Space Engineers

Space Engineers

Nanobot Build and Repair System
 This topic has been pinned, so it's probably important
Dummy08  [developer] Feb 17, 2017 @ 4:45pm
Bug Reports
To keep better track of the reported issues, I started this discussion. So please feel free to report any issues you have with the block.

How to report an issue
If you have trouble with the mod, in order to help, I would need some information.
  • In case of a crash at least a game log file and mod logfile.
  • In case of trouble while playing, switch off all nanobars that don't have a problem, increase the mod's loglevel (On single player game type in chat "/nanobars -loglevel all", in multiplayer configure the log level via settings file), let the game run until your problem occured (+ a few minutes), after that you could decrease the loglevel again ("/nanobars -loglevel default") and share the mod logfile together with a short description what you observed (+ the name of the nanobar having the problem).

Game log file could be found under:
"C:\Users\Username\AppData\Roaming\SpaceEngineers\SpaceEngineers.log"
Mod log file could be found under:
"C:\Users\Username\AppData\Roaming\SpaceEngineers\Storage\857053359.sbm_NanobotBuildAndRepairSystem\NanobotBuildAndRepairSystem.log"
For sharing you could use e.g. https://pastebin.com/

Known Bug/Limitations
  • Nanobots could bybpass ShieldMods and Reputation system:
    This can't be solved as the needed API functions of the damage system are not accessible from mod API. If you have this issue consider up vote the bug report
    Damage API missing[support.keenswh.com]
Last edited by Dummy08; Apr 15, 2021 @ 7:15pm
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Showing 226-240 of 859 comments
TheMahak Nov 13, 2018 @ 3:16pm 
hey Man, i have a problem on a server that i am playing, it has BAR system enabled, it also has TIM script enabled, i was messing around and setting up the TIM script and then the BAR system stopped working. I deleted everything TIM related but it still isn't working properly. To further explain my problem - it is not making the components itself, it works fine if there are already made components, but it doesn't queue up the components to be assembled on it's own. Right now i have to do it manually. Could you please help me, we have a giant base and we can't really afford to rebuild the whole thing :(
TheMahak Nov 19, 2018 @ 7:59pm 
@tigerfangs hey man, i am sorry for missunderstanding - a player in my faction kept telling me that BAR is not doing it and it was my first time encountering BAR system, so i didn't know how it works really. But anyway, a player kept telling me that it's broken and that it should build stuff in assemblers automaticly - hence my question. I have later learned that it is not supposed to do that unless we use that script. I am terribly sorry for missunderstanding :(
t0xicrunner Dec 30, 2018 @ 4:41am 
Hey, great mod- however our server is having issues. Sometimes, the B&R systems will stop welding, and if a player tries to place a block on the grid, it will crash them and disconnect them from the server.
BlankFX Jan 15, 2019 @ 9:33pm 
I'm currently trying to build a small grid with wheels on it. The Nanites are grinding it instead of building the blocks. I even disabled any grind-related functions, yet it keeps grinding what I am trying to build. It is definitely caused by this mod as turning the Nanite Block off also causes the grind to stop.

//Edit: Fixed by connecting it with a landing gear to the rest of the base instead of just letting it float in the vacuum.
Last edited by BlankFX; Jan 15, 2019 @ 9:35pm
Stollie Jan 20, 2019 @ 9:04pm 
Thought you might want to know: -


public void TriggerTerminalRefresh() { //Workaround as long as RaisePropertiesChanged is not public if (npcCrewBlock != null) { var action = npcCrewBlock.GetActionWithName("OnOff"); if (action != null) { action.Apply(npcCrewBlock); action.Apply(npcCrewBlock); } } }

apparently causes issues: -

EquinoxToday at 7:29 AM
You can't use any terminal actions if you're on the client
DarkStarToday at 7:30 AM
aww
EquinoxToday at 7:30 AM
Or it appears that you're cheating
Also net traffic

This method appears to be what people are using now, care of Equinox: -

public static void UpdateTerminal(this MyCubeBlock block) { MyOwnershipShareModeEnum shareMode; long ownerId; if (block.IDModule != null) { ownerId = block.IDModule.Owner; shareMode = block.IDModule.ShareMode; } else { return; } block.ChangeOwner(ownerId, shareMode == MyOwnershipShareModeEnum.None ? MyOwnershipShareModeEnum.Faction : MyOwnershipShareModeEnum.None); block.ChangeOwner(ownerId, shareMode); }
Nippelmoe Jan 23, 2019 @ 11:13pm 
I have a Problem / Bug where Stone Ore will keep spawning in every kind of Cargo, sorter etc. until its full and i if you use ejectors to get rit of it it will keep spawning. :( cant play my map anymore cause of it.
I found out that the stones are spawned in the Build systems it self and if turned off they will stop spawning. But i love your Mod so pleas help me.
Last edited by Nippelmoe; Jan 23, 2019 @ 11:47pm
Nippelmoe Jan 25, 2019 @ 2:11pm 
Originally posted by alfonsk6:
I have a Problem / Bug where Stone Ore will keep spawning in every kind of Cargo, sorter etc. until its full and i if you use ejectors to get rit of it it will keep spawning. :( cant play my map anymore cause of it.
I found out that the stones are spawned in the Build systems it self and if turned off they will stop spawning. But i love your Mod so pleas help me.
so its seems like the hacking Computer Mod https://steamcommunity.com/workshop/filedetails/discussion/857053359/135509314046870419/?ctp=5 was responsiple for the bug.
HeavyGuns Jan 31, 2019 @ 3:31pm 
Dummy08, Thank you for this mod. As far as I am concerned it is Vanilla. I don't start a world without it.

On a new world with a group containing of 12 builders, when I apply settings to the group, not all members pick up the settings. Specifically when I disable the retrieval of Stone. They really like to pick up stone. I don't know if this is a mod issue or more of an SE control panel issue. Just throwing it out there. If it never gets fixed, I will continue to enjoy the benefits of this mod.
Dummy08  [developer] Feb 2, 2019 @ 1:52pm 
Originally posted by HeavyGuns:
Dummy08, Thank you for this mod. As far as I am concerned it is Vanilla. I don't start a world without it.

On a new world with a group containing of 12 builders, when I apply settings to the group, not all members pick up the settings. Specifically when I disable the retrieval of Stone. They really like to pick up stone. I don't know if this is a mod issue or more of an SE control panel issue. Just throwing it out there. If it never gets fixed, I will continue to enjoy the benefits of this mod.

Hi HeavyGuns, nice to hear that you like the mod :-)

About applying setting to group of blocks. It have a idea of the cause and i think I can fix it in one of the next version.
I think the beahvior is the following, maybe you can confirm this:
As I implemented the Enable/Disable as a toggle function, each of the selected blocks changes it setting if you click. But if you have mixed initial settings in your group, each block though changes, but this doesn't mean every block has the same setting afterwards.
So I will change the "Enable/Disable" from one toggle button to two buttons 'Enable' + 'Disable', this should fix this issue.

kaa21 Mar 2, 2019 @ 8:13pm 
I'm having a similar issue to john.73738 in the comments. I've noticed in particular large steel tubes, gravity components, power cells, and sometimes motors will never get used though the the components are in the build buddy ( that's what we've always called this mod ). I checked and other components mostly go through without a issue, and I can even drag the problematic parts across the base into them. I checked with another mod similar to this and it doesn't have the same problem.

As a FYI in case others have a issue. If on a dedicated server in our case, with the progression tree active the player has to fully build the item for it to count and unlock the next items in the tree/next tier. Having the build buddy help doesn't count.

Thank you again for this mod and we wouldn't nearly be having as much fun without it =)
『DMH』Nomad Mar 2, 2019 @ 10:57pm 
Hey all,

I just started a new world, and built the small ship variant of the block and have a program block running the included script, but the BaR system won't auto-pull components to build placed blocks. I have to do it manually. any ideas?
cat Mar 3, 2019 @ 8:49am 
It's only a spelling error, but when hovering over the "Janitor grinds neutral blocks" option, the hint reads "(fractions not at war)" instead of factions. Wonderful mod none-the-less :)
[DKS] Killaim Mar 3, 2019 @ 7:14pm 
my builders are acting weird.

they are repairing armor (despite i said they should not) but not all the time.

they cannot put parts properly (or dont seem to do it logically - will stall despite having plenty of materials)

will super repair any block with ultimate determination (even if im trying to grind a block) (normally they pause when you grind something right?)

pick up dropped items super slowly normally they can pick up lots of ore when i mine near one, but now its a slow crawl (with no other tasks to handle)

Love the mod - hope this is something fixable (maybe some other mod i have thats messing it up?)

Would it be possible to one day add a button that is "Reset to default" because sometimes when i manage a lot of builders i have to hunt down the ones that i fiddled with on what to grind and what not to grind. since hitting on/off just flips the states instead of actually setting them to on or off.

a default button would reaaaaally help
Dummy08  [developer] Mar 4, 2019 @ 6:29pm 
Originally posted by kaa21:
I'm having a similar issue to john.73738 in the comments. I've noticed in particular large steel tubes, gravity components, power cells, and sometimes motors will never get used though the the components are in the build buddy ( that's what we've always called this mod ). I checked and other components mostly go through without a issue, and I can even drag the problematic parts across the base into them. I checked with another mod similar to this and it doesn't have the same problem.

As a FYI in case others have a issue. If on a dedicated server in our case, with the progression tree active the player has to fully build the item for it to count and unlock the next items in the tree/next tier. Having the build buddy help doesn't count.

Thank you again for this mod and we wouldn't nearly be having as much fun without it =)

kaa21, this sounds strange. The only thing that comes spontaneously into my mind, is that you might have connected the conveyor system with 'unusal' components?
What you could do, is to increase the log level of the build boddy and have a look into the log file. There should be a part starting with 'AsyncUpdateSourcesAndTargets Possible Source Blocks --->' following a list of source inventories that are checked. Maybe thats a good point to start from.
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