Space engineers nanobot build and repair system не работает

Space engineers nanobot build and repair system не работает

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/

  • 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]
Читайте также:  Не работают параметры сети

Feature request: Disable Sound on the Block (by Checkbox?).
If not enough components are there the sound is still active the whole time, even when it doesn’t do anything.
It only turns off if all stuff is welded.

Hi, got this yesterday and when I load my savegame, it shows the «Space Engineers Crash» window.
Might not be connected to this mod, but I think it is:

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Nanobot Build and Repair System Queuing / Display / Scripting

This is a simple out of the box script, to be used with the Nanobot Build and Repair System Block.
For details see Nanobot Build and Repair System.
!! This script is designed to work with this block only !!

Using this script will enable full automatic queuing of missing materials into the configured assemblers.
Optional you could also configure the script to show status information about the BaR-Systems at one or multiple text panels.

Put the script into a programmable block.
To configure the scipt itself you have two options:

    Putting all build and repair systems (that should be able to queue) into a group named «BuildAndRepairGroup1», and put all assemblers that should use for queuing into a second group called «AssemblerGroup1», if you like to display some status information on a panel, just place a text panel and name it «BuildAndRepairGroup1StatusPanel» and that’s it.

For more complex scenarios, where you have two or more groups of build and repair systems that work independently, you have the option to define as many groups as you need.

At the top of the script you will find a static array called:
BuildAndRepairSystemQueuingGroups, where you can put your groups in.
Every group is an entry of the type BuildAndRepairSystemQueuingGroup
Every group has four properties:

  • BuildAndRepairSystemGroupName: The name of a group containing Build and Repair Systems
  • BuildAndRepairSystemNames: A list of names of individual Build and Repair Systems
  • AssemblerGroupName: The name of a group containing assemblers
  • AssemblerNames: A list of names of individual assemblers
  • DisplayNames: A list of names of text panels where the system info should be displayed (Empty if no panels should be used)
  • DisplayKinds:A list that defines the information that should be alternating displayed. You could choose out of these informations ( DisplayKind.Status, DisplayKind.ShortStatus, DisplayKind.MissingItems, DisplayKind.WeldTargets, DisplayKind.GrindTargets, DisplayKind.CollectTargets )
  • DisplayMaxLines: Defines the items that should be displayed in case of listings ‘Missing items’, ‘WeldTargets’, ..
  • DisplaySwitchTime: Time in seconds after that the next information page is displayed. (If «DisplayKinds» has only on element this value is ignored)

You could use every combination of the four properties to discribe your logical group. So for e.g. if you define a «BuildAndRepairSystemGroupName» and a list of «BuildAndRepairSystemNames» names. In the end the script will internally manage a combined list of every system in the group plus the individual given systems. The same applies for the assembler properties.

So lets make an example:

You have 2 logical groups of repair systems. Lets say one works in the hangar bay1 and the other in hangar bay2. So you define four groups «Hangar1BaRSystems»/»Hangar1Assemblers» and «Hangar2BaRSystems»/»Hangar2Assemblers».
In that case your configuration will look like:

If you define an emtpy group, or none block of the right type there will be an error message displayed in the detail section of the programmable block.

Further the script refreshes the given groups every 2 minutes, so if you put a new block inside a group, it will be detected latest after 2 minutes. If you don’t whant to wait, you could go to the programmable block, open and close the editor, this will force the detection immediately.

Feel free to use this script in your own designs.

  • If you like to use the block in your own scripts, the class RepairSystemHandler encapsulates all the functions the block offers and is designed to handle one or a list of systems to be used parallel. (In order to use the class you need also the base classes EntityHandler and EntityHandler )

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Prometheus – Игровой Сервер Space Engineers

Игровой сервер Prometheus по игре Space Engineers. Сервер 24/7. Специальные выделенные зоны PvE для тех, кто хочет наслаждаться геймлеем.

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  • Как пользоваться наноботом (Nanobot Build and Repair System)

Как пользоваться наноботом (Nanobot Build and Repair System)

Данный гайд на нашем сервере не актуален. Так как стоит измененный мод, с переводом на русский язык, так же выключена возможность распиливания чужих, и никому не принадлежащих блоков.

Mode – среда работы

walk – предназначен для гравитационной среды установки
fly – работает везде, даже в космосе, рекомендуем устанавливать этот вариант среды

WorkMode – режим работы

Weld before grind – варит перед резкой
Grind before weld – режет перед сваркой
Only weld – только варит\чинит
Only grind – только пилит\режет

Settings for Welding – настройки для сварки:

Use ignore color – Игнорирование цвета для сварки: рекомендуем оставить это значение как есть, чтобы не перекрашивать структуру
Pick – берет установленное значение цвета в настройке
set – устанавливает цвет с вашей палитры цвета (цвет выбранный как основной, он же для перекраски)

Помощь другим – не работает, либо малоэффективно
Build new – строит по проектору (чертежу)
Weld to functional only – варит только функциональные блоки, например сборщик

Settings for Grinding – Настройки для резки:

Use Grind color – Использование цвета для резки: рекомендуем оставить включенным, установите любой цвет блока (редкие цвета) чтобы наноботы начали резать нужный вам блок – структуру
Pick – берет установленное значение цвета в настройке
set – устанавливает цвет с вашей палитры цвета (цвет выбранный как основной, он же для перекраски)

Janitor grinds enemy blocks – резать чужие структуры?
Janitor grinds not owned blocks – резать блоки без владельца? (привата, они же нейтралы)
Janitor grinds neutral blocks – резать нейтральные блоки? (учтите: считает блоки людей с перемирием)

Janitor grind to disable only – резать до выключения блока? (блок не взломан, но уже не функционирует)
Janitor grind to hack only – резать до взлома? (сбрасывает владельца блока, осторожнее с этой функцией)

(универсально:)
Nearest First – ближайшие выбираются приоритетом
Furthest first – дальние выбираются приоритетом
Smallest grid first – малая сетка выбирается приоритетом

Collect only if idle – только подбирать в случае простоя (нечего варить, резать)
Push ingot\ore\item (настройка одинакова) – подбирать что-то вне контейнера?

Show Area – показывает территорию и зону действия наноботов, не оставляйте включенной.

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Nanobot Build and Repair System

  • This system could repair damaged, build projected and grind marked/enemy blocks within range around the system. It also could collect floating objects (components/ore/ingot). (Maximum range adjustable via setting file, default 75m large version 25m small version)

The system could work in two modes.

  • Power usage (changeable via settings file)
    20W Standby (collecting information about the blocks/items to build/repair/grind/collect)
    +2kW if welder is working or 1.5kW if grinder is working
    +10kW in ‘fly’ mode or + 1kW in ‘walk’ mode if something to transport.
    (small version block always 1/3)
  • Welding and grinding speed is a little bit less than ‘normal’ ship welders/grinders but higher than hand welder/grinder (Default settings). But the transportation of the materials is the bottle neck of the system. So build/grind time increase with the distance between the BaR system and the welding/grinding block.
  • To improve the speed you could place the block nearer to its target(s) or use more than one block. They will work together (not necessarily on the same block, but the overall performance will better in any case)
  • It could be also a good idea to have two system overlapping each other, so in case one system gets damaged they could repair each other.
  • The system itself is totaly safe and will never harm anybody walking or sitting in range of the system. You could also work on the same block without any danger.
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    OBSOLETE (Patch) Nanobot Build And Repair System

    Tech if you had read his original comment you would know that he did it manually to try and fix it
    and that fixed it

    hence it is the mod

    I mean that you should try welding up a damaged block yourself («use a welder» and «check manual operations») before you report something like «having issues with the Build&Repair mod».

    You would see that you also have the problem when doing manual repairs, so the issue has NOTHING to do with the bots.

    Testing what happens when you do the work helps diagnose any sort of thing you want to blame on the B&R system — and better finds the _real_ problem.

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