Space Engineers

Space Engineers

CAMP | Construction & Assembly Material Processor
128 Comments
miku567 Jun 29 @ 4:42am 
@Gus this seems to be indeed the case.
Gus Jun 26 @ 2:23pm 
Does it only pull from cargo containers? My assemblers keep making parts but the
CAMP will not use them.
BigStar Jun 25 @ 3:31am 
As always, thank you for your promptness. The players on the server also noticed that this block stopped working after a while and they had to turn it off and on again.
BigStar Jun 25 @ 2:36am 
There are not enough functions for it to send components back to containers and to draw a line to the block it is working with, when building large grids it is not visible where it is working.
TheDocingEast Jun 18 @ 2:42am 
@Jack Schitt Oh, i see (
BigStar Jun 18 @ 1:53am 
And the work in the zone function is missing so that this block works with the owner's grids in the zone, but not others.
BigStar Jun 18 @ 1:52am 
Add the ability to adjust the size of the zone by X Y Z
Jack Schitt Jun 16 @ 2:42pm 
@TheCoginEast : There is no script for this mod like Build and Repair System (BARS) has. If you want that feature you'll have to use BARS. Currently the only other way to use a script to automate the assembly of parts CAMP needs is to write a script that does it yourself.
ΔŦØΜ | NovaSpark  [author] Jun 16 @ 1:22pm 
@justchill; the block does build I am using it right now make sure you're not in creative cuz it's finicky in creative.
ΔŦØΜ | NovaSpark  [author] Jun 16 @ 12:55pm 
docing I can't see your mesages. please join our discord and id be willing to help you out personally!
TheDocingEast Jun 16 @ 12:22pm 
P.S. I find problem, he isn't got a components from assembler inventory
JustChill Jun 16 @ 11:49am 
block doesnt work to build
TheDocingEast Jun 16 @ 11:32am 
How can I use it in scripts. For example, automation of the creation of the necessary components for build?
ΔŦØΜ | NovaSpark  [author] Jun 15 @ 1:38pm 
Timberloaf I hear you! I have actually increased the cost of the camp in recent dev branch next huge update will include a lot but it will take time and lengthy testing! Last thing I want to do is corrupt worlds :steamthis:
TimberLoaf Jun 15 @ 12:56pm 
Very well made mod, however pretty unbalanced in my opinion. Will there be anything added in the future to make this more of an high investment option similar to Nanobot mod? Maybe settings to make it cost more resources / power / a chance to fail a building or something?
ΔŦØΜ | NovaSpark  [author] Jun 13 @ 8:45pm 
I did test this and I did not receive this error on my current dev build so it must've been fixed, the next major update should fix your issue so patience is advised! thankyou! :steamhappy:
ΔŦØΜ | NovaSpark  [author] Jun 13 @ 11:20am 
Ooh okay interesting issue. I'll look into it tonight thanks for the report! :steamhappy:
Niam Jun 13 @ 7:53am 
I figured out the issue, but I don't understand why it's happening. CAMP is consuming materials, but isn't actually welding the structures. Specifically, it won't weld the buildings from Industrial Overhaul. It's fine with any vanilla block, but it's refusing to weld those, even tho it is consuming the resources as if it was actively welding. Checking the buildings, they aren't being filled with the resources either. They're just vanishing into the ether.
ΔŦØΜ | NovaSpark  [author] Jun 12 @ 10:45pm 
@Niam; custom data is not used. it should be conveyored and for it to target anything you need to meet all resource requirements of said target. But don't worry our next update will bring a well requested Best Effort Welding to weld regardless of resource requirements.
Niam Jun 12 @ 5:03pm 
I cannot get this mod to work. Custom Data is blank, and you don't have instructions on if anything should even be added to it. All the settings are set to where it should work, it has ample power, there are enough materials in the conveyor system to build the few things I've laid out, but nothing happens. It just stays on Current Target: None
Jack Schitt Jun 12 @ 4:36pm 
Having it as a requirement forces it to install as a dependency, so I've been told (by Digi). People don't have a choice if it's a requirement. The details pane info can be shown without build info, without 240 extra scripts or an extra mod as a dependency.
ΔŦØΜ | NovaSpark  [author] Jun 12 @ 4:30pm 
It's only required if you want the info in the camp to show. Build info runs fine for me :steamhappy:
Jack Schitt Jun 12 @ 11:28am 
Why is Build Info required? That kills it for me. That mod has over 240 scripts in it that are almost constantly running: Game performance killer.
ΔŦØΜ | NovaSpark  [author] Jun 12 @ 12:00am 
for those that have been asking for best effort welding... I am cooking :steamhappy:

Other upcoming changed:
Refined better visually appealing bounding area.
Optimized scanning
Toggle for local grid only, connected grids and help other grids.May turn into dropdown.
Inventory mapping optimizations with a new available parts list.

To Do:
Look into automatic assembler queueing for missing comps.
KeyserSoze Jun 9 @ 5:19am 
Hey, still kinda new to large-grid building - I'm trying to find a solution that will weld up large ships from scratch without the worry of missing blocks etc. Does this do that? And is BaR the nanites build and repair mod? TY
ΔŦØΜ | NovaSpark  [author] Jun 8 @ 11:17am 
thankyou @jedediah I appreciate the comprehensive review and comment I will save this to my notes for future reference! :steamhappy:
Zoey Jun 8 @ 3:15am 
:steamhappy: Oh fancy... fav'd for when I get a new pc in hopefully less than a month, gonna go nuts with Space Engineers so defo going to give this a try, will probably need it for the way bigger survival etc builds heh.
silver_crawl02 Jun 8 @ 1:59am 
so much for automation especially when you have to queue anything you need manually, plus it seem to act when all component are there
Jedediah_Weinstein Jun 7 @ 9:28pm 
My feedback would be:

* For sure you need a setting to allow best effort welding of blocks/projections. If components aren't available maybe just check for them with exponential back-off up to a point.

* It would be nice if there was an Admin setting for bigger build radius, maybe there is an I just need to go into `storage` to find the config?

* Along the same lines, having an admin setting for power usage, I typically have BaR use over 120 M/W to keep it balanced, but this is just a preference, it should ideally be adjustable

* Also, allowing people to somehow change the parts required to build would be amazing. Right now I have to use a custom version of BaR to do that, but IMHO it should be expensive like Nanites, not an early game item
Jedediah_Weinstein Jun 7 @ 9:28pm 
This is exciting, don't take the complaints too seriously. To whoever said this is a cheat mod, no SE is balanced poorly and welders are a broken/poor mechanic that makes big builds tedious. Play the game how you like, but saying anything in SE is cheaty implies the game is finished/balanced correctly which isn't even close to true. Breaking this into multiple comments because steam...

But I guess in-summary my opinion is just that this mod needs a lot of adjustability, because people opinions on balance vary, and also other mods/scripts effect balance. Otherwise this is awesome, BaR is long in the tooth and Nanites is dead, so super excited to see where this goes! Thanks for the hard work!
Morphy Jun 7 @ 2:30pm 
Never needed anything else to maintain production queue since that's handled nicely by Isy's Inventory Manager (making or unmaking components as needed to maintain supplies) along with all the other material logistics, refinery/assembler queuing, refueling and pre-loading cargo it handles for me.

A switch to allow CAMP to build what it can no matter what's available would be nice in those early spawns when you have limited supplies and need stuff built asap. Tho, it would need a way to let the player know it's missing specific stuff.
ΔŦØΜ | NovaSpark  [author] Jun 7 @ 12:24pm 
im cooking lol

It does have custom info but I forgot how to put build info as a requirement
Xarian Jun 7 @ 12:14pm 
Just another cheat mod...
Kinda garbage mod, no offense ofc.
All mods trying to replace BaR are garbage.
Not welding like BaR does. Without all the components avaible, it will not weld anything. Also not grinding because the script is stuck waiting components.
Also no indicators, no visually offering what is the block doing or how much power is using.

OmniCorp is visually superior but still garbage.

BaR is the only real automatic system.
g_BonE Jun 7 @ 9:17am 
Great mod. Thanks! Between this, the Q-Tech Repair System and BaRS - each has their own pros/cons but i really do like the speed and efficiency of this one.
BCMortis Jun 7 @ 9:07am 
@Crimson
If you can, that would be amazing. One of the best things about using BaR with the optional script is the ability to freely build and let the mod handle the production once you've got a good supply of raw materials established. It lets end-game building feel more like building in creative without having to manage keeping large amounts of components on hand.

Something similar, where CAMP might have a list of required components to complete welding jobs, and maybe a check box to automatically 'send to assemblers' or a button to manually do so would be a big feature for the mod. Having something like that built-in to the mod rather than a separate script like with BaR would be nice.
ΔŦØΜ | NovaSpark  [author] Jun 7 @ 8:19am 
On my most recent dev variant I am experimenting with an available parts list so maybe I can build one into the camp.
BCMortis Jun 7 @ 7:41am 
Interesting. I'll have to give it a try some time, though honestly, I may still keep using Nanobot for the moment, as the accompanying script that lets the BaR ques up materials at an assembler makes it a lot more convenient. If a similar script for this mod shows up, I'll likely consider switching over.
ΔŦØΜ | NovaSpark  [author] Jun 6 @ 6:16pm 
Morphy I appreciate your comment and for everyone else I will have a description done by tonight im still at work lol
Morphy Jun 6 @ 5:29pm 
From a comparison point, CAMP (v3.0) is 3 scripts totaling 161kb, BaR (maintained version) is 31 scripts coming in at 548kb. Besides the obvious size difference, it's designed to be more efficient in cpu work as well. It lacks the granularity of control that BaR has while retaining that core purpose of building/scrapping for you. Because CAMP is less "aggressive" (uses less cpu time) it is slower to react than BaR but it seems to weld/grind much faster than BaR. The latest version of CAMP comes with a switch to toggle a power regen to your suit (no more slowly bleeding out energy) and better visual indicators of it's block picking and item pick-up features.
Patrick Jun 6 @ 4:45pm 
So tell us about it. What makes it different from Build and Repair? Are there pain points in BAR that you tried to address? Features that BAR lacks? Not implying anything one way or another about BAR, but if that's the baseline, tell us how this differs! :) What are it's unique selling points? We'd like to know!
Vas Jun 6 @ 2:26pm 
So how is this different from Build and Repair? There's no videos or other images or anything. :P
ΔŦØΜ | NovaSpark  [author] Jun 6 @ 12:31pm 
Bigstar, some of these things are already fixed on my development version thankyou for the patience.
ΔŦØΜ | NovaSpark  [author] Jun 6 @ 12:30pm 
Ben, currently it is but once I add the event driven update it won't take such a toll on Sim speed due to space engineers grid scanning nature.
ben_faren Jun 6 @ 10:48am 
Is it compatible with mulitplayer Servers?
BigStar Jun 6 @ 10:21am 
The mod is cool, but there are a couple of bugs related to goal checks. For example, when an obstacle flies into the projection area, the script can take a very long time to blunt or stop working altogether. There are problems at the echo level, it is not entirely clear how to debug its operation in case of an error.

I also tried to change the logic of welding projections so that it welds projections into no one, but I didn't fully figure out where the owner checks were conflicting (I stopped cooking after the first check). I hope the author will tell me)
ΔŦØΜ | NovaSpark  [author] Jun 6 @ 10:00am 
@FartyParty no ad team here one man army lmao; also I will provide everyone a good description around. 8PM PST. That's when my shift ends I work around 70 hours a week so bear with me :steamhappy:
ΔŦØΜ | NovaSpark  [author] Jun 6 @ 9:34am 
CAMP is nanobot build and repair replica built fram scratch. Ongoing development for new event based system and total overhaul currently.
FartyParty Jun 6 @ 7:51am 
This looks awesome but your marketing team has failed--please put a description of what it does so we can understand how your hard work as paid off...