Space Engineers

Space Engineers

AiEnabled v1.9
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Update: Sep 1, 2022 @ 5:13pm

v1.1.2

  • Fixed issue with player grind damage being reduced against bots
  • Fixed issue with bot commands and factory respawn not resetting map transition requirement
  • Updated Helper Status LCD script to differentiate between repair mode and grind mode for repair bots
  • Adjusted all grind / repair / gather targets to be sorted by distance from the repair bot
  • Adjusted pathing and distance checks when repair bot is moving to pick up floating objects
  • Adjusted grind and bullet damage when bot damage modifier is set high

Update: Aug 31, 2022 @ 7:08am

v1.1.1

  • Fixed issue with Spawner block config resetting values
  • Fixed issue with Spanwer block not using loot container values properly for certain spawns

Update: Aug 30, 2022 @ 4:23pm

v1.1

  • Fixed issue with RepairBot welding too fast
  • Fixed issue with RepairBot not able to weld rotor / hinge / piston top part
  • Fixed issue with RepairBot getting stuck trying to offload to a cargo if it's also targeting a floating object
  • Fixed issue with RoboFactory not deducting bot material from player's inventory
  • Fixed issue with RoboFactory not removing bot from helper list when pressing Recycle on DS
  • Fixed issue with Bot Price still being deducted with Creative Mode / Creative Tools active
  • Fixed issue causing ArgumentOutOfRange exception in Spawner.UpdateAfterSim100
  • Changed default loot container from DroidLoot to RobotLoot to match update from Chipstix
  • Added Grinder capability for RepairBot; will switch modes depending on which tool is equipped (welder or grinder)
  • Added RepairBotGrindColor (HSV) to player mod menu; grinder mode will only work on blocks of this color
  • Added Loot Container Id option to Bot Spawner block config

Update: Aug 28, 2022 @ 5:36pm

v1.0

  • Fixed issue in BotFactory.RemoveBotFromSeat not resetting the seat's share mode properly
  • Fixed issue in CubeGridMap.GetReturnHomePoint using incorrect upper and lower bounds
  • Fixed issue in ProjectileConstants with missing hit sound for wheels causing KeyNotFound error; added check with log message for future missing items
  • Fixed issue with bot pathcollections not using the correct map in some instances; now points to bot's map directly
  • Fixed issue with bot build materials still using components on DS
  • Fixed issue with missing config info for CrewBot
  • Fixed issue with bot prices not being synced properly on DS
  • Fixed issue with players not able to Respawn their bots on DS
  • Fixed issue in BotBase.CheckNode zeroing stuck counter before it's checked as a condition
  • Fixed issue in SpawnPacketClient attempting to use bot character when null causing NRE
  • Fixed issue causing CTD in MyCharacterWeaponPositionComponent.Update
  • Fixed issue with voxel updates not removing nodes from optimized cache, leading to incorrect path construction
  • Fixed issue in CubeGridMap.ResetMovement using incorrect method to check for voxel content within map area
  • Fixed issue with CubeGridMaps attempting to re-init planet nodes while grid is still spinning (angular velocity check missing)
  • Fixed issue with RepairBot trying to weld block through ramps and stairs
  • Fixed issue in BotBase.CheckGraphValidity not checking that new grid is same as current grid before attempting to switch maps
  • Fixed issue in Pathfinding.FindPath not setting path as blocked if the time limit is reached leading to infinite fail loop
  • Attempted fix for invisible bot issue with Crew Enabled in DS
  • Removed character collisions from bots when they die; allows players and other bots to walk through them unhindered
  • Grid maps will now dynamically add planet node paths to obstacle list if a bot gets stuck (same as voxel maps do)
  • Pooled several class objects for reuse
  • Adjusted CubeGridMap.RemovePlanetTiles to instead switch all planet tiles to air nodes until the grid stops moving (rovers / ships only)
  • Adjusted TeleportNearby conditions to allow bot more time to get unstuck before teleporting
  • Adjusted turret aim position for small spiders; fixes turrets shooting above them
  • Adjusted jetpack check during bot creation to turn it on if at all possible (less falling from sky)
  • Adjusted jetpack check upon bot leaving a seat to turn it on if at all able (less falling from sky)
  • Adjusted conditions for deciding if a node is a SpaceNode
  • Adjusted temporary obstacles in voxel maps to fit more closely to the grid
  • Offloaded UpdateTempObstacles in voxel and grid maps to a thread to avoid any performance issues for large map areas
  • Optimized voxel updates for voxel and grid maps; will now allow chunked updates and waits for voxel changes to finish before attempting to update a given area
  • Optimized grid maps by making all subgrids (large and small) seen as obstacles; avoids having to recalculate mapping every time subgrid moves
  • Optimized grid maps by only updating areas that need it on block additions and removals; chunked updates similar to voxel method
  • GoTo command will now recognize seats on small grids; bots will be instantly teleported to small grid seats when commanded

Update: Aug 16, 2022 @ 9:46am

v0.19.2b

  • Fixed issue with NRE in Door_OnMarkForClose where the grid map was already closed

Update: Aug 15, 2022 @ 9:21pm

v0.19.1b

  • Fixed Combat Bot was set to not be able to fly (leftover debug)

Update: Aug 15, 2022 @ 9:19pm

v0.19b

  • Fixed issue with missing CanSpawn check in Factory Respawn call
  • Fixed issue with CanSpawn not considering already queued bots
  • Fixed issue with bots not using ladders correctly when they are only one ladder block high
  • Fixed issue in Pathcollection.CheckDoors causing Collection Modified error during pathfinding loop
  • Fixed exploit allowing players to duplicate helper via Respawn spamming
  • Fixed Helper Status needed one additional update to clear the screen when all helpers are removed from world
  • Fixed issue with patrol route being saved to config even when bot isn't in PatrolMode in some cases
  • Fixed issue with pathing when placing upside down slopes and other valid blocks directly above a half stairs and half armor slopes
  • Fixed issue with pathing up and down half stairs and half armor slopes due to previous optimizations
  • Fixed issue with pathing when using a large half armor block
  • Fixed issue with pathing where space above stairs / ladders didn't having same blocked edges as stair / ladder below it when empty
  • Fixed issue with pathing for passage blocks
  • Fixed issue with pathing for window blocks
  • Fixed issue with turrets placed on walls not allowing bots to path in open space around center of block
  • Reverted to using Keen's internal method for creating muzzle effects for bots
  • Lowered distance check for waypoints from 1m to 0.5m when bot is running; alleviates some premature cornering
  • Lowered font scale from 0.7 to 0.6 for Helper Status and 0.5 when used in non-text panel blocks
  • Added pathing support for Passage Intersections mod blocks (https://steamcommunity.com/sharedfiles/filedetails/?id=946724937)
  • Added pathing support for Advanced Systems Scaffolding mod blocks (https://steamcommunity.com/sharedfiles/filedetails/?id=7170732670) (partial)
  • Added pathing support for Grated Catwalk Expansion mod blocks (https://steamcommunity.com/sharedfiles/filedetails/?id=2503712170) (partial)

Update: Aug 5, 2022 @ 3:34pm

v0.18b

  • Fixed conversion issue when repair bot is targeting small grid blocks that take up more than one small block space
  • Fixed an issue with the way bots switch from grid maps to voxel maps
  • Fixed issue with PlayerEnteredCockpitDelayed happening too soon still, now deferred 10 ticks instead of 1
  • Fixed issue with bots using incorrect UseObject for certain cockpits
  • Using Factory Respawn now cancels FollowMode and PatrolMode
  • Added TSS_BotStatus (LCD Script) to allow players to see what their bots are up to

Update: Jul 30, 2022 @ 4:58pm

v0.17.4b(2)

  • Removed leftover debug output

Update: Jul 30, 2022 @ 4:54pm

v0.17.4b

  • Fixed issue with bots turning off jetpack in zero gravity
  • Fixed issue with jetpacks not being turned on when bots spawn in zero gravity
  • Fixed issue with GetClosestValidNode failing when goal position ends up being inside a block but not the target (ie embedded floating object)
  • Fixed issue with CrewBot getting stuck trying to face blocks
  • Separated temporary blocked nodes from permanently blocked nodes to improve pathing performance
  • Reduced ScavengerBot's chance to find items from 70% to 35%
  • Removed chat message about EEM faction validation to alleviate confusion