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v1.9 is live! Lots of fixes and a complete rework of the pathfinding system for grids!
As always, please hop on the discord and fill out a bug report with any issues you find :)
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.
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.
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.
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.
- 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).