Space Engineers

Space Engineers

Nanobot Build and Repair System (Maintained)
604 Comments
S.T.A.L.K.E.R 4 Sep @ 2:46pm 
@SKO85 I understand and I'm not rushing
SKO85  [author] 4 Sep @ 6:19am 
@S.T.A.L.K.E.R , I just got back from vacation and quite busy with work. I will try release a version between with your changes in the coming days. Thx for contribution and the PR. Will keep you posted.
S.T.A.L.K.E.R 3 Sep @ 3:30am 
@SKO85 Adding information about language localizations to the mod page will prevent the mod from being duplicated
pro pilot 420 1 Sep @ 6:44pm 
The bots won't weld because it's focused on picking up blocks (inventory full black and red color at the top), what am I doing wrong?
SKO85  [author] 1 Sep @ 12:57pm 
@S.T.A.L.K.E.R, I will check the branch, thank you!
S.T.A.L.K.E.R 1 Sep @ 7:34am 
@SKO85 Please check GitHub. I've added a new language localization. Could you list on your mod's website that it's localized and specify which languages?
Safari_Lion 23 Aug @ 12:49pm 
Is this still up to date?
SKO85  [author] 18 Aug @ 3:33am 
@BWS. Lots of issues have already been identified. I will try to drop an update in a week or two. I am still testing and fixing a few more issues. Hope to fix them very soon.
BWS ☮ Judgement 🖤 16 Aug @ 1:49am 
Coming back to this mod after awhile i must say it's having a lot of issues. Color grinding is not working always, deconstructing of enemy ships is not working properly when they lack shields even, the script ( maintained ) is giving errors, it fails to queue a lot of times, it fails to weld and so on. I can't wait for an update because it's a really useful mode. I have over 1400 hours of playing so my settings are right. Keep up the good work updating this old mod!
SKO85  [author] 14 Aug @ 2:05am 
@Atomhirsch, I always used Torch for hosting a multiplayer server and I used plugins for such things. There is a BlockLimiter plugin that you can configure for now allowing more than X number of block types per grid/user/faction for example. You can configure that per block type and modify it whenever you want in Torch server-side only.
Atomhirsch 13 Aug @ 10:58pm 
I will give you a note if its still there.
But still (if you know): You think its better to use the mod or a plugin for blocklimits?
SKO85  [author] 13 Aug @ 1:16pm 
@Atomhirsch, I am busy fixing this as we speak :) I am fixing few more stuff and modifying some default behavior too as requested by other players. A new update will be dropped soon in a couple of days I hope after some serious testing as the update is big in terms of modifications I've done to improve stability and performance too.

After the update you can test if this is solved, otherwise I can look more specific into the use-case you have with that mod to try reproduce it.
Atomhirsch 12 Aug @ 10:16am 
No im using a mod "Block Restrictions" ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2053202808&searchtext= ) . You think its better to use torch instead?
SKO85  [author] 12 Aug @ 8:26am 
@Atomhirsch, are you using the Torch plugin for limiting blocks? I might then need to check if a block is possible to weld and if not to cache that one and skip it for the next check so it will avoid doing all kinds of checks for that target block in the next lets say 10 to 30s before checking it again. That should improve this use-case.
Atomhirsch 12 Aug @ 3:34am 
Is there maybe a way to make this mod more compatible with block limiters? If i have a projection with many drills but the server has a limit, BnR tries to build them of course and the server starts to lag. Just an idea...
RougeSable 12 Aug @ 3:08am 
"enter the projector from the control panel and transfer ownership in there": I've no such option in the Projector block to **take ownership** from its previous owner, so I can build anything I'll own. That's why I request a new button for this purpose into BaR terminal :)
SKO85  [author] 11 Aug @ 8:31am 
@LittleEgg, can you please create a ticket on GitHub for the 'cheat' issue you had where the BnR is spawning components? I can take a look into that and fix it asap.

@Others, I have read some of the comments and I have updated my TODO to fix and modify a few stuff as mentioned here and there. I will keep you posted for an update soon.
Rakmar Red 10 Aug @ 4:54am 
@RougeSable I think he means enter the projector from the control panel and transfer ownership in there.
RougeSable 8 Aug @ 5:22am 
@TechCoder, I don't understand your answer. There is no switch on someone else projector to take it back to you
TechCoder 8 Aug @ 4:40am 
@RougeSable, look to the Projector (there's a switch) and the ownership of the original Blueprint.
RougeSable 7 Aug @ 11:20pm 
Could this be a feature of this mod?
RougeSable 7 Aug @ 11:19pm 
Hello! Does anyone have an idea how to take ownership of a build and repair block, so that a user of a factory made available to them owns the grid they built? On a dedicated server, we frequently encounter the problem of a newly constructed grid belonging to someone who is not connected unfortunately

I would like a player who puts a blueprint in a projector and uses Build and Repair to be able to directly own the construction they launch, so find a way to automatically change the ownership of the Build and Repair when they use it.
Dexter 7 Aug @ 1:46am 
hello, thanks for the hints. Automation is not an option because my base is almost constantly under attack. But I solved the problem by changing the code in the mode to my liking :-)
@Ghost Rider
never had it happen to me that while using defense shields the shield was throwing stuff from inside the grid to outside the grid when it got detached.
to my understanding the part of not allowing shielded grids to use bars for grinding while the shield is up to avoid situations where you use a heavily shielded grid with bars on it to grind away enemy grids.
LittleEgg 5 Aug @ 12:26am 
@Dexter that's a thing with defence shields to stop small detached grids from being flung out of your shield when they get detached, if you set your shield to allow entities to pass it should work or get a defence controller setup to turn the shield on if an enemy gets close
LittleEgg 5 Aug @ 12:25am 
Mod seems to spawn in any component it doesn't have when welding expensive blocks (basically cheating) anyone got a fix?
Dexter 4 Aug @ 3:54pm 
Hello, I have the following problem: I'm trying to grind down some small grids I've build inside my shielded base but I can't as long as the shields are up(grinding on the fly). So I have to baby sit the base until the grinding is done so I can rise the shields again. I've looked at the code changes in Git and I think that the test using .EntityId is not working properly. I don't know if its possible but maybe it is better to check who the owner of that grid is, and if it is the same as the grinder then grinding should be allowed regardless of the shield status. Maybe the "grinding color" can also play a role in this condition if it is not possible to check the owner.
SKO85  [author] 16 Jul @ 8:54am 
Anyways, I will also be modifying that to be off by default and admins can force it on servers where needed. I will release a new version somewhere in august.
SKO85  [author] 16 Jul @ 8:53am 
@Zel, see configuration section if you are admin or in a solo local game.
Zel 16 Jul @ 5:41am 
rn im using a timer block to keep them on
Zel 16 Jul @ 5:39am 
any way to turn off the annoying auto power off?
SKO85  [author] 8 Jul @ 12:03pm 
@Atomhirsch, this is already an option in the config file so that grinding is not allowed in motion if that is what you mean. Enemy grids or source grinders need to wait until they are still. This avoid using the BnR as an attack or defence item. The ability to fully remove grinding is not yet implemented, but might be in the future.
SKO85  [author] 8 Jul @ 12:01pm 
@Muxufli, some parts could simply not be reachable due to a bug in welding. Try welding that block by hand and if that also does not work, then that's the issue. Try grind-when stuck option.
Muxufli 8 Jul @ 4:48am 
Hi, I don't know if anyone else has noticed this:

You have a nanobot on your ship moving at 100 m/s, with the self-repair projector on and in fly mode.

This version of the nanobot detects the missing parts projected by the projector and constantly welds phantom parts. The old version also detects them (they show up in the list of missing blocks) but doesn't weld them — not sure why.

If you turn off the projector, this doesn't happen. Alternatively, you could set the nanobot to walk mode.
Atomhirsch 4 Jul @ 8:57am 
It would be really handy if we could turn off the Grinding ability, at least for enemies to avoid abuse on servers...
Xeno 27 Jun @ 9:42am 
Im not sure what changed as everything was running great but within the last week or 2 ive been chasing sim speed issues on my server for a while now. I started with grids and stuff but when that didn't resolve it i started the long process of looking at mods. If all the build and repairs are turned off on my server the sim speed is a solid 1 however if a single one gets turned on the sim speed is all over the place. I've poured over the logs to see if there is any indication as to why this is going on but there is nothing in there. I know this doesn't help much without logs or more information, but was hoping you might have a better idea as to what is going on.
pierce3383 26 Jun @ 11:55am 
Admin created SafeZones now work but NPC game program created do not. It's easy for Admin to change the settings of NPC trade station SafeZones however they still will not work. If Admin deleted the SafeZone and put in a new one, that works. Ownership difficulties?
SKO85  [author] 26 Jun @ 1:19am 
@pierce3383, I will test without the SafeZone block to see if I can add that to the SafeZone behavior where admins create custom safe-zones without the block. At this moment I indeed check for the block that is responsible for the SafeZone area, but in some cases this might be not available when admins create them. So will try add that to the next update.
SKO85  [author] 26 Jun @ 1:17am 
@UnSayableStorm, @TechCoder, @SunGod,

I will modify the Auto Power-Off behavior in the next update within couple of hours/days as many of you struggle with this ;) I understand the issue and will be changing it so you can disable the option if you want to for solo plays. Admins can force enable this option if needed, server side.
UnSayableStorm 24 Jun @ 8:43pm 
we are on a dedicated server running AMP, and need to know how to turn off the option to disable it after 15 minutes. That is really frustrating. We have only 4 players on a machine with way to much RAM and CPU, so we dont have performance concerns. Yet we are unable to turn off that option.
pierce3383 24 Jun @ 3:50pm 
NPC SafeZones and Admin created SafeZones will NOT allow a Nanobot Build and Repair System block to work no matter what it's SafeZone settings are set by Admin. Only SafeZones creadted by a ZoneChip and a Safe Zone block can be set to use B.A.R.
TechCoder 24 Jun @ 5:01am 
Gotta put my vote in for "should be ON by default" (like it has always been...) and Admins (that know more about getting into files and such) can turn it off it they want.

Have to agree with @SunGod - returning to "where my base once was" is not a fun experience - and kills much of why I work so hard to afford BnR in the first place.

A warning of "Many units within a world may cause lag" and a way to turn it off ("allow X count within Y meters" to at least keep some repair capability?) is OK.... - though leave them ON when I start my new worlds for testing/playing different scenarios (yes, I know where/how to change it, but... why must I?)
SKO85  [author] 24 Jun @ 2:41am 
@SunGod, I might reverse the force-part of that option so it is not disabled for changing and admins on servers can force it if they need to. Initially it was designed to avoid performance issues on servers where many of the BaR's are used. I can imagine not everyone knows where to configure this, but for the time-being please check the config section of the mod and read it on the WIKI how to set this up. I will try modify this to make it more use-friendly in the next versions. Need to think about it ;)
SKO85  [author] 24 Jun @ 2:36am 
@SunGod, did you read the Configuration part of the mod? You are able to remove this with a config file. Guys, please read the description as this is already covered.
SunGod 23 Jun @ 5:35pm 
Same problem as @DestuctivEntity, I can't disable the idle power down option. It's extremely frustrating, as I'm playing solo on my own machine - zero multiplayer or server performance concerns. Every time I do a salvage run and come back to base, I have to manually turn it on, which is really annoying. Additionally, I leave one running 24/7 at my base in case it gets attacked by MES enemies, it'll self-repair. Being unable to turn off the idle power down, I can't do this. :(
SKO85  [author] 23 Jun @ 3:16am 
@Tsar Romanov, that is strange. I do not have that issue. We are using it on a multiplayer server without issues. Also, playing solo seems to have the same speed here. Is it a large ship/grid you are trying to build/weld?
SKO85  [author] 23 Jun @ 3:15am 
@DestuctivEntity, you can. See documentation for configuration. Please read the description, release notes and WIKI for more info.
DestuctivEntity 23 Jun @ 3:06am 
cant disable idle power down. im on a private dedicated server with less than 10 players. id like to be able to keep these on 24/7 but the check box for idle off is greyed out. i am the admin. any ideas
Tsar Romanov 22 Jun @ 9:43am 
Hey I am in a SOlo world and only one BaRs. BaRs was working fine for most of the day but suddently went very slow. I don't know what happened. Thanks tho !
SKO85  [author] 22 Jun @ 2:42am 
@Tsar Romanov, is it on multiplayer or single player and how many BaRs you have in the world. Also if sim drops very low due to another issue or another mod, that can affect the speed in general with everything in the game.

In normal situations, welding and grinding speed should be the same.

Cheers,
The Boss :)