Space Engineers

Space Engineers

2,662 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
7 Sep, 2021 @ 3:08pm
8 Apr @ 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 (32)
93
7 Apr @ 3:18am
PINNED: The Repair Bot explained
jTurp
36
24 Sep, 2024 @ 12:56pm
Suggestions (Unofficial)
Cigarette
26
13 Mar @ 8:08pm
PINNED: Pathfinding explained
jTurp
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] 25 May @ 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 25 May @ 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://sp.zhabite.com/sharedfiles/filedetails/?id=2803081060 would be one such mod
Quarry Master Bessie 24 May @ 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 15 May @ 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 15 May @ 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 15 May @ 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 9 May @ 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.