Space Engineers

Space Engineers

2,503 ratings
AiEnabled v1.8
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Type: Mod
Mod category: Script, Character, NPC
Tags: AI, OnlyOnPC
File Size
Posted
Updated
37.917 MB
7 Sep, 2021 @ 3:08pm
26 Oct @ 6:18pm
183 Change Notes ( view )

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AiEnabled v1.8

Description


v1.8.25 published October 26, 2024
Please refer to the changelog for patch notes.
Check the Discussions for details on items commonly asked about




AiEnabled is a total NPC inclusion mod that aims to spice up your gameplay by providing you with companions to aid you as well as enemies to hunt you. All NPCs use custom pathfinding logic to perform their assigned role. As ideas flow and time permits, I'll be adding more NPCs to keep things interesting!

If you want to have random encounters with hostile NPCs, this is handled via Modular Encounters Systems. MES is not required, but strongly recommended!

Note that spiders and wolves are turned OFF by this mod due to the impact it has on spawning AiEnabled bots. If you want to keep using spiders and wolves, you will need to use the Planet Creature Spawner mod from MES.

In addition to MES, there are a number of addons and other mods that generate random encounters. These are found on the AiEnabled Discord![discord.gg] Come check out the #mod-addons channel for details :)

Want to check out a ready-made scenario world? Check here for the refinery scenario that was showcased on Xoc's dev stream :)

Leave a comment to let me know what you think, and I hope you enjoy :)


Simply add this mod to your save and you'll gain access to the RoboFactory and Bot Spawner blocks. These are used for spawning friendly and enemy bots, respectively. See below for further details on how everything works!


Check the GUIDE for the full list of features and other info :)

Some additional information can be found on the AiEnabled Wiki[github.com] for those looking to use the mod as a framework

Join me on the AiEnabled Discord![discord.gg] The best place to post bugs, get help, or provide feedback!

Credits
A HUGE shoutout to Chipstix213 for creating all of the bots that this mod uses, as well as the spawn blocks; to enenra, Klime, and Meridius_IX / Lucas as well for all of the input and assistance with getting things ready; to DraygoKorvan for the amazing Text Hud API; and to Digi and Draygo for putting up with all of my blonde moments and the very helpful folks in the modding channel. Thank you <3

Some sound effects obtained from https://www.zapsplat.com

ATTENTION!
I do NOT get notified when you create a new discussion thread. If you are having an issue, please either use the comments below or, for the fastest response time, join the discord linked above. Thanks :)
Popular Discussions View All (30)
1
18 hours ago
Robo Factory not in my blocks?
Pilgrim
90
16 Nov @ 5:29pm
PINNED: The Repair Bot explained
jTurp
36
24 Sep @ 12:56pm
Suggestions (Unofficial)
Cigarette
2,877 Comments
jTurp  [author] 22 Nov @ 3:59pm 
You can also assign them a repair radius (player mod menu) and then give them a GoTo position and they'll only repair within that radius from that point.
Delta99 22 Nov @ 3:43pm 
@abisius Ah yes, I remember breezing by something like that. I guess I'll look into that. Some of the blocks are buried in weird places though. Just found this bot now after base is largely built. If needed will dig away and color blocks to finally get him to behave LOL.
Abisius 22 Nov @ 3:34pm 
@Delta99
you could paint the blocks you dotn want top be build fully in the ignore color you set inside the client side texthudapimenu in the aie area.
the guide has an explanation on it.
Delta99 22 Nov @ 3:31pm 
@jTurp, ah, no wonder. At least I finally got it going so thanks to @Abisius. I missed the fact I needed the build materials for the bot. Seems like it wouldn't find it in cargo but once I put it into my own inventory with the credits all was good.

Now another dumb question which is probably posted somewhere. Is there a way to make the repair bot weld up projections first before going around finding incomplete blocks on the grid? That would be really nice especially as we have a bunch of blocks intentionally not built up but he likes to go find them all and repair LOL. Quite comical actually.

Great mod though all in all.
jTurp  [author] 22 Nov @ 3:03pm 
@Delta99

It actually *does* tell you when hit the Build button, the issue is Keen broke the terminal refresh so you don't *see* the info unless you re-select the RoboFactory from the terminal list

Hoping that issue is fixed soon as it does cause confusion for a lot of folks.
Delta99 22 Nov @ 1:42pm 
@Abisus, ok, I missed it in the Guide. There is some token I need. Jumping in game now to check the assembler for this. I guess I also went off some videos that did NOT show that step at all or even mention it. Maybe older videos or just forgot to mention that.

What would be nice is when you hit build and missing something it would indicate that somewhere. Maybe it does but I didn't see it.
Delta99 22 Nov @ 1:39pm 
@Abisius I will check the last point (correct bot material). I saw the credits listed but not that. Maybe its in the description above or the guide and I missed it. Going to look again now.
Abisius 21 Nov @ 10:49pm 
standard first aid list (file paths may vary for servers or non windows users or servers) (s for needs to be done on server/host and client side):
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
Abisius 21 Nov @ 10:49pm 
@Delta99
from the beginning of the guide linked inside the moddescription:

There are three things required to build a helper:
You must be in a faction (rep is based on factions not players)
You must have the minimum amount of credits, either in your pockets or the bank
You must have the correct bot material (see the RoboFactory section for details on this)


if you fulfill these requirements and you cant build one i would suggest trying if the "standard first aid list" and see if that one helps, if it doesnt its probably time to get the logs together and provide them.
Delta99 21 Nov @ 9:29pm 
Thanks jTurp. I couldn't get a repair bot to get built. Tried everything. I think all it needs is credits either in my inventory or an inventory it can get access to but neither worked. No errors, no nothing that I could determine why.