Space Engineers

Space Engineers

Nanite Control Facility v2.2(11) - Automated Construction
2,850 Comments
nukeguard  [author] Apr 21 @ 1:47pm 
It is planned, but won't be for a bit after some other reworks
Neo Apr 19 @ 3:53pm 
can you make it to be configurable and not auto ? it would be nice to have 1 MAIN what we can select always for script usage
nukeguard  [author] Apr 19 @ 3:26pm 
not configurable for pri/sec it is auto set
Neo Apr 19 @ 3:04pm 
How can i configurate this primary/helper nfc thingie ?
LennyS Apr 19 @ 4:05am 
Is there any update to being able to change the mining beacon max range for offline players?
ilsa Apr 14 @ 6:47pm 
Has anyone mentioned issues with changing the settings? I tried disabling some of the nanite types, but they didn't stop and when I went back, the settings were re-enabled.
nukeguard  [author] Apr 13 @ 4:44am 
No idea about how scripting works in SE2 yet, modding editor isn't even released yet. I would need someone that would want to put the time in to probably rewrite the whole thing.
xenonsoul Apr 12 @ 11:53pm 
Hey Nuke, absolutely love this mod, been using it for years now. Was wondering if you were going to remake it for Space Engineers 2?
Tatsyki Apr 3 @ 9:40am 
Здравствуйте, помогите нанитка начинает работать, потом резко перестаёт и начинает гореть или мигать розовым, и так по кругу
nukeguard  [author] Apr 2 @ 6:18pm 
The Steps Abisius listed are a good way to help with reproducing your issues
@VladTheBlooded
the usual way for most would be:
- making an example world (a world with just the mods needed to reproduce the problem and a premade situation for reproduction of the problem) uploading it to steam and sharing the link to it via discord or in a dedicated bug report section in the steam discussions of a mod.
- putting together logs from a session where the problem happens and either share them via discord or uploading them to a third party service for file sharing (dropbox, google, mega . . .) that would be avaible and not avaible in most places or shitfilled with spam and then provide the link to it the same way as the worlds link

sometimes just the logs are enough but once it needs reliable reproduction it wont go without a world to reproduce it.
VladTheBlooded Apr 1 @ 10:50pm 
Hi Nuke, I'm also getting the same error.

I get the "Insufficient power for another target" on all the sections of the facility. I have at least 400MW of power so it shouldn't be that. I've tried with just this mod on a solo creative world to test it too. I have no idea how to send you all the stuff you need for a bug report or I would use the proper channel.

Thanks.
Gohei Mar 30 @ 7:22pm 
hi nuke, great mod! Having a small issue with Life support upgrades. No matter what port i put them on it says not a valid port. Is there something i'm missing? there is more then enough power for more streams. Even if i add all 8 life support upgrades it doesnt add anymore streams and says no valid port.
nukeguard  [author] Mar 24 @ 4:14pm 
do you have enough power even in creative?
BlizzarD Mar 22 @ 9:12pm 
Hello friend, there is an error in your mod.

"(Construction) Insufficient power for another target.

even in creative mode
Vengorin Mar 10 @ 2:37am 
Hi Nukeguard ..... i have used this mod of yours for years and i think i would stop playing SE if this no longer worked. ....

Currently having a issue where the NCF Empties its whole inventory and stops pulling in items ... turning it off and on resets this issue and manually dropping any item into its storage resets this issue .... but each time after a short while it will fully empty its self ....

I have 0 Blocks that pull push or filter items in storage.

Thanks for any advice you can give ... if you cant thank you anyway XD.
nukeguard  [author] Mar 9 @ 1:24pm 
Do you have progression on? If so, it's locked by grav gens
Dovahkin402 Mar 9 @ 12:49pm 
i downloaded the mod made sure everything was installed and restarted my game but the block isnt showing up in my menu
Xarniia Mar 7 @ 8:46am 
Thanks :)
nukeguard  [author] Mar 7 @ 7:52am 
It was removed, and combined into construction
Xarniia Mar 4 @ 10:32pm 
Is there a projection upgrade? Seems not in the blocks, but in the guide it is mentioned.
nukeguard  [author] Feb 22 @ 4:52am 
It's probably because they were connected via connector
theplayer2k3 Feb 21 @ 5:36am 
they are on 2 different grids
the grids only connect when unloading cargo
but the 2 factories are always conencted
nukeguard  [author] Feb 20 @ 4:26pm 
No, when there is more than one on the same grid, they have to work that way or there are problems
theplayer2k3 Feb 19 @ 8:15am 
master and slavfe factories are always connected in our game
is there a way to disconnect them?
nukeguard  [author] Feb 12 @ 4:40pm 
they take a few components at a time, eventually removing the block, and they start at the blocks farthest from the deconstruct beacon
Mowraq Feb 11 @ 4:50am 
After a few hiccups building with the factory works fine though strangely the control panel showed different stuff for different people on my server. What at the moment doesn't seem to work is deconstruction? The factory is set to deconstruct, the nanites fly to the ship they are supposed to deconstruct, circle around a few armor blocks and then return without doing anything.
CDEEKS Jan 16 @ 12:55am 
Radec look at the Build and repair mod. It does same thing and allows a white list feature and u can also manually set a radius in wich it operates.
Gabranth Jan 13 @ 9:03pm 
Continuation from my previous comment because i hit the character limit -

Not to mention i might not have the cobalt reserves to build all those grids in the first place, what i'd like to see sometime in the future is some sort of priority like system or a whitelist/blacklist system so the nanites will ignore specific blocks or grids for the time being and instead work on things that are of higher priority to you, whilst not wasting resources.
Gabranth Jan 13 @ 9:02pm 
One of the problems i have with this mod is not being able to whitelist or blacklist specific blocks that it queues to build or repair, and here's an example of a scenario that bothers me.

Say i've built a base out of heavy armour blocks, but only did so with steel plates and not metal grids, the blocks are still in the "Functional" state but because they are still missing the grids they are not fully built.

So if i wanted to build something else like say a projection for example, the nanite factory will always prioritise the heavy armour blocks because they are still missing metal grids, and if i've built a very large base like that it will take a long time for it to finish building all of them.
IArePotato Jan 12 @ 9:24pm 
I had a lot of problems getting this mode to work correctly today. I've used it for years and can't imagine the game without it so firstly THANK YOU for continuing to support this mod and make it work. I kept having issues where the facility would scan, say active, say it needed parts, then get the parts, and then do nothing. Ultimately what seemed to reset it was -un docking and re-docking a ship. My suspicion is that if you build cargo boxes it breaks inventory management and doesn't reset no matter what you do until you dock with another ship? That's my working theory for now...
nukeguard  [author] Jan 10 @ 5:41am 
also try new world with only this mod, and also your bp that are doing this.
nukeguard  [author] Jan 10 @ 5:41am 
share a bp that is doing this? maybe we can see why
PinchMedal5365 Jan 9 @ 2:07pm 
this mod is soft locking my game involving blueprints
rag Jan 1 @ 10:56am 
idk, i have a 1 gw deuterium reactor put in place for power and put one down at the beacon to make sure i had enough power there too. it is contructing a ship but i have 2 others for that task
nukeguard  [author] Jan 1 @ 6:08am 
Maybe it's doing other jobs first and doesn't have enough power for more nanites to do mining even though you have enough upgrades
rag Dec 31, 2024 @ 7:11pm 
sorry, and i know i have enough power on the base
rag Dec 31, 2024 @ 7:10pm 
so im trying to get the mining beacon to work, but the control facility keeps saying insufficient power got another target. can i get an idea of whats wrong? ive powered it and if got an antenna and seat on it and its within the 1km range
Abisius Xarvenius Carbensius Dec 13, 2024 @ 9:47am 
@T-80UU
are you maybee using an inventory managemanet script or mod? if yes tell them to ignore the ncf or they pull out the mats form it before the nanites can use tem.
T-80UU Dec 13, 2024 @ 9:00am 
I see but why are they going to the blocks. Currently nanites are not building anything
nukeguard  [author] Dec 12, 2024 @ 11:30am 
White nanites are med nanites, to give you hydrogen
T-80UU Dec 12, 2024 @ 6:36am 
Nanites are returning to the control facility white after not constructing the blocks they went to whilst randomly circling. Any help?
Abisius Xarvenius Carbensius Dec 10, 2024 @ 2:58pm 
if an inventory management script is in use telling it to ignore the ncf makes it work, if that isnt done atleast in my experience it completly stops the ncf from working.
nukeguard  [author] Dec 10, 2024 @ 2:41pm 
Are you using inventory managers? those usually break this mod in unusual ways.
UnkindledThuum Dec 9, 2024 @ 7:51pm 
One of those mods that works when it wants to. Cool concept tho! Needs polishing
nukeguard  [author] Dec 1, 2024 @ 11:19am 
Yes, it was, it was problematic
ArcZeroNine Nov 30, 2024 @ 8:03pm 
was the area beacon removed?
Ace Nov 27, 2024 @ 1:13am 
That singular bug has been a plague for a long time. I'm delighted to see it fixed.
Dragonmar Nov 26, 2024 @ 5:38pm 
liking the latest update (better checks if components are available or not) working good i had lots of problems b4 And (bunch of changes to avoid certain "stuck" scenarios)
nukeguard  [author] Nov 26, 2024 @ 5:34pm 
I forgot to upload the fix for the nanites behavior a few days ago