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besides subscribing to a mod you will need to add it to your worlds modlist via the worldsettings.
it is also recommended to add all hard requirements that a mod has and the softrequirements of it you want to use to a worlds modlist as se sometimes hicks out and doesnt automatically adds the ahrd requirements and never adds the softrequirements.
you can request stuff to be added to the bots memory so they know what to do with it via the discord if you want.
Thank you! my problem was using Q-tech Cargo I made a small vanilla cargo and it now works.
do you have a large grid cargo container accessible to it which is on the same grid as the materials are and on the same map on which the bots are working?
any form of subgrid connection (rotor, piston, hinge, connector) will not work for material supply ad each grid is its own map.
by changing the settings.
there is a screenshot of where to find them inside the guide linked in the moddescription
Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at AiEnabled.Bots.BotBase.CheckGraph(WorkData workData)
at ParallelTasks.DelegateWork.DoWork(WorkData workData)
at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
If only you could edit comments
by going into the texthudapi based adminmenu and telling it you want more than 2 active helpers possible.
how to open it is shown inside the guide linked inside the moddescription.
Areas at war does similar.
The pathfinding doesn't work on small grid so don't expect any bots to walk across a "large" small grid.
https://steamcommunity.com/sharedfiles/filedetails/?id=3143823972
Also @Quarry Master Bessie. There are mods like MES Alien Animals, and Populated worlds npc and Populated worlds creatures that will add actual things for aienabled and MES to spawn in.
Also the Sandworms mod and Martian stone monster mod, Infestation mod etc
besides crew enabled i just told mes to spawn creatures, how to is readable here https://github.com/MeridiusIX/Modular-Encounters-Systems/wiki/Admin-&-Configuration:-Creatures
This mod and mes are frameworks for other add-on mods to spawn NPCs and ships.
You can use the AiEnabled spawner using admin mode to generate some of the enemy character types available but you have to set that up manually
Either way though, do you have any suggestions for mods that would add active character enemies? I like having wolves and the like attack regularly, and I like Crew Enabled, I just don't know how to have both at the same time, since this mod forces Wolves and Spiders off.
aie by itself doesnt add enemys, it just opens up the possibility to have them added by another mod.
crew enabled https://steamcommunity.com/sharedfiles/filedetails/?id=2803081060 would be one such mod
I have MES, and checked that creature spawning was enabled, it is.
I have tried on a few different planets and space, and haven't seen any difference.
Does anyone have suggestions?
i have one button for each door to turn it back on, didnt want to leave one of the three buttons unused.
yeah my airlock was specifically designed to work without sensor or pb and be manual activation only.
you would need to turn the doors of for them to complelty not interact with them.
i have build a relativly botsave airlock built with:
- 2 doors
- 1 vent that is only connectet to the o2 tank of the airlock
- 1 o2 tank that is not piped in
- 1 inset putton panel inside the airlock
- 2 standing button panels outside the airlock (one on each side)
- 1 event controller
- 2 lights for airlock status (pressurized/depressurized and i know it can now be one light, still need to rework that)
the doors are in one group and that gets told by a single button press to close both doors which are turned off once closed by the event controler which switches the depressurisation of the airlock and turns either the interior or exterior door back on and switching the lights depending on pressure state.
the remaining 2 buttons are used to manually turn the doors back on if neccessary or the airlock is not needed due to the external enviroment (foe example on earthlike).