Space Engineers

Space Engineers

2,675 ratings
AiEnabled v1.9
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Type: Mod
Mod category: Script, Character, NPC
Tags: AI, OnlyOnPC
File Size
Posted
Updated
38.009 MB
Sep 7, 2021 @ 3:08pm
Apr 8 @ 9:27pm
191 Change Notes ( view )

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AiEnabled v1.9

Description


v1.9.7 published April 9, 2025
Please refer to the changelog for patch notes.
Check the Discussions for details on items commonly asked about




AiEnabled is a total NPC inclusion mod that aims to spice up your gameplay by providing you with companions to aid you as well as enemies to hunt you. All NPCs use custom pathfinding logic to perform their assigned role. As ideas flow and time permits, I'll be adding more NPCs to keep things interesting!

If you want to have random encounters with hostile NPCs, this is handled via Modular Encounters Systems. MES is not required, but strongly recommended!

Note that spiders and wolves are turned OFF by this mod due to the impact it has on spawning AiEnabled bots. If you want to keep using spiders and wolves, you will need to use the Planet Creature Spawner mod from MES.

In addition to MES, there are a number of addons and other mods that generate random encounters. These are found on the AiEnabled Discord![discord.gg] Come check out the #mod-addons channel for details :)

Want to check out a ready-made scenario world? Check here for the refinery scenario that was showcased on Xoc's dev stream :)

Leave a comment to let me know what you think, and I hope you enjoy :)


Simply add this mod to your save and you'll gain access to the RoboFactory and Bot Spawner blocks. These are used for spawning friendly and enemy bots, respectively. See below for further details on how everything works!


Check the GUIDE for the full list of features and other info :)

Some additional information can be found on the AiEnabled Wiki[github.com] for those looking to use the mod as a framework

Join me on the AiEnabled Discord![discord.gg] The best place to post bugs, get help, or provide feedback!

Credits
A HUGE shoutout to Chipstix213 for creating all of the bots that this mod uses, as well as the spawn blocks; to enenra, Klime, and Meridius_IX / Lucas as well for all of the input and assistance with getting things ready; to DraygoKorvan for the amazing Text Hud API; and to Digi and Draygo for putting up with all of my blonde moments and the very helpful folks in the modding channel. Thank you <3

Some sound effects obtained from https://www.zapsplat.com

ATTENTION!
I do NOT get notified when you create a new discussion thread. If you are having an issue, please either use the comments below or, for the fastest response time, join the discord linked above. Thanks :)
Popular Discussions View All (33)
93
Apr 7 @ 3:18am
PINNED: The Repair Bot explained
jTurp
1
Jun 16 @ 3:46pm
Unable to spawn helper
jrepel
36
Sep 24, 2024 @ 12:56pm
Suggestions (Unofficial)
Cigarette
3,009 Comments
Chipstix213  [author] 11 hours ago 
The last update hasn't been processed yet for pathfinding
HardStrike 14 hours ago 
Just a heads up for anyone wanting to use this with fieldwork parts like passages and doors, the bots currently interact or go through them right now
Abisius Xarvenius Carbensius Jun 18 @ 10:39pm 
@NeonMegaDog
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.
NeonMegaDog Jun 18 @ 4:35pm 
how do i spawn more than 2 helpers
Destroyer Of Worlds Jun 18 @ 2:03pm 
Patrol routes don't work when this bug occurs.
Abisius Xarvenius Carbensius Jun 18 @ 12:06am 
i would also recommend seperating out moving stuff like a permnently rotating radar dish as from experience that can cause permamapping depending on the speed of the movement.
Chipstix213  [author] Jun 18 @ 12:01am 
You can make use of the patrol routes as well as the connector separation to do that
Destroyer Of Worlds Jun 17 @ 6:31pm 
That makes sense since a lot of the grid(s) have large cosmetic features. I think the bots would work better if I could specify a chosen area for them to be confined to.
Chipstix213  [author] Jun 17 @ 10:23am 
This can happen if you have a large base and a lot of subgrids. Separating grids by using connectors can limit the size of the maped area.
Destroyer Of Worlds Jun 16 @ 8:13pm 
Bots suddenly lose ability to pathfind and resetting the map does nothing