Space Engineers

Space Engineers

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Fancore Sep 9, 2020 @ 2:50pm
any way to counter diggers?
greetings folks,

as i'm sadly not ready to leave earth i'd like to defend my base from both animals and people.

now from what i have learned is that people can easily dig under your base and bypass all defenses. i call those people diggers.

now what i want to know is how to counter this behaviour?
turrets dont shoot into the ground and digging out the whole bottom of my base seems to be abit of overkill. so is there any way to prevent them from just digging through the ground straight into my base?
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Showing 1-11 of 11 comments
ShadedMJ Sep 9, 2020 @ 3:05pm 
Although I don't do multiplayer, I suggest viewing various videos with ideas and see what works with you.
I suggest this one from LastStandGamers:
https://www.youtube.com/watch?v=EL0V7B8WBjk&t=19s
DragoF1sh Sep 9, 2020 @ 4:16pm 
here are some methods I use:
1. warhead mines
2. trenches around the base with turrets (most won't dig too deep and will end up digging into the trench and in the sights of turrets)
3. dugout under base with turrets (basically make your base a floating island)
4. hide your stuff and have interior turrets in sneaky spots (some ideas would be directly above entrances or around a corner.)
Dan2D3D  [developer] Sep 9, 2020 @ 4:17pm 
Hi, I use a Safe Zone Block :
https://steamcommunity.com/sharedfiles/filedetails/?id=2202930905
https://steamcommunity.com/sharedfiles/filedetails/?id=2189793432
You will need "Zone chips" and a good power source, tho it does not need much if you keep it small so just to lock specific areas from the other players.

Last edited by Dan2D3D; Sep 9, 2020 @ 4:19pm
Dan2D3D  [developer] Sep 9, 2020 @ 4:22pm 
Oh! I recommend to go test the Safe Zone block in a new creative world to know all about it before using.

Hit Shift+F10 in creative to open the "Spawn Items" menu to paste in "Zone Chips" so you can try/test.
Fancore Sep 9, 2020 @ 5:01pm 
ofc the dev would cheat with a safe zone. XD i havnt been in space yet! uranium is too rare a resource to justify using in a reactor. and since it used a buttload of energy. the upkeep is impossible to maintain.

i supose trenches are indeed the way too go currently.
Dan2D3D  [developer] Sep 9, 2020 @ 5:13pm 
It may look like it but I am not a Dev, I am a creative player that like to create scenarios. :selike:


In case you are new to the SE community and don't know me, I must specify :

I am not a SE Dev but Moderator community helper, game tester and they gave me the [dev] Tag after helping the community and the Devs for years so I can have admin rights to help on the Workshop (Steam Moderator role can't be admin).
Last edited by Dan2D3D; Sep 9, 2020 @ 5:15pm
Husker_85 Sep 9, 2020 @ 5:49pm 
I just dig out a 25m x 25m (10x10 blocks) little basement under my base and put a turret that's good against players and vehicles alike. If you're playing vanilla you'll probably need at least two 23mm turrets, but if you use weapon mods there are usually better options. For oki if you're not using shields then the 50mm turret's not a bad option. If you are using shields then maybe a 122mm cannon paired with an int turret. If you're using the Defense Shields mod then you can ignore diggers altogether.
Lander1 (Banned) Sep 10, 2020 @ 12:52am 
You can link Pressure Vents to warheads so things go boom if air-tightness of an area is lost.
Buzzard Sep 10, 2020 @ 1:26am 
In the initial construction, if you make the underground cavern bigger than the blocks of the base will occupy, there will be a nice empty space for your little digger to try and dodge turret fire. Yup, put turrets underground, on the outside of the base, in that empty space between base and ground voxel. It's extra fun for everyone.

Also, landmines. Small-grid warhead, with a sensor set to detect hostiles (and possible neutrals) A good charge in a battery should last a long time. Make sure to bury the warhead as much as possible inside the ground for better concealment. (and disable the audible alert) When something goes boom, you'll know you had visitors.

As for turrets, you may want to spam a few Interior Turrets, for better chances of a turret looking in the right direction when someone pops out. Interior Turrets are cheaper to feed, and better at tracking characters. With an overload of turrets all tracking your 'visitor', they're bound to have a nice warm welcome... to their respawn point.


Traps inside the base can be fun as well. Figure on someone eventually getting in, and see about directing their attentions down certain hallways where there's something nasty waiting. If you have a line of welders under a catwalk floor, set a sensor to detect hostiles and turn on welders... ZOT! Similar deal with having fixed mount gatling guns at the end of a tunnel, with the bare minimum of cover to chew through when activated. (Small warning, but in a long tunnel, where is there to escape before the gun mows anything in the corridor?) heh. Further thought: Put the gatling behind a block on a piston that activates just before the gun. (or a door that opens... test before installing in your actual base)
E-Man720 Sep 10, 2020 @ 6:29am 
Another possible deterent, the volume on sound blocks stacks, so make a small grid cube with heaps, full volume, full range, and have a sensor set to trigger when detecting enemy players. Deafen them!
R-TEAM Sep 10, 2020 @ 6:55am 
would be nice to have an "special" safeZone where only digging/building/decontructing is forbidden (at best with selecting own fraction to allow this for here) and low power consum and no zone chips - like the "no other base" and "no digging" Range in Empyrion - [but atm this can not even modded with the actual safezone handling/block-functions ....] so "like in empyrion" - you musst first fight your way with weapons/warheads to the inner base to disable this block before you can claim the base/aera
Last edited by R-TEAM; Sep 10, 2020 @ 6:58am
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Date Posted: Sep 9, 2020 @ 2:50pm
Posts: 11