Space Engineers

Space Engineers

TEST BRANCH USE AT RISK| Power lines | Tethers mod| Public test branch! | Multiplayer Sync and save!
33 Comments
Sardaukar Jan 25 @ 12:48pm 
If you could add such a debug string, I would happily help fix it/track it down.
Faolon  [author] Jan 24 @ 4:57pm 
if another mod somehow uses a call thats the same? maybe its triggering mine to run the disconnect? thats very weird, i may look into seeing if i can add a debug that prints where the request came form... may be a good call...
Sardaukar Jan 24 @ 4:50pm 
It is. I use a huge mod list, which is what I blame honestly. The log shows the tether mod making a call to remove the lines, and I've tried manually removing that bit of code, so I dunno where it's breaking. I'll try loading it by itself at some point and see if it does the same thing. I don't know enough about modding to figure out what other mod would be able to impact this one just enough to make the lines disappear on logout.
Faolon  [author] Jan 18 @ 12:50pm 
is it priority loaded at top of list?
Sardaukar Jan 17 @ 12:40pm 
I soo badly want to use this mod, but my powerlines disappear whenever I exit/reload my single player game, and I have tried the various versions, as well as trying to modify the code, and I can't make them stick...
Dginn Sep 15, 2024 @ 5:31am 
Faolon, Thank you, it worked. There were difficulties with translation.
Faolon  [author] Aug 23, 2024 @ 7:16pm 
use the main branch.
Window_Not_Clear Aug 23, 2024 @ 6:37pm 
W ish mod
Dginn Aug 23, 2024 @ 6:51am 
I first installed the mod on top. I remove everything from my hands, press 0. I take the hose from the charging station and cannot connect it anywhere.
Faolon  [author] Aug 17, 2024 @ 8:33am 
Dginn, "to connect to a small grid, you need to use a conveyorhoseattachment" make sure your using this. if you are, i need a lot more details, and possibly even a log file.
Faolon  [author] Aug 17, 2024 @ 8:32am 
can you explain some more about small network? like, when your connecting it to the conveyorhoseconnector, does it render? or cable go to narnia? what block are you trying to connect to?
Dginn Aug 17, 2024 @ 1:51am 
I can't connect it to a small network. I thought it was fixed. Offensively
Dragon Fire 813 Aug 14, 2024 @ 9:22pm 
Also posted this to your discord, if that's better.
Dragon Fire 813 Aug 14, 2024 @ 9:22pm 
I've seen this before where the problem only occurs in a pure survival situation (pure as in without creative tools on). I had a piston variety mod on and, when placed as a frame, one of the piston blocks' head would be placed inside the piston instead of on top. It eventually was fixed and, If I remember correctly, was caused by something along the lines of the attachment point not being in the correct spot in the first build state. Wonder if this is something similar?
Dragon Fire 813 Aug 14, 2024 @ 9:22pm 
So I've narrowed down the conditions for the "cable stretching to world origin" visual bug to appear. It very specifically only happens when you place the block's frame down, aka Survival without creative tools on. When placed in creative, or survival with creative tools on, the bug doesn't happen since the block is complete upon placement. Which makes sense why reloading fixes it, since the block is fully built.
Faolon  [author] Aug 12, 2024 @ 9:47pm 
visuals should be stable.
Faolon  [author] Aug 6, 2024 @ 6:58pm 
should be fixed !!!!!!!! please test it out and let me know!
Faolon  [author] Jul 9, 2024 @ 8:01am 
updated repo. https://github.com/Faolon12/Tethers-Powerlines now just the weirdest issue ive seen. and its probably something simple im missing.. if i connect from grid 2 to grid 1 and grid 3, grid 3 wont unpower no matter if i disconnect between 1 and 2 from grid 2 or grid 1, for grid 2 i use a single pole by the way. but if i connect from grid 1 to grid 2 to grid 3 i can disconnect proper from grid 2 or 1, as long as i connected in that order, i juat cant do grid 2 to grid 1 and 3
it works if i make the connections in a certain order, otherwise, nope
Faolon  [author] Jul 6, 2024 @ 6:45am 
also the socket panel will probably be removed, it has no use at all, and i dont plan on adding the multiple 4 point connection, i have some new things comong for power and fuel for small and large grids, as well as i may make a compact varient of a charging station for variation for builds and designs the player can use
Faolon  [author] Jul 6, 2024 @ 6:43am 
yes, all the models currently use the charging station... it is a wip, i will be working on those after i get multiplayer fully flushed out (well, multiplayer is finished, but i have a issue with disconnecting lines in a chain and them not unpowering proper)
tacticinmatery Jul 5, 2024 @ 7:13pm 
i have a problem with the socket panel having the charging station hit box.
Faolon  [author] Jul 2, 2024 @ 11:26pm 
it has issues with disconnecting power proper from chained setups, gauge keeps his repo a bit updated more than mine, https://github.com/StarCoreSE/GaugeMods can grab from there as its the current now lol, but yeah, uhh anyhting more than one connection has a issue, should be in the powerpoles.cs
Faolon  [author] Jul 2, 2024 @ 9:28pm 
saving and loading should be fixed!!!!
Faolon  [author] Jul 2, 2024 @ 4:35pm 
fuel isnt in it yet, the blocks are set up though, for the large and small grid, if you figure that out, would be neat, right now this version since the rewrite has issues with loading the game, cables you will see, but power doesnt relink proper. thats the other issue, if you add me on discord @Faolon then we can probs take a look and i can help more with explanations and the model stuff like the dummies
Usstan Jul 2, 2024 @ 3:26am 
@Faolon Will take a look at the code and see if anything stands out. I'm also switching my current game over to this version of the mod, especially since you mentioned fuel :steamthumbsup: I've been waiting for that :steamhappy:
Faolon  [author] Jun 30, 2024 @ 4:03pm 
place a tether pole, left click to grab a cable, then take to another tether pole and left click to hook it up. right click is to remove. also note, with this test branch, saving/loading doesnt work proper, you can see cables, but power connection is broken, getting a fix for it soon hopefully
xXShadowNinjaXx Jun 30, 2024 @ 1:37pm 
How does this mod work?
Faolon  [author] Jun 29, 2024 @ 10:59pm 
when saving and then reloading world, you will still see cables but will not have power unless you remake all of the cables. dunno if your good at code, but if you see something let me know! im still reading through the code trying to learn the new things, and not sure if saving and loading was fully finished.
Faolon  [author] Jun 29, 2024 @ 9:39pm 
githubs updated currently. looking into the new blocks for fuel and power ive made, need to find a way to draw both cables (thought it would look cool) may switch to single if i cant, but also figuring out conveyor connection so it can actually pull /push fuel
Faolon  [author] Jun 28, 2024 @ 11:05am 
@Usstan https://github.com/Faolon12/Tethers-Powerlines

its not updated yet to the complete rewrite, but should be soon
Usstan Jun 27, 2024 @ 11:16pm 
@Faolon, have you or are you going to post the link to the GitHub repo anywhere?

PS: Ever since the original mod came out, it's been a part of my standard mod list, love it.
Faolon  [author] Jun 26, 2024 @ 7:14am 
supposed to be large grid to small grid, sorry, apparently i cant write lol, was a very long day yesterday
Darian Stephens Jun 26, 2024 @ 12:17am 
'cant charge from big grid to large grid with a cable'
I'm not quite sure what this means. Is 'big grid' meant to be stations? Small grids? Large grid>large grid?