Space Engineers

Space Engineers

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Venom Snake Jun 18, 2023 @ 5:41am
AI and Event blocks are practically unusable, in survival and practical many times.
I gave them another shot today in Creative. AI recorder and AI flight in large grid. Forgive me, but has anyone tested it? In combination with timer blocks, and backward and forward execution of the path, I gave up after 2 hours.

The AI ​​recorder does not signal whether it is in reverse or not - Or the order of points from top to bottom does not change. If the timmer block starts it from the connector that was previously disconnected (or the merge block), sometimes it works, sometimes it doesn't, sometimes it works the opposite way it was recorded, sometimes not at all. Sometimes the Reverse Button will start the run on waypoits itself without turning Behavior On the AI recorder or Play. Dear friends, that's a bit ...horribly.

I am a patient person, I give things a chance. But this is seriously pretty bad.
Last edited by Venom Snake; Jun 18, 2023 @ 5:42am
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Showing 1-9 of 9 comments
Dan2D3D  [developer] Jun 18, 2023 @ 6:43am 
Hi, you have to send your "Not working" setup to the ones working on the game so they can have a look at.

The report links are in the pinned green messages but I will paste in the imoprtant :

All report directly to the SE Programmers :

Support Portal = https://support.keenswh.com/spaceengineers/pc
(create "Bug report" or "Request help"(Private) or "Feedback"(Petition) on the Portal)

Here some important Data we have to add in the report to help the SE programmer before they ask you :
Bug report Guide
https://steamcommunity.com/app/244850/discussions/1/523897653318639486/

NOTE
No need to use a sharing website like it says in the Bug Report Guide if you use the Support Portal to report, because we can transfer from our Drives over there.

All may use the Support Email to report the bugs found if they prefer :
Email = support@keenswh.com
Dan2D3D  [developer] Jun 18, 2023 @ 6:45am 
I will add, I know you don't like it by reading your other discussion :
https://steamcommunity.com/app/244850/discussions/1/6717729343874123191/

but it is important to tell the ones working on the game, from the Portal or by Email, at least.
Last edited by Dan2D3D; Jun 18, 2023 @ 6:48am
Dan2D3D  [developer] Jun 18, 2023 @ 6:49am 
+

I recommend to create new discusiion in the General Discussions forum where you will share your save with your not working creation in so all can load to help you find a working solution.
Last edited by Dan2D3D; Jun 18, 2023 @ 6:51am
Dan2D3D  [developer] Jun 18, 2023 @ 7:57am 
Here is one clever Engineer using the blocks you mentioned to make auto-miner and he found a working solution.

He shared a video and the Workshop item :

https://www.youtube.com/watch?v=ZLNE8Yzt4Qo
Venom Snake Jun 23, 2023 @ 9:44pm 
Dan, ...there is a logic bug on Event Controller.

Company lack money and there is nothing to pay programmers, I understand.
The game has already been released long time ago, we can be happy for what we already have.
There is nothing like it on the market.
But..

A while ago, someone from Keen responded to my support on your site, as if he didn't even see the example I put there in the saved world.

From a programming point of view, has this complex problem, simple solution (discard the register with checked grid, when this event controller shutting down).

Detto Ore Range bug, still not repaired, and Dan, if you replace your new version of game with for example a 1 year old version, there is same bug.

PS: Sometimes, someone who doesn't seem human or has a low IQ or missin logical mind, answers me on support by Keen. Why ? It just makes me nervous. Better not to answer than this.
Dan2D3D  [developer] Jun 23, 2023 @ 11:52pm 
Looks like you don't know me so I must specify :

I am not a SE Dev but forum Moderator community helper/game tester and I help the SE community since 2013 because it's my Fav Sandbox game on Steam.

-> I collect the most talked about every months to send to the SE team and they gave me the [Dev] Tag so I can be admin of the Workshop to help more.
Last edited by Dan2D3D; Jun 23, 2023 @ 11:53pm
EightSeven6 Jul 1, 2023 @ 3:20pm 
Yea just stay away from them for now, unless you're making missiles which are meant to kill themselves lol
Rastlore30 Jul 6, 2023 @ 3:53am 
Speaking of missiles, I built an automated build / launch platform which only works when it feels like it. The missiles are built flawlessly so the Event Controllers there are working perfectly. They even launch from the platform without any issues, (mostly because they are set on a timer block on the main grid which triggers a single thruster on override on launch). The issue is when the missiles have cleared the immediate platform... roughly 80 meters above the launch site.

I tested a series of 20 launches and only one in 8 missiles correctly detected and engaged an enemy target, the first launch and the last of the test. The other missiles launched as intended, then just hovered in place getting bumped by the next missile to launch causing a traffic jam 80 meters above the platform, the final missile somehow managed to avoid the jam and continued to seek out its target like it was designed to do. ..... eventually they ran out of fuel and came crashing back down on the launching platform with armed warheads...

Having the same issues with defensive drones.. I built 4 of them, each on a docking platform that is a 5x5 large grid block... I set them to launch, they spin on the connector to face an enemy and only two of the four will actively engage the target the other two will sit on the unlocked and powered off connector like they forgot how to fight. To make it even more of a pain to troubleshoot.... its never the same two drones that hang back. Drone 3 might launch, detect, engage flawlessly three out of four tests then forget it's an attack drone for the next five tests.

Playing on a single player world without mods. I think for now I will keep my scripts, they at least work every time.
EightSeven6 Jul 6, 2023 @ 8:06am 
Originally posted by Rastlore30:
Speaking of missiles, I built an automated build / launch platform which only works when it feels like it. The missiles are built flawlessly so the Event Controllers there are working perfectly. They even launch from the platform without any issues, (mostly because they are set on a timer block on the main grid which triggers a single thruster on override on launch). The issue is when the missiles have cleared the immediate platform... roughly 80 meters above the launch site.

I tested a series of 20 launches and only one in 8 missiles correctly detected and engaged an enemy target, the first launch and the last of the test. The other missiles launched as intended, then just hovered in place getting bumped by the next missile to launch causing a traffic jam 80 meters above the platform, the final missile somehow managed to avoid the jam and continued to seek out its target like it was designed to do. ..... eventually they ran out of fuel and came crashing back down on the launching platform with armed warheads...

Having the same issues with defensive drones.. I built 4 of them, each on a docking platform that is a 5x5 large grid block... I set them to launch, they spin on the connector to face an enemy and only two of the four will actively engage the target the other two will sit on the unlocked and powered off connector like they forgot how to fight. To make it even more of a pain to troubleshoot.... its never the same two drones that hang back. Drone 3 might launch, detect, engage flawlessly three out of four tests then forget it's an attack drone for the next five tests.

Playing on a single player world without mods. I think for now I will keep my scripts, they at least work every time.
That's either caused by misbehaving AI blocks or by timer blocks that aren't synced, if you're using any
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Date Posted: Jun 18, 2023 @ 5:41am
Posts: 9