Source-checkedBuilding & decoration

Nanobot Build and Repair System Queuing / Display / Scripting (Maintained)

by SKO85 · for Space Engineers

WARNING This script only works with SKO's maintained versions of the Nanobot Build and Repair System mod (listed under "Compatible Mod Versions" below). It will NOT work with the original mod by…

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6 mo agoLast updated
Steam WorkshopSource

About Nanobot Build and Repair System Queuing / Display / Scripting (Maintained)

From Steam Workshop

WARNING This script only works with SKO's maintained versions of the Nanobot Build and Repair System mod (listed under "Compatible Mod Versions" below). It will NOT work with the original mod by…

WARNING

This script only works with SKO's maintained versions of the Nanobot Build and Repair System mod (listed under "Compatible Mod Versions" below). It will NOT work with the original mod by Dummy08.

Description

A maintained and extended version of the original auto-queuing and status display script for the Nanobot Build and Repair System.

  • Automatically queues missing components into configured assemblers when the Build and Repair System does not have the required materials to weld.
  • Displays real-time status on one or more LCD panels or cockpit screens: current weld/grind target, target lists, missing components, and priority lists.
  • Supports multiple independent groups of Build and Repair Systems and Assemblers (e.g. one group per hangar bay).
  • Auto-detects Build and Repair blocks on the grid if no group or block names are configured — zero setup needed for simple cases.

Quick Start

[olist] [*]Place a Programmable Block on your grid. [*]Paste the script into the block editor and compile it. [*](Optional) Put your Build and Repair blocks into a block group named BuildAndRepairGroup1. [*](Optional) Put your assemblers into a block group named AssemblerGroup1. [*](Optional) Place a text panel named BuildAndRepairGroup1StatusPanel for status output. [/olist]

That's it for a basic setup. If no group or block names are configured, the script automatically detects all Build and Repair blocks on the grid.

Configuration

The configuration is a static array at the top of the script called BuildAndRepairSystemQueuingGroups. Each entry links a set of Build and Repair Systems to a set of assemblers and optionally one or more display panels.

BuildAndRepairSystemQueuingGroup properties:

  • Name — Display name shown in the status panel header. Optional.
  • BuildAndRepairSystemGroupName — Name of a block group containing Build and Repair blocks.
  • BuildAndRepairSystemNames — Array of individual Build and Repair block names.
  • AssemblerGroupName — Name of a block group containing assemblers.
  • AssemblerNames — Array of individual assembler block names.
  • Displays — Array of display definitions (see below). Omit entirely to skip display output.

You can use any combination of group names and individual names within the same group. Both are merged into one internal list. If no assembler is configured for a group, the script still handles display output; it just will not queue components.

DisplayDefinition properties:

  • DisplayNames — Array of text panel or cockpit screen names. Cockpit screens are addressed as "BlockName[screenIndex]", e.g. "Cockpit[0]".
  • DisplayKinds — Array of pages to cycle through on this display. See Display Kinds below. Default: Status.
  • DisplayMaxLines — Maximum lines shown for list pages (WeldTargets, GrindTargets, etc.). Default: 19.
  • DisplaySwitchTime — Seconds between page switches. Default: 5. Use 0 to show only the first page without cycling.

Display Kinds

  • ShortStatus — Compact summary: online state, current weld/grind target, counts of weld targets, grind targets, and floating items.
  • Status — Full status including everything in ShortStatus plus search mode, work mode, weld mode, and script-controlled state.
  • WeldTargets — List of blocks currently queued for welding.
  • GrindTargets — List of blocks currently queued for grinding.
  • CollectTargets — List of floating objects currently queued for collection.
  • MissingItems — Components missing to complete all current weld targets.
  • BlockWeldPriority — The weld priority list with enabled/disabled state per block class.
  • BlockGrindPriority — The grind priority list with enabled/disabled state per block class.

Multiple Panels — One Page Each

Yes — you can place a wall of LCD panels and have each one show a different page permanently, with no cycling. Each entry in the Displays array is independent, so just give each one a single DisplayKind and point it at a different panel:


static BuildAndRepairSystemQueuingGroup[] BuildAndRepairSystemQueuingGroups = {
   new BuildAndRepairSystemQueuingGroup() {
      BuildAndRepairSystemGroupName = "BuildAndRepairGroup1",
      AssemblerGroupName = "AssemblerGroup1",
      Displays = new[] {
         new DisplayDefinition {
            DisplayNames = new[] { "BaR Status Panel" },
            DisplayKinds = new[] { DisplayKind.Status }
         },
         new DisplayDefinition {
            DisplayNames = new[] { "BaR Weld Targets Panel" },
            DisplayKinds = new[] { DisplayKind.WeldTargets }
         },
         new DisplayDefinition {
            DisplayNames = new[] { "BaR Missing Items Panel" },
            DisplayKinds = new[] { DisplayKind.MissingItems }
         },
         new DisplayDefinition {
            DisplayNames = new[] { "BaR Grind Targets Panel" },
            DisplayKinds = new[] { DisplayKind.GrindTargets }
         }
      }
   }
};

Each panel shows exactly one page and never switches. You can name the panels anything you like — just match the names here to the actual block names in your world.

Configuration Example (Multiple Groups)


static BuildAndRepairSystemQueuingGroup[] BuildAndRepairSystemQueuingGroups = {
   new BuildAndRepairSystemQueuingGroup() {
      Name = "Hangar 1",
      BuildAndRepairSystemGroupName = "Hangar1BaRSystems",
      AssemblerGroupName = "Hangar1Assemblers",
      Displays = new[] {
         new DisplayDefinition {
            DisplayNames = new[] { "Hangar1StatusPanel" },
            DisplayKinds = new[] { DisplayKind.Status, DisplayKind.MissingItems },

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 6 mo ago.

Nanobot Build and Repair System Queuing / Display / Scripting (Maintained) on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server load
light
Smallest plan we suggest
Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2026-05-22, released 2026-05-22

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of Nanobot Build and Repair System Queuing / Display / Scripting (Maintained).

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What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Building & decoration

Blocks, furniture, decorations and building tools.

Compatibility

Game
Space Engineers

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
  • ✓AuthorSKO85, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Nanobot Build and Repair System Queuing / Display / Scripting (Maintained), answered

Generated from the mod’s own source data.

Is it free?

Yes. Nanobot Build and Repair System Queuing / Display / Scripting (Maintained) is free to download from Steam Workshop.

How do I add it to my Nxeon server?

One-click install isn't available for this game's mods yet. Download Nanobot Build and Repair System Queuing / Display / Scripting (Maintained) from Steam Workshop and upload it to your Nxeon Space Engineers server in Files.

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