Space Engineers

Space Engineers

2,601 ratings
AiEnabled v1.9
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Type: Mod
Mod category: Script, Character, NPC
Tags: AI, OnlyOnPC
File Size
Posted
Updated
38.372 MB
Sep 7, 2021 @ 3:08pm
Mar 10 @ 7:23pm
189 Change Notes ( view )

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AiEnabled v1.9

Description


v1.9.5 published March 10, 2025
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)
92
Feb 5 @ 9:37am
PINNED: The Repair Bot explained
jTurp
36
Sep 24, 2024 @ 12:56pm
Suggestions (Unofficial)
Cigarette
26
Mar 13 @ 8:08pm
PINNED: Pathfinding explained
jTurp
2,952 Comments
jTurp  [author] Mar 16 @ 6:03pm 
Also, the Follow mode is the default mode when they have nothing else to do (may that be because they can't reach an objective, or they don't have materials available, etc). Give them a Patrol or Goto command to keep them engaged in a given area.

Either way, thanks for the input :)
jTurp  [author] Mar 16 @ 6:03pm 
@Darkbolt{AWG}

Hey, it's not for everyone. Yes, this is a LOT more involved than BaRS is, and it'll never be perfect just due to the limitations of the Mod API we have to work with. If you hadn't checked out the guide, you should have - it pretty much tells you that the Crew Bots are just there to liven up the area with some NPC movement (with a small amount of utility). The Scav bots just loot things and randomly find things, or attack enemies that come near, nothing too crazy.

The meat and potatoes are the Repair and Combat bots. Combat is pretty simple, just path to an area close enough to engage. Repairing is the most involved and as such has the most issues. Requiring the physical bot to path to an area that may be seen as a obstacle by any other type of bot is a challenge, and sometimes doesn't work well. There are considerations to be had if you want them to work, all outlined in the guide and on the discord FAQ.
jTurp  [author] Mar 16 @ 6:00pm 
@omniamori420

That sounds very odd - are you using Weapon Core or modded weapons of some sort? I've never had that happen with the vanilla / default weapons. Not even once.
jTurp  [author] Mar 16 @ 5:59pm 
@Master Chief

The Bot Spawner requires a strict search in the G Menu (by typing in "Spawner" in the search bar). This is for spawning enemies, mind you. The RoboFactory is what you want for helpers :)
Master Chief Mar 16 @ 4:20pm 
i cant get it to work. I cant find the bot spawner block
Chipstix213  [author] Mar 16 @ 1:50pm 
Space credits?
Master Chief Mar 16 @ 11:26am 
what does it mean by sc
Darkbolt{AWG} Mar 14 @ 3:52pm 
Having tested this mod a lot in past few weeks: This is not a viable mod to use in any way. First the repair bot, It simply goes stupid after just a few moments and will stand there doing nothing at all. And when they do decide to weld some thing they are slow and stupid welding in random directions.

Crew bot: no real use i can see it walks around a lot then hangs up in some corner doing nothing never moving again.

Scav bot: Never been able to get it to do anything at all

Combat bot: not bad it works for the most part.

simply put i wanted this to weld up my base and it SORT OF does this. but i had to constantly mess with the bots to get them to stop following me (never told them to follow) And when trying to get into the radial menu the bot darts all over the place all around you for no reason at all. I have since moved to "nano bot build and repair" not sure about it yet though.
Amumu Mar 14 @ 6:49am 
something wrong whit Modular Encounters Systems when try do a scavenger? it wont pull any computers into assembler all other is take in, i cant even pull it myself into assembler.
omniamori420 Mar 14 @ 2:29am 
having problem with robot enemy spawn. their bullets travel through walls and voxels