Space Engineers

Space Engineers

AiEnabled v1.9
3,016 Comments
@MastahCrackah
by changing the settings.
there is a screenshot of where to find them inside the guide linked in the moddescription
MastahCrackah 9 Jul @ 7:01am 
how do i get more than 2 helpers?
Chipstix213  [author] 1 Jul @ 11:52am 
It's going to depend on a number of factors, how many, where and with what other mods ...
Dimon_TV_ 1 Jul @ 11:07am 
The game starts to slow down a lot when zombies appear. Is there a way to fix this?
TK_Over50 26 Jun @ 4:41am 
Is there an easy fix for this, or just ignore it?

Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at AiEnabled.Bots.BotBase.CheckGraph(WorkData workData)
at ParallelTasks.DelegateWork.DoWork(WorkData workData)
at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
prexray13 24 Jun @ 1:36am 
is there a way to have bots that belong to a faction and dont just attack everything but enemy factions only ?
HardStrike 21 Jun @ 2:57am 
Cannot*
If only you could edit comments
Chipstix213  [author] 20 Jun @ 9:52am 
The last update hasn't been processed yet for pathfinding
HardStrike 20 Jun @ 7:19am 
Just a heads up for anyone wanting to use this with fieldwork parts like passages and doors, the bots currently interact or go through them right now
Abisius Xarvenius Carbensius 18 Jun @ 10:39pm 
@NeonMegaDog
by going into the texthudapi based adminmenu and telling it you want more than 2 active helpers possible.
how to open it is shown inside the guide linked inside the moddescription.
NeonMegaDog 18 Jun @ 4:35pm 
how do i spawn more than 2 helpers
Destroyer Of Worlds 18 Jun @ 2:03pm 
Patrol routes don't work when this bug occurs.
Abisius Xarvenius Carbensius 18 Jun @ 12:06am 
i would also recommend seperating out moving stuff like a permnently rotating radar dish as from experience that can cause permamapping depending on the speed of the movement.
Chipstix213  [author] 18 Jun @ 12:01am 
You can make use of the patrol routes as well as the connector separation to do that
Destroyer Of Worlds 17 Jun @ 6:31pm 
That makes sense since a lot of the grid(s) have large cosmetic features. I think the bots would work better if I could specify a chosen area for them to be confined to.
Chipstix213  [author] 17 Jun @ 10:23am 
This can happen if you have a large base and a lot of subgrids. Separating grids by using connectors can limit the size of the maped area.
Destroyer Of Worlds 16 Jun @ 8:13pm 
Bots suddenly lose ability to pathfind and resetting the map does nothing
Chipstix213  [author] 10 Jun @ 9:17am 
You can use the admin commands to spawn the entity or you can use advanced mes configuration to have the encounter locked to a location.
Areas at war does similar.
The pathfinding doesn't work on small grid so don't expect any bots to walk across a "large" small grid.
Odinfin 10 Jun @ 4:29am 
This doesn’t work for manually placed ships dose it. As I'm placing them myself.
Chipstix213  [author] 10 Jun @ 4:21am 
Good luck 👍
Odinfin 10 Jun @ 3:59am 
Cheers @Chipstix213 for the response, I'll have a look at it.
Chipstix213  [author] 9 Jun @ 11:35pm 
You abuse the drone spawning system in mes with a creature trigger have a look at this one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3143823972
Odinfin 9 Jun @ 11:04pm 
Hi, I have been looking at setting up a dropship that can deploy a squad of enemy troops for a scenario I'm running but there is only a Large Grid version of the spawner and no Small Grid version. Is this a limitation of the mod, can a SG version be added or is there another way of getting this to work without sub-grids?
SkipSkool 9 Jun @ 9:03am 
Is it intended to hear the Welder bots welding sound no matter how far away he is? Can hear him welding when he's 600m away welding a different ship. Can the sound be configured?

Also @Quarry Master Bessie. There are mods like MES Alien Animals, and Populated worlds npc and Populated worlds creatures that will add actual things for aienabled and MES to spawn in.

Also the Sandworms mod and Martian stone monster mod, Infestation mod etc
@Quarry Master Bessie
besides crew enabled i just told mes to spawn creatures, how to is readable here https://github.com/MeridiusIX/Modular-Encounters-Systems/wiki/Admin-&-Configuration:-Creatures
Chipstix213  [author] 25 May @ 3:04pm 
The mods might force the animal variable off but creature spawning will handle adding them back In.

This mod and mes are frameworks for other add-on mods to spawn NPCs and ships.

You can use the AiEnabled spawner using admin mode to generate some of the enemy character types available but you have to set that up manually
Quarry Master Bessie 25 May @ 2:51pm 
... but doesn't MES (Modular encounters system) add character enemies when used alongside AI enabled?
Either way though, do you have any suggestions for mods that would add active character enemies? I like having wolves and the like attack regularly, and I like Crew Enabled, I just don't know how to have both at the same time, since this mod forces Wolves and Spiders off.
@Quarry Master Bessie
aie by itself doesnt add enemys, it just opens up the possibility to have them added by another mod.

crew enabled https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2803081060 would be one such mod
Quarry Master Bessie 24 May @ 4:20pm 
Hey, I can't get the mod to spawn hostile bots.
I have MES, and checked that creature spawning was enabled, it is.
I have tried on a few different planets and space, and haven't seen any difference.
Does anyone have suggestions?
@Cell Wall
i have one button for each door to turn it back on, didnt want to leave one of the three buttons unused.

yeah my airlock was specifically designed to work without sensor or pb and be manual activation only.
Cell Wall 15 May @ 1:11pm 
Thank you Abisius, but I just fixed the problem, also my airlock is automated with sensors. The problem was in the safety feature funnily enough, disabling them stopped the bot from being able to interact with the wrong door. Only problem now is if the airlock ever breaks I have no easy way to fix it, but the button you have in your build that turns both doors back on could be a solution for that.
Abisius Xarvenius Carbensius 15 May @ 11:45am 
@Cell Wall
you would need to turn the doors of for them to complelty not interact with them.

i have build a relativly botsave airlock built with:
- 2 doors
- 1 vent that is only connectet to the o2 tank of the airlock
- 1 o2 tank that is not piped in
- 1 inset putton panel inside the airlock
- 2 standing button panels outside the airlock (one on each side)
- 1 event controller
- 2 lights for airlock status (pressurized/depressurized and i know it can now be one light, still need to rework that)

the doors are in one group and that gets told by a single button press to close both doors which are turned off once closed by the event controler which switches the depressurisation of the airlock and turns either the interior or exterior door back on and switching the lights depending on pressure state.
the remaining 2 buttons are used to manually turn the doors back on if neccessary or the airlock is not needed due to the external enviroment (foe example on earthlike).
Cell Wall 15 May @ 11:06am 
Is there a way to stop a bots from interacting with specific blocks, I have an airlock design that functions fine with players but breaks with bots, because the bot is interacting with the doors during a check that closes both doors and that results in both doors being open at the same time.
Derringer 9 May @ 9:17pm 
Basically everything that adds /commands to the console had them broken by Fieldwork, AiEnabled included. MES also suffered further breakage since it doesn't handle encounters pathing using AI blocks, only the remote control, and IIRC it deletes paths from AI blocks.
Chipstix213  [author] 9 May @ 1:04pm 
It's fine to add or remove partway through a save
JohnFreaky 9 May @ 12:32pm 
Hey there if anyone knows. Is this mod safe to add mid-save?
wolfraptor4 8 May @ 8:12pm 
Did the update stop the Ai from reading the grid map even when i use a brand new save with this mod only they cant seem to path
Chipstix213  [author] 8 May @ 2:16am 
I haven't heard anything was "suffering"
Qobura 7 May @ 3:22pm 
Did this suffer as badly as MES from the Fieldwork update?
@Epéé Kitty
that is something that dindt happen to me so far, di you already sort out mod conflicts and file corruption?
Epéé Kitty 2 May @ 9:19am 
For some reason bots spawn on Mars and just die on loop, leaving tens of body locations in the gps section.
BIGG DADDY JAY 26 Apr @ 3:07pm 
nore do i see anything about setting i have to turn of i see where it says it will auto turn off settings
BIGG DADDY JAY 26 Apr @ 2:56pm 
i dont see anything on mes about requiring other things im so confused
@BIGG DADDY JAY
take a look at the moddescription of mes, it states some setting options that need to be off and that it also turns off as it supercedes them.
mes has some requirements for stuff to spawn and if the stuff written on the mes workshoppage and mes github page (which is linked inside the mes workshoppage) you will probably easiest find an answer via the mes discord (which is also linked on the mes workshoppage).

as far as you describe it is nothing aie has an influence on but something influenced by mes and i suggest you look there instead.
BIGG DADDY JAY 25 Apr @ 4:08pm 
also when i look in my server setting random encounters and cargo ships keep turning its self off and i dont under stand why
BIGG DADDY JAY 25 Apr @ 3:26pm 
how do i know what im missing tho i keep seeing pings for enemy ship and stuff but the disappear after a few seconds i have all the required mods installed and mes with a few encounters but haven't seen any of them
@BIGG DADDY JAY
i have it running alongside mes and a bunch of other mods with no compatibility probs i notices.

usually not seeing stuff spawned in by mes is either missing stuff that is allowed to spawn in the area where you are or a too low threatscore besides some stuff only spawning if you move around enough.
BIGG DADDY JAY 24 Apr @ 10:50am 
how do i know if this and mes are working been playing on a save for few days and havent seen anything
jTurp  [author] 20 Apr @ 1:22pm 
Or just give them a stock of med kits and they will use them as needed :)
Chipstix213  [author] 20 Apr @ 7:53am 
Ah to heal the bots feed them health kits.