Space Engineers

Space Engineers

Nanobot Build and Repair System Queuing / Display / Scripting (Maintained)
145 kommentarer
SKO85  [ophavsmand] 14. okt. kl. 0:28 
@King_Bee01, have you read the description? The script only works with my version ofvthe mod.
King_Bee01 13. okt. kl. 22:28 
I'm not sure why but the script no longer works for me here this is what it says "caught exception during execution of script:property BuildAndRepair.Missingcomponents is not type MemorysafeDictionary'2, correct type is Dictionary'2 at sandbox.ModAPI.interfaces.TerminalpropertyExtension.CastTValue[ITerminalproperty property]" and so on I could be very stupid but it's all setup for bob to work I've been doing it for years it used to work fine until now. Recompiling doesn't work nor readding the script I use "AssemblerGroup1" and "BuildAndRepairGroup1" by default for every ship and station I've ever used with bob (buildandrepair) I just hope this is not daed it's my favorite script on the workshop by far followed by auto LCD's
SKO85  [ophavsmand] 8. okt. kl. 3:42 
@Deathking97, I will check if I can add those when I work on the next updates.
SKO85  [ophavsmand] 8. okt. kl. 3:42 
@[MG]Markus_20 Check the original script description: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=867822734
Question how can I do this with the LCD display in the script ?
Deathking97 5. okt. kl. 13:49 
Any chance to make the script work with industrial overhaul machines?
SKO85  [ophavsmand] 1. okt. kl. 8:51 
@Ozki, you're using the wrong mod with it. Check Description please.
Ozki 1. okt. kl. 8:49 
Does not work after Apex update :(
"
Property BuildAndRepair.MissingComponents is not of type MemorySafeDictionary`2, correct type is Dictionary`2 at Sandbox.ModAPI.Interfaces.TerminalPropertyExtensions.Cast
"
SKO85  [ophavsmand] 29. sep. kl. 0:33 
Yes, focusing on the mod for now to fix a few more minor stuff. Will check the script after that is completed.
Позывной "Бабай" 28. sep. kl. 22:36 
quick update just for your info, using only one assembler seems to do the trick, now it produces just as much as it will need
Позывной "Бабай" 28. sep. kl. 20:00 
so i have multiple BaR Blocks in close proximity of each other, if i start building it says i have 100 blocks to be build whitch is right and 15K steelplates for the heavy armor, but as it starts producing the parts needet i have an surplus of materials ranging from 1K to 30K, may you check this, would be an big nice move, THX in advance
Deklab 27. sep. kl. 17:42 
I'm also having issues with this.
The Programmable Block says there 130 items to weld, but weld status is "NULL".
Groups are set up correctly, unsure what the issue is.
SKO85  [ophavsmand] 25. sep. kl. 14:44 
v1.9 has been released of the script and v2.1.1 has been released of the mods.
SKO85  [ophavsmand] 24. sep. kl. 12:23 
I will check it tomorrow. Thx for reporting it.
『Rin』 24. sep. kl. 11:13 
Everything is set up correctly, but no materials are being pulled, no components made and nothing welded... Info shows welding targets etc, but nothing happens.
SKO85  [ophavsmand] 24. sep. kl. 1:09 
strange, it works here. Are younusing the right versions?
Cree 23. sep. kl. 22:35 
I am using the updated script and the mod listed but it doesn't queue up materials, and the the system itself starts welding, but just stays welding the same part forever. neither system actually tells me what i need. To get it to work i have to stop and restart the server and it only lasts for a short time.
SKO85  [ophavsmand] 21. sep. kl. 1:47 
Was a bug in the mod with Safe-Zone checks. Should be fixed now if anyone else had the same issue.
The Funk 20. sep. kl. 18:53 
Perhaps in doing something wrong, but i have uploaded the script and i can see the info, however it doesnt queue up materials, and the system itself starts welding, but just stays welding the same part forever. neither system actually tells me what i need.
SKO85  [ophavsmand] 20. sep. kl. 8:55 
Updated! Make sure you re-add the script in the programmable block. You should see version 1.8 on the first line.

Also, update the BnR mod you use -MUST BE one of the versions I am maintaining as listed in the Description!

Hope this fixes the issues you had guys.

Have fun!
CaptainSpaceCase 20. sep. kl. 7:41 
keep up the good work!
SKO85  [ophavsmand] 20. sep. kl. 2:29 
Thank you. Appreciate the support!

I know many of you are waiting for the update. Please be patient, I am almost there for the new release that should make the mod stable again. Couple of fixes to test.

Game updates can sometimes be challenging when stuff break and when time is short due to work and other life obligations :)

Sorry for any inconveniences this might have caused.

Almost there... <3
SKO85  [ophavsmand] 19. sep. kl. 12:47 
Not yet, almost done here... Costs lots of time testing ;) Hope this evening or tomorrow. Doing my best ;)
oMonteiro 19. sep. kl. 10:36 
Hello, have you updated it?
oMonteiro 17. sep. kl. 18:33 
Okay bro! Thank you very much for the attention, I’m looking forward to using it as soon as possible.
SKO85  [ophavsmand] 17. sep. kl. 16:37 
Not at the moment as it should. I am fixing the mod. There are few bugs I need to handle. Hope to fix these days.
oMonteiro 17. sep. kl. 15:40 
Does the script still work?
Muxufli 16. sep. kl. 8:51 
Nice!!! Thank you
SKO85  [ophavsmand] 16. sep. kl. 8:38 
@Muxufli, its a bug in the mod, not the script. I will add a cooldown per block-type to avoid waiting on that type to weld while there are missing components. It will then skip that type and move to others, then it will rescan after lets say 15s to try weld the ion thrusters again, and repeat the same thing again. Something like that. I will test it out and publish a new release in about 10-15 min.
Muxufli 16. sep. kl. 8:35 
Hi @SKO85: The short answer is: way to many :). It is strange, because the ship is at 90% finished. But there are still solar panels, and turrets that are not finished while others are.

The more percentage of the ship is finished the more I noticed this behaviour.

When you check the script, It doesn't mention said solar panels and turrets (even though I already have the components), only the ion thrusters and some others blocks that need superconductor (I am currently out of gold).
SKO85  [ophavsmand] 16. sep. kl. 7:50 
Hi @Muxufli, how many of those ion-thrusters do you have in total? I think I know what the issue is then.
Muxufli 16. sep. kl. 6:57 
Hi, I am currently using 1.7.1 BaR and 1.7 script.
I am getting some weird behaviour:

I am projecting my ship on earth. For that reason, BaR cannot build Ion Thrusters due to the lack of platinum. The weird thing is, even if I have all the components ready to weld my solar panels, turrets, armor blocks, etc... It seems to be stucked waiting endlessly to finish the ion thrusters welding and it does not switch to other available blocks. Does it make sense?

Thank you for your efforts. This mod is a must have for all my plays
SKO85  [ophavsmand] 16. sep. kl. 6:38 
Mod versions have been updated to v1.7.1 - Confirm you use the right version with a chat command: /nanobars -help

Also, make sure you are using the last v1.7 version of the script, you need to re-insert it in your programmable block. In the top of the script, you should see v1.7 on the first line of code.
SKO85  [ophavsmand] 16. sep. kl. 4:04 
@Menia & @Inquisitor, are you both using the v1.7 version of the script? And assemblers are grouped in AssemblerGroup1? The latest version of the script is sending work to the assemblers over here. Otherwise, please create an issue on my GitHub page and provide me more details and screenshots of your setup so I can try reproduce it.

Could be the mod instead of the script. I am going to release new version of the mods. Might fix your issue with this. Hope to release it in couple of hours.
Inquisitor 15. sep. kl. 21:32 
Having the same issue as the user below
MENINA DO PORAO 14. sep. kl. 14:12 
BaR Group 0 (09/14/2025 18:05:48):
Online : True
CurrentWelding : NULL
Blocks to weld : 27
CurrentGrinding : NULL
Blocks to grind : 0
Floating items : 0
Missing item kinds: 0


BaR Group 0 (09/14/2025 18:05:56):
Weld Targets: Count 27
[MyObjectBuilder_ConveyorConnector/ConveyorTubeSmallCurved]
Small Conveyor Sorter 16
[MyObjectBuilder_ConveyorConnector/ConveyorTubeSmall]
Small Conveyor Sorter 16
Connector - STONE EJECT
SmallBlockArmorSlope
SmallBlockArmorSlope
SmallBlockArmorSlope
SmallBlockArmorSlopedCorner
SmallBlockArmorBlock
[MyObjectBuilder_CubeBlock/SmallBlockArmorSlopedCornerBase]
SmallBlockArmorSlope2Tip
SmallBlockArmorSlope2Base
SmallBlockArmorSlope2Base
SmallBlockArmorSlopedCorner
SmallBlockArmorSlope2Tip
SmallBlockArmorSlopedCorner
..

BaR Group 0 (09/14/2025 18:06:53):
Missing Items: Count 0


Not working for me, its not welding neither sending missing itens to assembler.
Roboman5e15YT 14. sep. kl. 1:53 
sorry it seemed i had the wrong BAR mod
SKO85  [ophavsmand] 14. sep. kl. 1:42 
Are you using the new version v1.7?
Roboman5e15YT 14. sep. kl. 1:18 
BaR Group 0(08/25/2025 03:07:18):
Caught exception during execution of
Script: Property
BuildAndRepair.MissingComponents is not of type
Memory SafeDictionary 2, correct type is Dictionary 2 at
Sandbax.ModAPI.Interfaces.TerminalPro
pertyExtensions.CastTValue (TerminalProperty
property)

at
Program.RepairSystemHandler.MissingC
amponents()
at
Program.BuildAndRepairSystemQueuing GraupData.CheckAssemblerQueues()
at
Program.BuildAndRepairAutoQueuing.Ch
eckAssemblerQueues()
at
Program.BuildAndRepairAutoQueuing.Handle()
at
Program.Main(Stringarg)
at
Sandbox.Game.Entities.Blocks.MyprogrammableBlock.<>c__DisplayClass46_0.<ExecuteCode>b__0(IMyGridProgramprogram)
at
Sandbax.Game.Entities.Blocks.MyProgra mmableBlock.RunSandbaxedPragramAct
lonDore(Action'
action, String &
response)
SKO85  [ophavsmand] 12. sep. kl. 15:27 
Updated. Please also update the my version of the mod as mentioned in the Description before using the new script version.

Version should be 1.7 of the mod and also for the script. You can see this when you load the script in the PB and in the editor you can see it in the top.
SKO85  [ophavsmand] 12. sep. kl. 4:33 
I will drop a new update very soon. Be patient ;)
MENINA DO PORAO 11. sep. kl. 20:45 
Is it working? Because it's not queuing any item to the assembler here.
GGdinkfamdog 11. sep. kl. 15:41 
@SKO85 I was using your version of the build and repair but i was still having problems. Ima try and trouble shoot again since im home from work but idk if it will have the same results.
Ambient 11. sep. kl. 7:41 
Just incase its not reported, it seems your version of this script/mod is causing crashes on dedicated servers. Testing with a few friends, after removing the mod file the crashes stopped happening.

We each had around 4-5 of the blocks placed each on our grids. Our grids were separated by a distance of about 4-5k km between them if that matters.
Perhaps you can look into it? The crashes occurred in a multitude of testing scenarios.
Crash on loading small or big ship in with projector (not every time, but enough to be a pattern)
Crash on loading grid with build and repair enabled (completely random this one)

I theorised it might be due to multiplayer synchronisation.
SKO85  [ophavsmand] 11. sep. kl. 3:26 
@GGdinkfamdog, did you read the description? You need to use this version of the script with my version of the Build and Repair mod. The script does not work with the old version of the mod.
GGdinkfamdog 10. sep. kl. 20:32 
So after trouble shooting its the scrpit its not liking something i just dont know what.
GGdinkfamdog 10. sep. kl. 20:05 
I have a problem with both the script and the regular one, i switched from the old version to your maintained one but idk if my game liked it because now it wont build and its also trying to grind blocks that are apart of anoter grid. So idk if i did something or if i fucked it up when i changed.
SKO85  [ophavsmand] 10. sep. kl. 0:59 
Script is not updated yet. Mod was reverted too due to an issue I came across with the game update. Working on it...
Entry45 10. sep. kl. 0:38 
does it take time to update?

steam is still saying may 13th
SKO85  [ophavsmand] 9. sep. kl. 14:40 
Mod has been updated. I will check the script and align with the mod versions asap. If something does not work with the script, please give me some time to fix it as I am testing the major mod changes and a game updated dropped too that might affect the mod or script.