Space Engineers

Space Engineers

AiEnabled v1.9
3,101 Comments
@Made Dragon
as every block needs to be manually added to theyre databanks so they know what to do with them blocks not present in there can cause issues. vanilla blocks already present prior to the fieldwork update where no problem for me so far besides a hickup every now and then but they where able to recover from it.
Made Dragon 2 Oct @ 1:52pm 
Pathfinding is kinda broken for repair bots. It looks like they don't see glass blocks of any kind, or corridor blocks, or side rails on catwalks as an obstacle. And just kepp bumping their head into a side wall forever. (Making ship out of solid armor blocks works fine but i won't do that.)
Chipstix213  [author] 29 Sep @ 3:08pm 
The number of helpers can be modified in the settings, more information is in the guide linked above
DuckwithamfHat 29 Sep @ 1:14pm 
Is 2 helper bots a hard cap? Or can I spawn more?
Takamiki 27 Sep @ 5:28pm 
could it be that the bots we make are dying because they are starving to death?
"RJ" 27 Sep @ 3:34am 
Yep - same here.... Bots keep dying after a couple of minutes.
Mintsplinter 26 Sep @ 11:39am 
My turrets seem to attack the bots whenever they're around, and the bot is stuck on one grid trying to repair a block inside, is it possible to make them ignore a grid?
Teknodweeb 23 Sep @ 10:42pm 
Farmer bot, that can plant? (wearing a straw hat)
Killste 22 Sep @ 7:05pm 
my bots die after 15-30mins in earth planet
GuiGo 22 Sep @ 10:41am 
I'm also having the issue of bot dying in space after 5/10 minutes.
Maybe they need oxygen or power, because sun radiation is deactivated on my server.

Thx a lot if you find the issue <3
Fredrik Metcalf 21 Sep @ 10:38pm 
Could you add to the description for how to use this with survival after the Apex update? Maybe just pin the spiders/wolves mod? I can't be the only one who struggled trying to figure this out.
https://steamproxy.com/sharedfiles/filedetails/?id=2769217732
@AzoorFox
when its ready to drop.
AzoorFox 21 Sep @ 2:00pm 
UPDATE WHEN???????????????????????
Userguy1 21 Sep @ 11:44am 
We're having an issue with this where changing the block priorities crashes the server. It hangs then DC's.
HertoghJan 20 Sep @ 2:15pm 
There are definitely some bugs after release and you could be right.

For now tho, I'll start any game through a backup and if there are two with the same time stamp I'll select the second option, I tested it 5 times and got 100% score on it
@HertoghJan
sounds for me like it might be related to the saving system and could be something that might need som changes from keen, though cant tell for sure.
HertoghJan 20 Sep @ 7:07am 
Small update:
It looks like its the exit save that, somehow messes up this mod, oddly enough a backup with the same time-stamp is slightly bigger MB wise and still holds the Mod active.
HertoghJan 20 Sep @ 6:29am 
I'm having the weirdest problem I ever encountered when playing a game with Mods.

I installed a AIEnabled with all dependencies together with some quality of life Mods, added MES and a couple of Mods that run off of it started up de game and all is running well.
Until after a while (and a couple of auto saves and/ or manual saves) AiEnabled is just... disabled.
Its not showing in Mods options list (Enter-F2).

When I reload a previous save from a 'backup save' from say 7min's earlier its back up again.
Same if I reload from a manual save.
@Aikagi
from testing around it looks like its related to food and radiation that came with the apex survival update but you can also suffocate all but the dog if you wait long enough from my testing.
what is clear atm that wasnt happening before the apex survival update and thus i would say its related to it.
Aikagi 19 Sep @ 6:45pm 
update. Yep confirmed with creative tools on they are ok, but as soon as it's turned off they will die like Roy Batty in the rain. =(
Aikagi 19 Sep @ 6:34pm 
hmm interesting the bot death thing just happened to me also. but here's the weird part. I had been playing in a new world for a whole number of days BUT with damage tuned off in the world and with creative tools enabled. Bots were carrying on perfectly fine. But then I went back to "human mode" and re-anabled damage to go attack a pirate stronghold. Maybe what....... 10 mins or more as I was traveling, all three bots died. Two crew and one assault.
Caazego 18 Sep @ 4:27pm 
It would be great if AI-E bots got the ability to plant and harvest.
Chipstix213  [author] 17 Sep @ 3:41pm 
It's intentional, if you're running mes as well as this you'll have to add the vanilla NPC add-on
https://steamproxy.com/sharedfiles/filedetails/?id=2769217732
Escaped Psycho 17 Sep @ 2:36pm 
I can't seem to enable Wolves or Spiders in my new survival world. Trouble shooting is pointing towards NPC mods, this is the only one I'm running... Has anyone else had this issue? When I check the box to enable Wolves and spiders, I don't get an error message or anything, they don't spawn and if I go back into the save's world settings the boxes are unchecked again. Anyone else having this issue?
gigglelamer 16 Sep @ 3:52pm 
Disabled radiation and food and they still die on my dedicated server 1/2 hour on average. On a single player save with AiEnabled/MES vanilla npcs on a modded world, I have zero issues.
gigglelamer 16 Sep @ 1:49pm 
I'm having the same issue with bots dying. It appears that they are dying from radiation in space. In space they die, but on a world they are ok. I will verify today.
@Zyrack BloodThorn
outgoing from other sit has to do with the apex survival update.
if you can provide informations about it to expand the avaible data i would suggest joining the discord linked in the moddescription and provide the data there.
Zyrack BloodThorn 16 Sep @ 7:43am 
We have the MOD installed and the bots are working fine however, After a short while they just die....Haven't figured that one out as of yet so if anyone has any ideas, I all ears.
HertoghJan 16 Sep @ 6:37am 
Must be a mod conflict, by the time I figure that out I'll be doing a new run through
HertoghJan 16 Sep @ 6:19am 
At least you guy's have it running, I can't even seem to get it loaded in correctly, it is installed with dependecies, its not showing in my mods list (under F2)yet I can make the Robofactory but it works as a sorter :/
Going to create a new world and see if it works without any other mods installed and test
BooseOG 16 Sep @ 4:54am 
Would this stop APEX plants spawning? Trying to hunt the cause.
bobotheclownXD 15 Sep @ 12:03pm 
yea apex has done somthing to your mod. humans i think need food now or they die in 20mins bots dont seam to know where they are anymore still work just not as well and dont need food. well they dont die atleast lol
Divinity 14 Sep @ 9:55pm 
seems after the apex update repair bots dont use their grinders anymore
Chipstix213  [author] 14 Sep @ 4:45am 
Also please see my workshop for playable skins
Chipstix213  [author] 14 Sep @ 4:44am 
any playable character skin can be used, you just have to add them to the game then between loads edit the config file.
Sawtooth44 14 Sep @ 4:07am 
any options for modded character skins?
also is there a way to get more engineers per player?
Chipstix213  [author] 14 Sep @ 2:47am 
a number of things will need to be updated to keep this working. please be patient while the issues are investigated.
nyannokonekko 13 Sep @ 3:28pm 
Unsure why but whenever I use this mod, and if something spawns/respawns (Like players or AI Enemy Robots), the game goes into slow motion for a solid 3 minutes.. :aunope:
Warlocc 13 Sep @ 12:02pm 
Good to know, thank you.
Abisius Xarvenius Carbensius 13 Sep @ 11:38am 
@Warlocc
chipstix is working on a mod to run with aie for creatures on planets, though its been in the works for just a few days and so far some things didnt go as intended from the looks of it, but they do have meat and its as far as i can tell mostly the spawning side that needs some tuning.
Warlocc 13 Sep @ 9:35am 
Just to follow up a previous conversation- I was incorrect, and Creature Spawner does work with this to get creatures back on planets. Unfortunately, the creatures appear to be modded- they contain no inventory items and do not give meat required for the new survival update. So, if there is a way to get this mod to spawn survival friendly animals on planets without relying on other mods, that'd be really great.
Jump 13 Sep @ 1:05am 
Im having an issue since the update where there is no spawn bot button in the RoboFactory iv tried building it again but still not there. Any help would be cool as i use the mod heavily in my world.
Nemesis8inf 12 Sep @ 7:15pm 
the engineer for the dual death instance but they all seem to die after awhile anyway all exept my robodog have died or disappeared and required respawning or rebuilding
Chipstix213  [author] 12 Sep @ 3:24pm 
What type of character did you choose for your bot? Was it the engineer or a robot?
Nemesis8inf 12 Sep @ 10:10am 
spawned 2 new Bots and they both "died" directly after each other around 3 hours after spawning
for no other apparent reason.
Nemesis8inf 12 Sep @ 10:08am 
It also seems to "KILL" the bots around the time when they would be very hungry
Nep-Nep 11 Sep @ 12:24pm 
So, I've noticed an issue with the mod, and how it interacts with the Apex Update. The game seems to think the AI Enabled NPCs are the same entity as you, the player. As a result, when you kill an AI Enabled NPC, you lose any and all passive buffs you've accumulated just from being alive for an extended period of time.
Abisius Xarvenius Carbensius 11 Sep @ 12:02pm 
hmm, would it be possible to adapt crew enabled or parts of it for it?

or maybee build something into aie itself in case no other creature spawner is used.
Chipstix213  [author] 11 Sep @ 11:59am 
I may look at a alternative creature spawner that doesn't need mes. It shouldn't be too hard making it natural is the hard thing....
Abisius Xarvenius Carbensius 11 Sep @ 10:20am 
its already known to the team working on mes and they try to find a solution to adapt it to the changes done to the vanilla encounters and so that dont work properly with mes atm but there is no eta on it and the last i read was that they arent sure if its possible while keeping the new functions added to them without a total overhaul to mes which would take a while.