Space Engineers

Space Engineers

Nanobot Build and Repair System (Maintained)
577 Comments
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 :)
Tsar Romanov 22 Jun @ 12:36am 
Hey boss I have a question for you !

Sometimes it weld / grind super fast and sometimes it's super slow (Like VERY slow...).
Why is that ?

I'm set on "Fly", I have enough power (2 small reactors), I have enough components.
pierce3383 20 Jun @ 4:22pm 
SafeZones are defiantly a problem. Very large transport built using a projector in a SafeZone (with building enabled) fails to finish any block even if the SafeZone itself is disabled. Same blueprint at another base that has NO SafeZone at all builds fine using a projector. This is on an online multiplayer server using Torch. (Daryabar-1 @ Gas & Go 11 and the Sumerian Lost Base out in the middle of nowhere)
SHADOWTHX 20 Jun @ 3:44am 
every-time my server restart the bot programmer block fails (crashes] and needs recompiling.
SKO85  [author] 16 Jun @ 10:33pm 
@Cypsylus, SafeZone welding and build projection is allowed? Those options need to be enabled.

I will check the Shields today, but welding should work with shields down anyway.
Cypsylus 16 Jun @ 8:44am 
I tried swapping over to the Original Resources version and again no nano building... I dunno.
Cypsylus 16 Jun @ 7:52am 
Since the safe zone updates I can't get these to build at all. I had a safe zone at my base I have fully turned off every shield module and nothing will build but interestingly when I max size the safe zone then shrink it one weld will happen then it stops and I was having to expand collaps the sz to build things. But I'm just out of steam for doing that I am not sure if anyone else is having this issue. I completely deleted the SZ and still no dice. The bots do fly they are set to weld I don't know what I can do to help is there any way I can gather doc?
mengyue166 15 Jun @ 10:57pm 
Just as you said, if someone is willing to translate this dictionary file into more languages, could you please provide the path of the dictionary file? I will then try to translate it into more languages.
SKO85  [author] 15 Jun @ 10:29pm 
@mengyue166, at this moment there is only translation (not for all parts) available for German and Russian. However, if someone is willing to translate the dictionary file to more languages, I am happy to include those translations in the mod.
mengyue166 15 Jun @ 9:59pm 
May I ask if there is a Chinese language setting?
[SPITFYRE] PJS 15 Jun @ 9:17am 
@SKO85 I actually was working on it in a survival server and it didnt work. I wanted to ask if it "Should have worked" or you didnt know. Thanks for responding so fast though! :cozyspaceengineersb:
SKO85  [author] 15 Jun @ 12:41am 
@PJS, I dont know if it works well with the subgrid projections plugin, but you can test that with a test world.
SKO85  [author] 15 Jun @ 12:39am 
@Rush Lionheart, you probably use Progression on your server. You need to research it first to be able to see it. See FAQ in the Description for more info.
Rush Lionheart 14 Jun @ 7:19pm 
I can't find the nano bot system in my G menu at all on my server. I made sure it is showing active on the server and it is.
[SPITFYRE] PJS 14 Jun @ 11:01am 
Heya! Just wondering does this work with subgrid projection plugin or does it not? Thanks for maintaining this mod even if it doesnt tho!
SKO85  [author] 12 Jun @ 1:12pm 
@SunGod, should work with all options. The only difference is that if Weld before Grind is selected it will try to weld everything that is in its reach, then go over to grinding. But it will not grind until welding is not done then. So might be that you had a welding process ongoing or missing components for a weld to finish first.
Abisius Xarvenius Carbensius 12 Jun @ 10:24am 
@SunGod
should also work if weld before grind just that the work prioritization in determined by it, so if they only grind if they have nothing to weld or only weld if they have nothing to grind.
SunGod 12 Jun @ 10:18am 
@SKO85 Figured it out. Turns out that "Grind before weld" mode has to be set, otherwise it appeared that grinding of painted blocks never happened. This isn't captured in the FAQ or description, suggest you please add that detail to help others like myself.

Feature request: It would be AWESOME if this mod had a setting to grind down a specific grid, perhaps just a dropdown for all grids I control and/or are within the Build block's area. During the early and mid-game I go salvaging destroyed enemy ships and wrecks and drag them back to my base to grind down, and having to paint an entire wreck grid is incredibly tedious. A feature like this would be a godsend. (This, or add a beacon like the Nanite Factory mod has where you can just weld a grind beacon to the target grid, and the Nanite Build & Repair block will do all the dirty work for you.)

Thanks for the help. Appreciate the mod!
SKO85  [author] 11 Jun @ 3:00pm 
@SunGod, @Cypsylus , create an Issue on my GitHub page and provide me details such as screenshots of the Control Panel, Settings or video with these.
Cypsylus 11 Jun @ 12:59pm 
I have the same issue with the grinder colour. It's weirdly hit or miss and specifically only with armour blocks for some reason. No shield on either, it'll grind a pipe off the top of the block and leave the block.
SKO85  [author] 9 Jun @ 3:42am 
@SunGod, check if you've set the color right. It works over here. Also, check if you're not in a safe zone or protected by a shield when using the Shields mod.
SunGod 8 Jun @ 7:44am 
Grinding using paint color doesnt seem to be working for me.
TechCoder 6 Jun @ 10:52am 
Anybody have any data (looking for more 'what time is it' than "how to build a watch") about how much power BnRs (idle/weld/grind) use vs. Welders/Grinders? I'm pretty sure BnRs are 'worse' at game start, but at some 'magic' point (X # Grinders/Welders vs. Y # BnRs?), they are better. I'm looking at a project that currently uses W/G and need some solid numbers to justify switching over.

(yes, I know I could go look it all up and calculate everything - just hoping someone already did that and is willing to share!)
Cypsylus 6 Jun @ 6:00am 
Has anyone else had an issue where the grind colour is applied to a fully constructed armour block on their base that they own and is powered but not shielded and the armour block will not be ground? But if the armour block is placed but not constructed it will grind and at the same time every other block I can think of will grind if it's properly coloured and fully built?
SKO85  [author] 6 Jun @ 12:43am 
@Chrisv, no using grinding trough shields was considered abuse, especially on multiplayer servers. I might include that in the config to enable/disable this behavior. So you could create a config file for your server or single player and define if you want the block to allow grinding through shields or not. I will add this to my TODO list for the next update.
chrisv 5 Jun @ 11:29pm 
Is there a script that turns this mod into like the old one where u could grind through shields. Doing this helps server performance as less weapons active to drop shields first
SKO85  [author] 5 Jun @ 1:48pm 
@Atomhirsch, read the description and FAQ.