Space Engineers

Space Engineers

Nanite Control Facility v2.2(11) - Automated Construction
2,876 Comments
Gofastmike 1 hour ago 
Can someone help me with the configs? I'm trying to make a salvaging/construction yard of sorts that uses this mod for the bulk of the operation. However. because nanites operate so slowly, it takes several minutes to get through a single block, meaning it takes several days to get through a whole ship.

What I'd like is to know what configs I can change to get the following:
* Removed cap on the grand-total number of nanites that can be released.
* Increased nanite count for each type without needing upgrades.
* Near-instant operating speed.
* Ability for all NCFs in a group to pull in resources instead of the whole operation bogging down because the primary factory filled its inventory.
* Power levels reduced to the point where I don't need several gigawatts of LG large reactors to let the factory run at full speed.
Dark_453 Aug 10 @ 7:24pm 
@spaz My Mod "Boosted ore Detector" will not be affected by tthis..
In addition the "Configable Peramiters" will Resolve some your issuses.
Peni4 Aug 1 @ 6:46pm 
It's a shame because I remember using this mod about five years ago. It was very comfortable, especially for a lazy person like me, and now I don't even want to play without it.

Очень обидно, потому что я помнил, как использовал этот мод около пяти лет назад. Он был очень комфортным, особенно для такого лентяя, как я, и сейчас без него даже как-то играть не хочется.
Peni4 Aug 1 @ 6:32pm 
It's a shame, but it doesn't work for me at all. Same problem as some people reported - it just doesn't want to do anything. I even launched a separate world to test the mod separately in "greenhouse conditions" - the Nanofactory glows green, but still says that it "doesn't have enough energy" despite a hundred charged batteries.

Обидно, но для меня совершенно не работает. Та же проблема, о которой сообщали некоторые люди - оно просто не хочет что-либо делать. Я даже запустил отдельный мир, чтобы протестировать мод отдельно в "тепличных условиях" - Нанофабрика сияет зеленым, но все равно говорит, что ей "недостаточно энергии" несмотря на сотню заряженых батарей
Spaz Jul 29 @ 10:47pm 
Ok so, i see how having modded ore detectors messes with things... What can i do if i want something with an increased ore detector range? I cant stand vanilla ore detectors, i shouldnt have to circle an asteroid 4 times to find ore.
nukeguard  [author] Jul 22 @ 5:02pm 
or a terminal option to ignore subgrids
nukeguard  [author] Jul 22 @ 5:02pm 
An ignore beacon would be no beacon placed on a grid, but for subgrids, that might be an idea
Onion Jul 20 @ 6:27am 
A ignore subgrid ignore Beacon would be godd always Welds what i dont want it to
nukeguard  [author] Jul 10 @ 5:08pm 
using an inventory manager?
cayden.sieteski Jul 9 @ 6:32pm 
for some reason its not building stuff
Brian Stormborn Jul 6 @ 10:19am 
how the heck dose auto mining work?
i need to fill my cargo containers
The Overlord 333 Jun 29 @ 2:32pm 
I am having an issue where its saying I am over my PCU limit on my server when i try to build the control facility, and its the only block that it wont let me build. I tried tackling it from the server side but not setting changes have fixed it
Captain Harlock Jun 22 @ 11:47am 
I'll test it again soon in a new save game, just with the facility. If it works then, it was probably due to a mod conflict.
Captain Harlock Jun 22 @ 11:45am 
Then I wonder why the stone was mined, but none of it ended up in the container. I didn't have a refinery or anything like that operating at the time.
nukeguard  [author] Jun 22 @ 11:42am 
It should mine whatever is selected in the mining beacon
Captain Harlock Jun 19 @ 11:23pm 
Can the facility also mine regular rock?

If I place the barge on stone, he is removed, but nothing ends up in the block inventory.

And is it possible that only one mining barge can be used at a time?

I tried it with two barges (ice and iron), but the first time only ice was mined.

I then tried removing the first barge, but the facility continued mining the ice. I had to completely shut down the facility once for it to recognize the other barge.
Gofastmike Jun 15 @ 2:46pm 
Ok, so that might nerf the operating speed, but how can it make it so only one factory is ever active at once? I'd like to use my entire array if possible.
howardxu23 Jun 14 @ 6:02pm 
@gofastmike there is a config setting in the nanites config file now, and how many nanites a single grid can spawn
Gofastmike Jun 9 @ 5:47pm 
At least a few months, maybe a year max. I stopped playing when I lost all my files, and it took me a while just to get around to playing again.
MqKosmos Jun 9 @ 2:41am 
I don't know when you last used this mod. so can't answer... @Gofastmike
Gofastmike Jun 8 @ 8:25pm 
Did something change since the last time I used this mod?

* Previously, I used an array of nine NCFs linked to a common conveyor system, which offered a ninefold boost to operating speed. And if one of them filled up its inventory, the others would send cleanup nanites to pick up the slack
* Now, only one NCF ever makes nanites, even when many are directly adjacent, and if that NCF's inventory is full, the cleanup nanites will only ever hover over dropped resources instead of gathering them.

It's almost as if only one factory can be active at any given time. It's absurd.
Isabella May 31 @ 7:37am 
ok thanks for letting me know i will keep an eye on them and will report any issues
nukeguard  [author] May 30 @ 4:43pm 
there are issues, if not also a crash
Isabella May 30 @ 7:55am 
does anyone know if this mod can work along side the build&repair mod or not as the last time i used them both together my game hard crashed?
KuRWa May 24 @ 10:44am 
He writes that there is not enough energy. what is the problem?
TGgamer024V Apr 28 @ 9:12am 
Opa tudo bem? Vocês podem fazer o nanite reabastecer as armas das naves, estações e etc? Se não for muito complicado :steamthumbsup:
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