_ dock a small grid with a receiver to a large grid with a transmitter, and it doesn't seem to cause any issues.
Vas Apr 7 @ 6:21pm 
Ah. Couldn't you just add a warning to make sure no one tried that? Like "If you do this, it'll burn your energy and cause lag" or some such? Perhaps if there is a transmitter and a receiver on the same grid, disable the transmitter.

Wouldn't the same thing happened if I docked with a receiver on a grid that has a transmitter?
Sherbert  [author] Apr 7 @ 6:49am 
It was designed that way as a safety. the code is capable of handling large/small ships but I initially wanted to prevent people from putting both on the same grid. this would cause a wierd feedback loop
Vas Apr 6 @ 10:29pm 
Uh, why is this only for small ships? I was about to build this for a moon base with multiple mining zones around it, but the receiver can't be built, it can only be built on small grids while the transmitter can only be built on large grids, and both cost exactly the same from what it appears.
Tumeden Apr 2 @ 9:29am 
Okay, thanks. After playing with it a bit more I better understand how it works.
Sherbert  [author] Apr 1 @ 9:04pm 
Its underlying mechanic is that its a battery itself, batteries on auto will not pull from other batteries you would need an ingame script to set your other batteries to recharge to pull from it
Tumeden Apr 1 @ 6:48pm 
Is there a way to make this recharge other batteries on small grids too? It appears it only charges the 'receiver' block and doesn't recharge any other batteries within the ship. This mod is honestly almost perfect and exactly what i was looking for, however my ships always dead after being out of range of the transmitter.