Space Engineers

Space Engineers

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Nanobot Build and Repair System (Maintained)
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Type: Mod
Mod category: Block, Production
File Size
Posted
Updated
16.435 MB
27 May, 2020 @ 3:46pm
14 Oct @ 7:34am
59 Change Notes ( view )

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Nanobot Build and Repair System (Maintained)

Description
WARNING!
READ THE DESCRIPTION before posting comments something not working or if you need the original build resources as the original mod!

PLEASE DO NOT RE-UPLOAD THIS MOD AND DO NOT USE THE THUMBNAIL WITHOUT PERMISSION

Original Mod & Credits
The original mod can be found here, developed by Dummy08:
https://steamproxy.net/sharedfiles/filedetails/?id=857053359

Unfortunately, the original developer of this mod appears to have been inactive for quite some time, and the mod has not received any updates. After numerous attempts to contact the developer without success, I decided to maintain my own version of the mod, including several improvements and updates.

Release Notes
https://github.com/SKO85/SE-Mods/wiki/Release-Notes

FAQ
https://github.com/SKO85/SE-Mods/wiki/FAQ-%E2%80%90-Frequently-Asked-Questions

Want a version with the original build resources (non-nerfed version)?
The same mod is available with the original building resources here:
https://steamproxy.net/sharedfiles/filedetails/?id=3099489876

Configuration File
If you want to modify some of the default settings of the mod, check the details on how to create a configuration file: https://github.com/SKO85/SE-Mods/wiki/Configuration-File

Adjustments
I modified the original mod to fix several issues and abuses like safe-zone grinding and grinding NPCs behind shields like the neutral ones.

Safe-Zone & Grinding
* Fix for grinding block/grids protected by Safe-Zones. You cannot grind anything in a safe-zone if the Safe-Zone block is not using the 'Allow Grinding' option of that grid. If the grid in the safe-zone is owned by another player/npc, it will not allow you to grind, even if 'Allow Grinding' is enabled. If it is owned by you, it will allow grinding if that option is enabled in your safe-zone.

Defence Shields & Grinding
* Fix for grinding block/grids protected by Shields. That's if you use 'Defence Shields': https://steamproxy.net/workshop/filedetails/?id=3154379105
* Grids protected by an active shield cannot be ground down by other players.
* If you have your own shields active, you won't be able to grind any grids outside of your shield. This is intentional and prevents abusing shields to safely grind NPC, faction, or player grids. To grind external grids, you must first disable your shields.

Other adjustments
* Fix for no reputation loss when grinding NPCs. Now reputation is reduced when grinding NPC's and other factions.
* Increased the speed for welding/grinding a bit.
* Increased power-consumption as the original mods has very low power consumption when using the BaR block.
* Changed resource requirement to make it a bit difficult to build this block. Players will need to use more resources to build the component.
* Included Auto Power Off option to shutdown the block when idle for about 10 minutes.

NOTE: Block might be heavier now as more components are required to build it. I made the block be more expensive to build as I think having such functionality should not be easy to get on your grids ;)


Power Consumption modifications:
- Off: 0kW
- Idle: 50kW
- Transport: 100kW
- Welding/Grinding: 200kW


Required resources for Large Grid:
- Steel Plates: 400
- Construction Comp: 1320
- Interior Plate: 250
- Small Steel Tube: 600
- Large Steel Tube: 100
- Computer: 200
- Motor: 400
- Superconductor: 120


Required resources for Small Grid:
- Steel Plates: 150
- Construction Comp: 500
- Interior Plate: 80
- Small Steel Tube: 200
- Large Steel Tube: 20
- Computer: 100
- Motor: 120
- Superconductor: 40


Script for Queueing and Display information
A working version of the original script for auto-queue of building components:
https://steamproxy.net/sharedfiles/filedetails/?id=3472701905

Issues and suggestions?
To report issues, please use this GitHub page and provide sufficient details of the issue or suggested feature. Posts without sufficient details will be deleted.
https://github.com/SKO85/SE-Mods/issues

Tags
nanobot nanobots build and repair automation

Contact / Discord
Discord: https://discord.gg/5XkQW5tdQM

Donate?
If you like to donate for my work, you can use the following link:
PayPal Donate[paypal.me]
Popular Discussions View All (2)
2
18 Oct @ 6:14am
PINNED: Configuration Options
SKO85
2
4 Jun @ 12:56pm
PINNED: How to report issues / suggestions
SKO85
747 Comments
SKO85  [author] 13 Nov @ 11:42pm 
@Jolly, can you create an issue about that on GitHub or my Discord? Thank you!
Jolly 13 Nov @ 7:39pm 
Is it a known bug to have this mod block get destroyed by something and projected again by my blueprint and automatically built by another working Build and Repair block and doesn't give ownership to me? Because when a new Build and Repair block gets made after being destroy, the ownership goes to none, which then says, Owner doesn't own DLC blocks and begins to remove blocks from my ship, which includes blocks that are not even DLC like the original Cockpit, and the toilet and including some DLC blocks.
Rabblerouser 13 Nov @ 4:38pm 
Are there any requirements/dependencies for this mod? I can't even seem to find the block in my list in my game. It's a Quick Start save if that helps any. I can't even find it by searching the progression tab. At least on my end, the mod is -apparently- nonfunctional. I'm open to being proved wrong since.. I haven't been at this game in a while.
SKO85  [author] 26 Oct @ 12:54pm 
@Aegir, I have it on my TODO list to make this configurable in the ModSettings.xml config file. I will try add this in the next couple of days.
ÆGIR 26 Oct @ 12:06pm 
Is there any way to turn off the orb like effects and just have it repair/build blocks? Would greatly appreciate this setting.
A Fat, Angry Serval 17 Oct @ 2:39pm 
@Atomhirsch
As I said, I'm working on an F-Zero track with a working pit area. The idea is that when the racer enters the pit area with any damaged or missing blocks (these will have projectors) the Build and Repair units will repair that damage. (and in case someone suggests turning damage off, this is to replicate how damage mechanics and pit areas work in the original F-Zero games)
SKO85  [author] 17 Oct @ 1:23pm 
The behavior with in Creative-Mod does not require resources and does not remove resources from inventories. I think in some cases they need id as admins or just trying out stuff - idk :D
Atomhirsch 17 Oct @ 1:19pm 
why would you need this mod in creative mode anyway?!? wtf
SKO85  [author] 17 Oct @ 1:10pm 
It will be fixed in a next update. I took it out, because there was a bug with Creative Mode in general. Creative-mode support will be back soon.
Allister 17 Oct @ 12:57pm 
The fact that this mod requires resources to build anything even in Creative Mode is a huge drawback. Sticking with the old version until that gets fixed.