Space Engineers

Space Engineers

Nanite Control Factory - Automated Construction (Not working - Old Version)
Joseph Sneed 12 May, 2016 @ 12:52am
The Nanite Control Factory is way to big now
With the upgrade modules and the base now nerfed to only produce a few construction nanites for all practical purposes it is now a 5x5x3 block, the jump drive the largest vanilla block is only 5x5x2. This also makes the Nanite Control Factory one of the single largest mod blocks in the workshop the only one that comes to mid that is bigger is Big Bertha cannon. I think the whole system would be better off separated in to a 1x1x1 block base block with a single mod slot to make it work how you want and the large unit acting as a capital ships core unit that serves a multi function role. The single block base unit would also work well for the planed mining, hacking and healing functions. As the system stands right now it is simply to large to be practical in most cases.
Last edited by Joseph Sneed; 12 May, 2016 @ 1:22am
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Showing 1-15 of 16 comments
Mircea The Young 12 May, 2016 @ 5:45am 
What are you talking about? The vanilla jump drive is only 3x3x2. The largest vanilla block is 3x3x3, the hydrogen tank, which is the same size as the base nanite factory (and the refinery and large antenna are quite big as well, especially a fully upgraded refinery). The need for upgrades to access the other functions is a bit of a pain as I'll have to rebuild some of my ships, but the size is not a problem. Also, most of Slyke's Efficient Utilities are far bigger. Not to mention the Supergate (that thing is enormous). Your idea sounds interesting, but your complaint is largely unfounded.
tyrsis  [developer] 12 May, 2016 @ 5:59am 
I appreciate the feedback, but we talked about block sizes internally for awhile, and sometimes felt the factory was actually too small. So making it even smaller isn't really something we thought about.

The factory wasn't meant to be compact. It's supposed to be large and you're supposed to prefer to put it on ships where size doesn't really matter (like station and large carriers).

We may have very limited functionality for stuff like repair that is much more compact for smaller ships that want that ability.
Bones 12 May, 2016 @ 6:47am 
Was wondering if this would build/repair a small ship connected thru connectors or even from a projecton using a connector or rotor transfer?
Joseph Sneed 12 May, 2016 @ 11:07am 
Originally posted by tyrsis:
I appreciate the feedback, but we talked about block sizes internally for awhile, and sometimes felt the factory was actually too small. So making it even smaller isn't really something we thought about.

The factory wasn't meant to be compact. It's supposed to be large and you're supposed to prefer to put it on ships where size doesn't really matter (like station and large carriers).

We may have very limited functionality for stuff like repair that is much more compact for smaller ships that want that ability.

I do not have a small ship by any means I managed to find an empty 3x3x3 space just fine on my ship but with the upgrades the unit is simply to masive now with upgrades. I was talking with nukeguard (he is on my friends list due to another project that never got off the ground) and he told me that you both have been worryed about keeping this mod balenced but it has simply made it underpowered when compared to some other mods in my opinion. There are a few mods i could use to compare to its current level of function but they arent close enough to do a fair compairiosn. My thinking was the smaller units would consume about half the power of the larger unit and have maybe a 4th of the efficency as a balence for size reduction. Also the size reduction would make certan moduels much more practical such as the planed hacking and healing moduels.
Bheeetch 12 May, 2016 @ 2:50pm 
Great size :) love it
Grunt 12 May, 2016 @ 4:43pm 
Would rather the effort continue to go into refining, fixing and adding new features.

1 (substantial) factory core size totally suits this excellent mod very well as-is.
Mike Loeven 14 May, 2016 @ 11:51pm 
I don't mind the size at all but what i do mind is the nerfing of the nanite factories baseline as it defeats the purpose of upgrades my chief complaint regarding the original iteration of the factory before upgrade modules was that the nanites took too long to weld/grind grids.

This is the main problem not the size of the factory!!!

upgrades are supposed to increase effectiveness they are supposed to be optional NOT required for a usable baseline.

Considering the extra power requirements of the upgrades the nanite factory's base settings should go back to where they were originally with the upgrades being significant increases in performance. right now i have a upgraded factory operating to be quite frank at a slower rate than the original version of the mod before upgrades were implemented and it still takes a very long time to weld or salvage small grids which if i recall correctly was supposed to be balanced.

not to mention as i posted in the main comments section upgrades for each nanite type is kind of stupid since lets face it the nanites are all identical units just given different operational instructions and it is far better to have upgrades that effect the core mechanisms of the factory such as number of streams, nanites per stream, speed of nanites, effectiveness of nanites.
Last edited by Mike Loeven; 15 May, 2016 @ 12:06am
icecold951 15 May, 2016 @ 6:32am 
I thought the huge power requirement did enough for balance, even though that was unrealistic. It wasn't as if it was using a star trek replicator to do it.

There is no point to a modular device, if the add ons are essential for operation. Would have done better to just make it bigger, if that was what you wanted. But the size is a serious issue. It is really only suitable for stations now, and can only be shoe horned into ships. I had to give up a large chunk of my hanger to find space. It's just that big.

I get you don't want to make a god device, but it can't be one anyway. It takes a while to build or repair anything. It isn't like you can go into battle with one making you invulnerable to damage.

Until this, I largely avoided battles because of how rediculous repair can be. Don't make it useless for ships, or there is no point to it. If you're worried about misuse, smaller versions with slower speed. Heck, they'd have less ship to fix, so it would ballance out repair rates.
tyrsis  [developer] 15 May, 2016 @ 12:28pm 
There's going to be about 3 or 4 more functional addons for it in the future, and I didn't want to just dump all the functionality into the base. I felt upgrades were the best route. You can switch it back to how it was via settings if you really are against the current balance.

If you set the "NoUpgrade" settings back to 6 for each function, the factory will be the same as it was before the upgrade system. For example:

<ConstructionNanitesNoUpgrade>6</ConstructionNanitesNoUpgrade>
Last edited by tyrsis; 15 May, 2016 @ 12:30pm
Joseph Sneed 15 May, 2016 @ 3:26pm 
Originally posted by tyrsis:
There's going to be about 3 or 4 more functional addons for it in the future, and I didn't want to just dump all the functionality into the base. I felt upgrades were the best route. You can switch it back to how it was via settings if you really are against the current balance.

If you set the "NoUpgrade" settings back to 6 for each function, the factory will be the same as it was before the upgrade system. For example:

<ConstructionNanitesNoUpgrade>6</ConstructionNanitesNoUpgrade>

Maybe you are going about this wrong? Maybe rather than use upgrades the best route would be to break the system in to 2 or 3 factory types. One for construction basicly serving the functions of the Construction, Projection, Deconstruction and Cleanup modules. Make the mining system its own thing and combined the medical and hacking units in to one smaller package as to be useful they are going to need to be smaller anyways. You could keep the upgrade modules of speed and power and simply pack all the others in to a single efficiency improvement module. I think the issue you are actually running in to is you are simply trying to pack to much function in to a single block.
Last edited by Joseph Sneed; 15 May, 2016 @ 3:30pm
Solaire of Astora 15 May, 2016 @ 4:30pm 
Originally posted by tyrsis:
I appreciate the feedback, but we talked about block sizes internally for awhile, and sometimes felt the factory was actually too small. So making it even smaller isn't really something we thought about.

The factory wasn't meant to be compact. It's supposed to be large and you're supposed to prefer to put it on ships where size doesn't really matter (like station and large carriers).

We may have very limited functionality for stuff like repair that is much more compact for smaller ships that want that ability.

Wait so im confused. Are you considering making compact versions that perform only a certain task for large ships? Such as (Compact) hacking station, (Compact) construction station and etc?

If you need a model made for something like that I can help you with that since im a 3d artist.
Last edited by Solaire of Astora; 28 May, 2016 @ 4:08pm
Mike Loeven 15 May, 2016 @ 11:01pm 
Originally posted by tyrsis:
There's going to be about 3 or 4 more functional addons for it in the future, and I didn't want to just dump all the functionality into the base. I felt upgrades were the best route. You can switch it back to how it was via settings if you really are against the current balance.

If you set the "NoUpgrade" settings back to 6 for each function, the factory will be the same as it was before the upgrade system. For example:

<ConstructionNanitesNoUpgrade>6</ConstructionNanitesNoUpgrade>

Ah good i just noticed that the configuration file. I guess this is a non issue since the mod's balance is 100% tweak-able now
Last edited by Mike Loeven; 15 May, 2016 @ 11:02pm
Joseph Sneed 15 May, 2016 @ 11:52pm 
Originally posted by Mike Loeven:
Originally posted by tyrsis:
There's going to be about 3 or 4 more functional addons for it in the future, and I didn't want to just dump all the functionality into the base. I felt upgrades were the best route. You can switch it back to how it was via settings if you really are against the current balance.

If you set the "NoUpgrade" settings back to 6 for each function, the factory will be the same as it was before the upgrade system. For example:

<ConstructionNanitesNoUpgrade>6</ConstructionNanitesNoUpgrade>

Ah good i just noticed that the configuration file. I guess this is a non issue since the mod's balance is 100% tweak-able now

Not for someone that has no idea what they are doing like me.
icecold951 16 May, 2016 @ 12:31pm 
Originally posted by Joseph51494:
Originally posted by Mike Loeven:

Ah good i just noticed that the configuration file. I guess this is a non issue since the mod's balance is 100% tweak-able now

Not for someone that has no idea what they are doing like me.

I'll get back to you with instructions, if someone doesn't beat me to it. It isn't hard.
icecold951 16 May, 2016 @ 12:51pm 
Instructions are based on Win7. I can't necessarily help with 8 or 10.

Go to my computer, then into the C drive. here is the location of the folder you need.

C:\Users\"user"\AppData\Roaming\SpaceEngineers\Storage\VRage.Game.MyModContext_NaniteConstructionSystem
the second user in lower case "user" being your user name.

Open up settings. If it asks what with, use notepad. It is in xml file, so you will need to use a text editor like notepad.
find all NoUpgrade lines. Replace the number '1' with a '6'
exit and save.

New note, it may not say '1', so change whatever number it is to '6'

Example

<CleanupNanitesNoUpgrade>1</CleanupNanitesNoUpgrade>

to

<CleanupNanitesNoUpgrade>6</CleanupNanitesNoUpgrade>
Last edited by icecold951; 16 May, 2016 @ 12:53pm
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