Space Engineers

Space Engineers

AiEnabled v1.9
2,992 Comments
@Quarry Master Bessie
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
Chipstix213  [author] May 25 @ 3:04pm 
The mods might force the animal variable off but creature spawning will handle adding them back In.

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
Quarry Master Bessie May 25 @ 2:51pm 
... but doesn't MES (Modular encounters system) add character enemies when used alongside AI enabled?
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.
@Quarry Master Bessie
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
Quarry Master Bessie May 24 @ 4:20pm 
Hey, I can't get the mod to spawn hostile bots.
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?
@Cell Wall
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.
Cell Wall May 15 @ 1:11pm 
Thank you Abisius, but I just fixed the problem, also my airlock is automated with sensors. The problem was in the safety feature funnily enough, disabling them stopped the bot from being able to interact with the wrong door. Only problem now is if the airlock ever breaks I have no easy way to fix it, but the button you have in your build that turns both doors back on could be a solution for that.
Abisius Xarvenius Carbensius May 15 @ 11:45am 
@Cell Wall
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).
Cell Wall May 15 @ 11:06am 
Is there a way to stop a bots from interacting with specific blocks, I have an airlock design that functions fine with players but breaks with bots, because the bot is interacting with the doors during a check that closes both doors and that results in both doors being open at the same time.
Derringer May 9 @ 9:17pm 
Basically everything that adds /commands to the console had them broken by Fieldwork, AiEnabled included. MES also suffered further breakage since it doesn't handle encounters pathing using AI blocks, only the remote control, and IIRC it deletes paths from AI blocks.
Chipstix213  [author] May 9 @ 1:04pm 
It's fine to add or remove partway through a save
JohnFreaky May 9 @ 12:32pm 
Hey there if anyone knows. Is this mod safe to add mid-save?
wolfraptor4 May 8 @ 8:12pm 
Did the update stop the Ai from reading the grid map even when i use a brand new save with this mod only they cant seem to path
Chipstix213  [author] May 8 @ 2:16am 
I haven't heard anything was "suffering"
Qobura May 7 @ 3:22pm 
Did this suffer as badly as MES from the Fieldwork update?
@Epéé Kitty
that is something that dindt happen to me so far, di you already sort out mod conflicts and file corruption?
Epéé Kitty May 2 @ 9:19am 
For some reason bots spawn on Mars and just die on loop, leaving tens of body locations in the gps section.
BIGG DADDY JAY Apr 26 @ 3:07pm 
nore do i see anything about setting i have to turn of i see where it says it will auto turn off settings
BIGG DADDY JAY Apr 26 @ 2:56pm 
i dont see anything on mes about requiring other things im so confused
@BIGG DADDY JAY
take a look at the moddescription of mes, it states some setting options that need to be off and that it also turns off as it supercedes them.
mes has some requirements for stuff to spawn and if the stuff written on the mes workshoppage and mes github page (which is linked inside the mes workshoppage) you will probably easiest find an answer via the mes discord (which is also linked on the mes workshoppage).

as far as you describe it is nothing aie has an influence on but something influenced by mes and i suggest you look there instead.
BIGG DADDY JAY Apr 25 @ 4:08pm 
also when i look in my server setting random encounters and cargo ships keep turning its self off and i dont under stand why
BIGG DADDY JAY Apr 25 @ 3:26pm 
how do i know what im missing tho i keep seeing pings for enemy ship and stuff but the disappear after a few seconds i have all the required mods installed and mes with a few encounters but haven't seen any of them
@BIGG DADDY JAY
i have it running alongside mes and a bunch of other mods with no compatibility probs i notices.

usually not seeing stuff spawned in by mes is either missing stuff that is allowed to spawn in the area where you are or a too low threatscore besides some stuff only spawning if you move around enough.
BIGG DADDY JAY Apr 24 @ 10:50am 
how do i know if this and mes are working been playing on a save for few days and havent seen anything
jTurp  [author] Apr 20 @ 1:22pm 
Or just give them a stock of med kits and they will use them as needed :)
Chipstix213  [author] Apr 20 @ 7:53am 
Ah to heal the bots feed them health kits.
Kototop_CMB Apr 20 @ 7:23am 
how to repair bots? there nothing about it in guide
Chipstix213  [author] Apr 13 @ 12:04am 
It's all in the text HUD API menu and a xml you can find in the game save. To specifically answer why only two bots, for performance reasons.
@Kototop_CMB
then you will have probs with mods where there is a guide linked inside of the moddescription as they usually are more complex and require some going through the guide stuff if that stuff is not already known.
i would suggest atleast for such cases to overthink your relation with guides.
Kototop_CMB Apr 12 @ 12:50pm 
im not fan of guides)
Abisius Xarvenius Carbensius Apr 12 @ 11:40am 
@Kototop_CMB
now i definitly need to ask:
did you even look at the guide or did you just miss stuff in it?

i ask cause both questions asked so far from your side are definitly answered inside the guide
Chipstix213  [author] Apr 12 @ 8:31am 
It's in the guide, there is a whole bunch of settings you can change
Kototop_CMB Apr 12 @ 7:07am 
yay it work, but why only 2 bots?????? how to remove limit?
Kototop_CMB Apr 10 @ 4:18am 
okay will try with created fraction
@Kototop_CMB
did you follow all the requirements listet inside the steambased aie guide linked inside the moddescription?
if not then please take a look here as simply just having the credits and the needed botmaterial is not all of the needed requirements you need to fulfill ingame.

one would be that you need to be in a playerfaction (a faction created by a player) regardless of gamemode.
Kototop_CMB Apr 9 @ 7:00am 
for some reason i cant spawn bot, i have credits and bot material
Chipstix213  [author] Mar 30 @ 11:52pm 
The information you seek is in the guide.

Basically the configuration settings allow for multiple adjustments
Gnocchi Mar 30 @ 3:07pm 
is there any way to spawn in more than just 2 helpers?
Chipstix213  [author] Mar 28 @ 10:46am 
This mod relies heavily on scripting for clients and serves so it's not possible to have on console
frostyfrostoo Mar 28 @ 10:15am 
will this also be on console version? more specificly on the ps
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