Space Engineers

Space Engineers

Nanobot Build and Repair System - Original Resources
102 Comments
SKO85  [author] 29 May @ 1:43pm 
@Sierra-117, you're welcome. Have fun!
Sierra-117 29 May @ 12:24pm 
The best mod when playing with a small group of friends.

Glad to see it getting a facelift and some much needed TLC.
Thanks SKO
SKO85  [author] 28 May @ 4:09am 
@Cupears, your're probably starting a build with a landing gear I guess. That is normal as that grid does not have another Functional block such as Bateries. You need to turn off the BaR for it at this moment. Those blocks do not have owners at that moment and therefore the BaR will start grinding them if they are set up to do so. So for now, disable the BaR until you place few more funcional blocks.

Also, check the grinding block type list. Might be in there to disable landing gears. I will check that later too and maybe I can add it to the list so you can disable grinding down landing gears if you need to.
Cupears 27 May @ 6:49pm 
Is there anyway to stop them from grinding down my landing gears? i had to make a button to turn grinding off and on to build down a landing gear everytime
xXShadowNinjaXx 24 May @ 7:53am 
done.
SKO85  [author] 24 May @ 7:42am 
Yes, please create an issue on GitHub and post the config file and its location on the disk.
xXShadowNinjaXx 24 May @ 2:38am 
Would you like me to move this to gibhub?
xXShadowNinjaXx 24 May @ 2:36am 
So, I regenerated the configs as well as having the players to the list and it's still not working as intended. Any idea on how to fix this? It didn't used to do this when we used the mod before.
SKO85  [author] 21 May @ 10:31pm 
@xXShadowNinjaXx, yes, please let them check the steps. Also, ask if they used a config file server side. If so, they need to replace it with a new one.
xXShadowNinjaXx 21 May @ 8:44pm 
Actually, I'm going to make them try the steps you posted on your GitHub. Sorry for not seeing it earlier. I'll get back to you if the issue still persists.
xXShadowNinjaXx 21 May @ 8:41pm 
Hello, I've been using this on my server for a while now, but as of late, I've been getting quite a few complaints that the bars seem to just randomly stop working. They have said that they have tried everything to fix it and it doesn't work. The only kind of temporary fix we have is to restart the server. If you have any insight on how to fix this, please let me know. We don't really want to swap it out, as this is the only version of this mod that is actually being maintained properly. Thank you.
SKO85  [author] 20 May @ 2:10pm 
@Jace domon, all good. Yeah, happens from time to time with Steam. You can always use the chat command in the game to check what version you are using: /nanobars -help
Jace domon 20 May @ 5:25am 
seems my mod did not update after all i unsub and resub and problem fixed sorry my bad
SKO85  [author] 20 May @ 5:13am 
@Jace domon, are you sure you are using the latest version?
Jace domon 20 May @ 5:06am 
Seems it no longer picks up floating object since you pushed the new Patch
SKO85  [author] 20 May @ 2:48am 
The freezing / lock issue should be fixed now in the newest patch-update v1.6.5
SKO85  [author] 20 May @ 12:43am 
Yes, I am working on a fix for it. I know what the issue is, so need to fix it in a couple of hours.
pierce3383 19 May @ 5:05pm 
The BAR seem to lock up when it does 30 blocks. When it locks it never finishes the blocks nor does it pick up dropped components from grinding. Madding because I know it's happening in the other 5 Daryabar Instances.
SKO85  [author] 19 May @ 4:24pm 
@pierce3383, will check it tomorrow. I think I know where the issue is with that.
pierce3383 19 May @ 3:54pm 
Building hangs on large blueprints using projectors. On a 208 block large rover blueprint in a projector it got stuck for an hour until I reset the server. You can check it out @ Daryabar-6 GPS:Phrygia Outpost:-1403923.71:-32929.84:-2420541.55:#FFFFFF00: If you could use a persistent server to test with I can set you up as an Admin in Daryabar-6. I use "Projector to Assembler" mod so components are made long before the BAR needs them.
SKO85  [author] 19 May @ 1:25pm 
@Sonidu, works with both. Different Storage folders but same approach.
Sonidu 19 May @ 1:11pm 
@SKO85, Thanks so much for your quick response... My head was about to explode with so many failed tests xDDDD. One more question: does the configuration file work with both versions of Build and Repair that you currently have in the workshop, or only with the "Original Resources" version?
SKO85  [author] 19 May @ 12:38pm 
I have updated the documentation for it and marked them red for now ;)
SKO85  [author] 19 May @ 12:33pm 
@Sonidu, thos are the ones from the previous version. I need to update those for the welding/grinding multiplier in the new code. Will do so soon. The other configuration options should work and are being used as they should. The multiplier will need to wait for an update soon :) I did not want to leave them out as that could break few other stuff, so I left it in there for now.
Sonidu 19 May @ 12:31pm 
First, thank you for the mod. Second, I'd like to ask about the configuration file (ModSettings.xlm), because even though it increases the speed, I don't notice any difference (using it on a server with Torch). I've tried changing the values: <WeldingMultiplier>50</WeldingMultiplier>
<GrindingMultiplier>50</GrindingMultiplier>
But the result is the same: approximately one block per second or a little more.
SKO85  [author] 18 May @ 2:28pm 
@kad.dsl, should be fixed now.
SKO85  [author] 17 May @ 10:33pm 
@kad.dsl, select all blocks, including the hidden one on that grid and transfer them to Nobody and see if that works.
kad.dsl 17 May @ 10:55am 
I seem to have an odd issue trying to use a BaR block as a shipyard deconstructer. I'm not sure if this is it's intended behavior or a bug.

Ver 1.6.1
Offline Survival game
Fly Mode
Grinding Only mode
Area set to encompass the grid to be ground (verified with Show Area)
Grind Enemy, Grind unowned & Grind neutral all set to on.
More than enough power
More than enough connected storage space

It only works if I turn the "Use Grind color" on and repaint the entire grid to be painted that color. Welding works if I turn that on. With the grind color option turned off, the block just lists itself as Idle. I've tried turning the Grind Priority setting on/off. the block on/off & restarting the game along with just about every other option available on/off. None had any effect.

Am I missing something?
Jasper 16 May @ 5:32pm 
Restarted the server, so presumably picked up the later version. Seems to be a bit better. I look forward to you next version. Thanks for the attention, and your efforts.
SKO85  [author] 16 May @ 4:49pm 
@Jasper, yeah, that one is a bit older and had some sync / lag issues. If you update the newest, should be better, but I am also working on a version which I will try release tomorrow that should be working smoother and should be less intensive in scanning and processing.
Jasper 16 May @ 4:37pm 
Not sure how to tell version in a running server. The server pulled a new version at the last restart about 2.5 hours ago.
SKO85  [author] 16 May @ 4:25pm 
@Jasper, are you using version 1.6.1 or 1.6.0?
Jasper 16 May @ 4:24pm 
Thanks for all your work on this mod.

I don't have hard data yet, but today's most recent update seems to have a big impact on our server. Even one bar turned on impacts sim speed. Turn it off and sim speed is good. The bar isn't doing anything - just turned on.
Jack Schitt 16 May @ 3:58pm 
Great! Thanks! I'll keep an eye out for updates.
SKO85  [author] 16 May @ 3:52pm 
@Jack Schitt, I agree. I am working on a version where this is fixed. I will be uploading a new version very soon which should be working much more efficiently. I hope to have it finished these days.
Jack Schitt 16 May @ 3:50pm 
Maybe I ran it before the update was published. I'll check again. Yes, I'm asking about an adjustment to the update frequency, how often it does whatever it's doing that was increased on April 11th. Dumm08s version causes a bit of lag. I have an unlisted private version I'd like to replace with this I decreased the update frequency on that only slightly causes lag.
The lag with this is intolerable.

What I mean by lag is rubber banding, game pauses for all players consistently every 2 or 3 seconds, sim speed drops to under 40 from 1.00, 1.02 when this scans on our server. I know it's this because I've tested this, Dummy08s version, my unlisted version, and SK085's "CAMP".

The update (scan) frequency being increased is too much for the server we'd like to run it on. It would be nice if we could adjust it.
SKO85  [author] 16 May @ 3:37pm 
@Jack Schitt, it should be working on a Dedicated Server too, just place the file in the Storage folder. That should be similar.

What do you mean on adjusting the update frequency. The interval how often it scans? And why would that be needed? If you need to elaborate more and provide details, create a issue-ticket on my GitHub page. Thx!
Jack Schitt 16 May @ 2:18pm 
Thanks for keeping this mod alive!
I checked the update you just shared the info for 3 minutes ago.

The new config file option (which is a great feature, thank you!) is for Torch servers and Local single player games. Do you plan on including that for Dedicated Servers that aren't running Torch? The server I play on and admin is not running Torch.

And do you plan on making the update frequency adjustable?
An option to adjust the update frequency would be greatly appreciated.
SKO85  [author] 16 May @ 5:43am 
I would like your feedback on this one. Poll discussion (Forcing Auto-Power-Off): https://github.com/SKO85/SE-Mods/discussions/37
SKO85  [author] 16 May @ 5:32am 
Mod version v1.6.0 released. See changes in release notes: https://github.com/SKO85/SE-Mods/wiki/Release-Notes#v160---update-16-may-2025
Mettle 10 May @ 1:03pm 
Thanks for keeping the mod alive
I went for the original sources after a few hours as I felt it's a tad too much resources on the other version. Tho I liked it to require more and the power consumption was absolutely fair.
SKO85  [author] 9 May @ 7:39am 
@Kevin Starwaster, you can do this already in combination with a timer block. Make a timer block that will enable the BnR after lets say 1 hour or so?
Kevin Starwaster 9 May @ 7:36am 
Suggestion along the lines of the idle power off mode: How about an economy option where it will power on long enough to check periodically for damage or unwelded blocks and turn off again if it finds none?
SKO85  [author] 6 May @ 5:11am 
Update available - v1.4.0. Check the following release notes:
https://github.com/SKO85/SE-Mods/wiki/Release-Notes#v140---update-06-may-2025
SKO85  [author] 6 May @ 1:50am 
The code uses a critical Integrity-Ratio to calculate this, but I think that is not correct in for all blocks. I guess add a +1 in the calculations should fix it. Thx for reporting this and I will try add it to the upcoming release.
Kevin Starwaster 5 May @ 6:21pm 
Noticing an odd bug when setting BaR to build to functional only for certain blocks including:

"Window 1x2 Slope"
"Shower"
"Passage"

The problem is that the BaR will build them to 1 short of the final functional component. For the sloped window and shower, it's 1 glass. For the passage it's 1 construction component.

Possibly others. But I'm not entirely sure it's a BaR issue. I have no idea how functionality level is reported by SE. The odd thing is that these blocks still act as airtight in spite of the fact that they're missing a component. So how much of this is BaR and how much is SE just being flaky?
SKO85  [author] 5 May @ 6:35am 
That should not matter as the block-object types are the same. Make sure to only use a single version and to have them updated.
steelman621 5 May @ 6:33am 
I figured it out started out had maintained builder in build blueprint used original in in the file. Don't do that.