Space Engineers

Space Engineers

Nanite Control Factory - Automated Construction (Not working - Old Version)
QuantumPi 4 May, 2017 @ 10:49pm
Factory not using assembler or conveyors
Hi all

Since this mod has been updated I switched back from the alternative nanite mod to this original.

But I found that the factory does not que any production in the set assembler nor does it use the conveyor to draw components out of the system.

So I'm a bit dumb struck as to why it's behaving this way. It will however build if I manually make components and move them into the factories inventory.

Also tried tearing down and rebuilding the factory, but no go.

Any other suggestions that I can look at?

Kind Regards
QP
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Showing 1-15 of 57 comments
Myk69 5 May, 2017 @ 2:23am 
same problem here, after the Se patch yesterday, Nanite does not use the Assembler and conveyor.
In status panel tons of "missing items", but the cargo is full with all the stuff, assembler checkbox enabled, ownership checked..nothing will work fine.
Joergitech 5 May, 2017 @ 6:10am 
same too and with hand made produktion found the naite factory the part not to
tyrsis  [developer] 5 May, 2017 @ 6:15am 
This was working fine when I tested it. Can you create a small example world of this definitely not working. Also make sure you select the "Use Assemblers" in the Factory. And in assemblers be sure to select "Nanite Factory Queuing". If you can create a small test of this occuring then I can easily fix it. But I tested assemblers a bunch during the fixes (in fact in my video I have an assembler building stuff on the fly).
Joergitech 5 May, 2017 @ 6:28am 
found a trick produce part then drop it on ground nanite found the part and use it.
Thinks Parts ar build befor working nanite factory use the factory part behind build not but when drop at ground and naite collect it found she in cargo. for test have i my Teldane Inventory Manger disabeld ( Programming block off) . Sbm files reloaded as the message had since you updated the mod
QuantumPi 5 May, 2017 @ 7:14am 
Hi Tyrsis

I will test it in a new world.

As I stated everything worked fine with the other nanite mod, so everything was setup correctly. (not running the two together)

But let me do a test first and I'll let you know what happens :)
Joergitech 5 May, 2017 @ 7:22am 
think found the bug collectet items ar used but when over conveyer system not transfer in old fixed version have it funktionel.test manuell transfer from cargo to nanite factory is nanite factory blocked. Have found it the lower converyer port is buggy have test on a side converyer it ist functionel. Other automatet transfer from a cargo work not must when side use per Hand transfer needd items . all In surv mode
Last edited by Joergitech; 5 May, 2017 @ 8:03am
tyrsis  [developer] 5 May, 2017 @ 7:59am 
Ahhh maybe something is wrong with the model if the port isn't working. I will test myself. This may be a simple fix for Nuke since he handles the models. I will check quickly.
QuantumPi 5 May, 2017 @ 8:02am 
Tested in a new world, nanite factory works as it should. All ports work and its uses the conveyor system and assemblers.

This leads me to believe that it either clashes with one of the other mods installed or something went balls up when I switched back to the original Nanite mod.... mmmm a little inconvenient but heck at least it still helped me finish my ship, all 1.6milion kg of beast :steamhappy:
Joergitech 5 May, 2017 @ 8:06am 
Ad QuantumPi can you give a mod list
tyrsis  [developer] 5 May, 2017 @ 8:06am 
Ug they should be completely interchangeable. If you're willing, could you setup a small test using the old mod, then switch over to this mod and see if the problem occurs? If so then I will track it down by reproducing what you've done. It may be some sort of very small inconsistency between the two mods. I basically copied the definition files of the old mod so it should have been completely compatible.
QuantumPi 5 May, 2017 @ 8:18am 
Will do, might take some time as I'm going to do it in a survival world... your factories aren't the cheapest to produce :steamhappy:

Joergitech 5 May, 2017 @ 9:21am 
i have made a kollecktion with my mod is heavy modded but singel play and stabel 60 fps only at start or load of next zone littel drop.use a litle trick with Tim cargo of nanite factory is as cargo useble so can i use [Tim Component] in the name of the nanite fabric to auto transfer Component
Last edited by Joergitech; 5 May, 2017 @ 9:24am
tyrsis  [developer] 5 May, 2017 @ 9:23am 
You can turn on creative mode while in a survival map with alt-f10 "Enable creative mode tools". You can place things for free, and then switch it off. This lets you put down a factory for free to test.
Last edited by tyrsis; 5 May, 2017 @ 9:23am
Joergitech 5 May, 2017 @ 9:25am 
i make a test to with Tim and Factory 10 mods testet .
1 work great the no assembler more using . error log say no error ingame .
mods at time test http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=919629139
Last edited by Joergitech; 5 May, 2017 @ 11:37am
QuantumPi 5 May, 2017 @ 2:04pm 
Phew... some tough hours but managed to build a new one in a new world. Tested it and worked fine. Changed the two mods out as I did with my original save and tested it again... only this time it works O.o

No idea why it's being difficult in my original save... maybe I did something special... who knows :P

Anywho, thanks for the quick response and keep up the good work.
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