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1) I'll check out the bot in voxel issue and see what I can do. I've recently updated the mod to include a respawn control on the factory block as well as a command - 'botai fix' that can help in such situations
2) Let me know if the current version has the same issue. If so, please send me your world for testing :)
3) That is a bit confusing, and I'll probably rename the keybind as well - Recall is actually just "Resume normal function" vs "Come to me." Perhaps I'll add another command that does force them to come to the player, though.
4) I'll check this out, as well. They *should* just be wandering around the local area as an idle movement kind of thing. If they are running away, that's not intended.
5) Zero G can be an issue, yeah. The bot tries to figure out which way is "up" by checking for gravity, so if none if present, it may decided that the desired "left" is actually up and that will mess up the pathing. There isn't a whole lot I can do about it, except maybe default to the factory block's Up direction (assuming there is a factory block present). I'll do some testing, though.
I will also see if I can get them to close the door behind them :)
In fact, the combat bot was a great assist in overcoming an NPC fuel installation. It should have won a medal for it's role. We airdrop 1 km away. Sniped away the main weaponry and closed to take out the Interior Turrets where it really shined as it was able to locate them a lot quicker than I could.
The downside was that after I repaired them, it happily shot them out again. The only fix was to completely replace them. Oh well, a small price to pay for two intact 100% filled large H2 tanks...
The other thing I found was that it does not like the 2x1 stair blocks this structure has as it was built with the 2 block side facing up. It completely throws the bot's world orientation after it gets off the stairs. At that point it began going under the voxel plane and I ended up losing the bot as the site was in the mountains and it needed a really deep hole to get to it which I didn't want to dig.
The store bot function is really nice but I lost a bot this way but this might have been caused by my game crashing (not your mod that did this).
But what is absolutely amazing and jaw dropping to watch are the bots being able to use ladders. This is too awesome for words.
Overall, this is an absolutely gorgeous mod. Thanks for making it once again.
Oh... the bot factory needs a super conducter coil to fab. This is a rather late game item which you can't get using a basic refinery and early game assembler, so you need to buy the part hopefully from an NPC faction. Would be nice for the factory to be easier to build during the early game when the repair bot really has the most value. It really helps with the initial base construction.
Glad you were able to have some fun with it :)
I'm currently working on some voxel pathing tweaks so maybe the next version will be better in that regard.
For the turret issue, the bot *should* recognize the grid as friendly once you take ownership. I check for the main owner of the grid to decide whether a bot tries to target turrets or not. If that's not the case, it might be bug.
For the stair block issue, can you send me the blueprint for the grid (or the world itself) so I can see how it's oriented and what the issue is?
I'll talk to Chipstix about the coil, as well.
The model is the Fuel Refilling facility that comes with the Surface Occupation mod. You should be able to spawn a copy of this model to test. It is a 2-storey structure with two vertically stacked H2 tanks and 3 landing pads. It spawns fairly regularly so you should be able to pirate a copy easily.
What seems to happen with the AI-bot is that once it leaves that bldg model, it doesn't seem to be able to reorient itself to the global axis. I have not tried to store/respawn the bot to see if it can correct the problem as by this point it had already gone under the voxel plane and the robo-factory was too far away to access.
As for the rebuilt turrets, on further thought, it might be the Easy NPC Takeover mod that is at the root of the issue.
But, to re-emphasize; what you've done so far has been just awesome. Thanks again.
I don't actually have an issue with the cost of mats for the robo-factory. As it stands these are "logical" for a structure of its type. But, since the AI repair bot has the most value during the early construction period of a base, for improved game play, it may make more sense to restrict the materials required to those that could be built using a basic refinery and basic assembler.
The AI repair bot's greatest value, in my experience is during the construction of the first base when the player's attention is divided by a multitude of other necessary tasks, so having the bot take care of the monotony of welding possibly hundreds of blocks is a big help.
As an aside, if Space Engineers had continued to use the original large grid Respawn ship, this would not have been an issue. It's ugly as hell but it provided a large refinery and assembler. The current respawn pod, IMHO (from a real life engineer's POV) is an absolutely useless piece of garbage.
Plus, the large grid Survival Kit needs medical comp. which requires silver. That requires a late game facility to refine. Methinks, the developers forgot about that when they added the current respawn pod to the game...
Sorry for the ramble, but honestly, if it were not for the efforts of modders, like yourself, Space Engineers would be a real chore to play.
Thanks for your efforts, most appreciated.
When we begin charging materials as well as credits for the bots it will help make the distinction between combat and repair.
robo ctrl chip/module: That sounds awesome! Plus full assembler is a must build fairly early on so that flows well in normal base development sequence.