Space Engineers

Space Engineers

EMGC KP-2 Advanced SPRT Raiding Outpost
17 Comments
cptsavarus  [author] 2 Jul, 2018 @ 9:45am 
Thanks Glenn! Good to hear from you!
I'll try to get the Argentavis done for my next workshop build in that case - though like you (and probably everyone come to that), I get distracted by other games. Right now It's Dwarf Fortress (yes, I know, I'm a masochist!)
I always come back to SE between distractions though. Can't see myself ever getting bored of designing spaceships!
Glenn G 2 Jul, 2018 @ 1:01am 
These are great to See, I'll update the Cargo ship mod when you Get the Argentavis Up.

I meant to get the AI version of the cargoship mod up a long time ago but got distracted (Battletech).
But now i know what to call it, (EMGC "EVIL" Advanced Cargoships)
cptsavarus  [author] 3 Jun, 2018 @ 5:58am 
@Wizard...
Thanks man! Glad you like!
Copper 3 Jun, 2018 @ 3:41am 
cool!
Nonexistent 2 Jun, 2018 @ 9:31pm 
To be honest, honesty is good! (I like making groaners [jokes that make people groan]:steamhappy:)
cptsavarus  [author] 2 Jun, 2018 @ 3:51pm 
The honesty is strong with this one! :steamhappy:
Nonexistent 2 Jun, 2018 @ 2:09pm 
The world had another cargo ship mod:steamfacepalm:
cptsavarus  [author] 2 Jun, 2018 @ 1:27pm 
Could be a simple client-side thing. Try unsubscribing from the mod, then subscribing again. Sometimes that can fix strange issues.
Also, try it in a brand new world if you haven't already. Could be you have a bug "baked" into your save game.
And make sure you're not running any other mods that affect cargo ships.
Hope you get it working anyhow.
Nonexistent 2 Jun, 2018 @ 12:45pm 
@cptsavarus oh.. hmmm...
cptsavarus  [author] 2 Jun, 2018 @ 12:06pm 
Idle Movement doesn't make a difference to whether they can fire or not. It just means they don't pan & tilt around "scanning the sky" when they have no target.
The Idle Movement setting was introduced to improve frame-rates & sim speeds on lower end machines - that's all it does... that & maybe saves you a tiny bit of power.

The only reasons they'd fail to fire on you are...
-Ship is not powered.
-Turret is powered down.
-Turret is not set to fire at that type of target.
-Out of Ammo.
-Target is obscured / out of range.
-Turret is damaged.
-A bug in the game.
-A coding error in the mod.

Like I said though, it's Glenn that you really need to talk to. The mod isn't mine - if there's a problem with it there's nothing I can do short of making a whole new mod.
Nonexistent 2 Jun, 2018 @ 10:32am 
@cptsavarus I am talking about the SHIPS. None of them CAN fire. Idle movement for turrets is turned off.
cptsavarus  [author] 1 Jun, 2018 @ 10:54pm 
The 2 new pirate bases aren't included in Glenn's mod. Do you mean none of the ships are firing on you?
Far as I know Glenn didn't change anything with the behaviour of the vanilla pirate bases - he only made my ships appear in place of the vanilla cargo ships.
Some may not have any ammo on board, which might explain why they don't fire. It's quite a lot of work adding cargo to them for the mod, so it's possible some ships didn't get any.

Glenn is really the one to speak to if you're having problems with the mod though. I had no hand in making it so can't really tell you much, other than it's worked ok for me since he last updated it.
Sorry I can't be more help.
Nonexistent 1 Jun, 2018 @ 10:14pm 
@cptsavarus I'm talking about the EMGC Advanced Cargo Ship Mod by Glenn G. I go up to them and they don't fire if my memory is correct...
cptsavarus  [author] 1 Jun, 2018 @ 7:57pm 
@Charlie...
To your comment on my screenshot... the reason all the weapons are turned off is because blueprints can sometimes act hostile toward other ships when pasted in creative mode, even if they have the same owner.
All my EMGC ships have their weapons turned off by default. I didn't want people's projects getting destroyed as soon as they pasted my ships in.

What you're talking about would be a mod that replaced the vanilla pirate stations with mine, so they're hostile to the player when you find them in survival mode.
I'll be looking into making such a mod at some point but it may not be for a while yet.
Nonexistent 1 Jun, 2018 @ 4:54pm 
@cptsavarus kind of like KEEN. Starting SE then making ME before SE is finished..
cptsavarus  [author] 1 Jun, 2018 @ 4:00pm 
@Charlie...
I'll be honest - I haven't even started the Argentavis yet!
I tend to flit between one build & another - got dozens of builds on the go right now. No telling what'll get finished next... but hey, you never know!
Nonexistent 1 Jun, 2018 @ 12:40pm 
I have a feeling the Argentavis is coming next @cptsavarus