Space Engineers

Space Engineers

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Xennon Mar 25, 2016 @ 5:02am
Why won't my turrets fire?!
I started the QuickStart world scenario with pre-built base and one turret which works perfectly and shoots at any enemies and meteors. But when I add my own to the exact same conveyor system as the working one, add them all into a group with the exact same settings as the working one none of mine shoot, but the original (supplied) one goes on working just fine?

What am I doing wrong or not doing? I'm totally confused!
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Showing 1-8 of 8 comments
Loues.S.Cat Mar 25, 2016 @ 5:40am 
Are you in a creative world?
Because that could be an ownership issue
You may either have them owned by nobody or shared with everybody. either results in turrets not working right.
Originally posted by Xennon:
I started the QuickStart world scenario with pre-built base and one turret which works perfectly and shoots at any enemies and meteors. But when I add my own to the exact same conveyor system as the working one, add them all into a group with the exact same settings as the working one none of mine shoot, but the original (supplied) one goes on working just fine?

What am I doing wrong or not doing? I'm totally confused!
Modded turrets or ammo? Cause those are broken now. You have to manually load the first round and manually take control of the turret and fire it.
Xennon Mar 25, 2016 @ 7:54am 
Originally posted by Loues.S.Cat:
Are you in a creative world?
Because that could be an ownership issue
You may either have them owned by nobody or shared with everybody. either results in turrets not working right.

Yes, i'm in creative and you're absolutely right - it's a damn ownership issue. I transferred them all to "Me" and they now work. I would have thought that as the creator the things would automatically be assigned to me as the owner - clearly not the case. The default appears to be "Nobody"

I must have missed that little gem of information in the tutorials!
Loues.S.Cat Mar 25, 2016 @ 8:13am 
A good rule of thumb is never have ownership set to nobody. It is one of the bigest causes of ingame issues like that X.x
There are some limited situations where having ownership set to nodody is useful/needed in scenario setup, but other than that always set ownership to anybody but nobody >.>
Sharza Mar 25, 2016 @ 8:30am 
Always give ownership to pirates. Watch as base has a seizure.
Xennon Mar 25, 2016 @ 8:55am 
I'm still trying to "beat" the npc base but i keep getting 1 shot snotted. This time I'm trying to burrow under the camp and try blowing it up from below but as soon as they see me (and they got damn good vision) i have like 5 turrets and a missile or 3 shooting at me + the drones that always seem to know where I am even in my tunnel. Good thing I'm in creative and don't die.
Surtur Mar 25, 2016 @ 9:06am 
Originally posted by Xennon:
I'm still trying to "beat" the npc base but i keep getting 1 shot snotted. This time I'm trying to burrow under the camp and try blowing it up from below but as soon as they see me (and they got damn good vision) i have like 5 turrets and a missile or 3 shooting at me + the drones that always seem to know where I am even in my tunnel. Good thing I'm in creative and don't die.
Against drones: take out the antenna of the enemy base.
Also you could just delete the turrets if you are in creative anyways
Sharza Mar 25, 2016 @ 9:10am 
Which base are you trying to take out? Pirate or the starting base?

I always prioritize taking out the weaponry systems and the beacon first. That way I am free to start on the outside and slowly work my way in. Interior turrets are a bit of a pain. I try to find their location and grind them off of the block that they are on. That way they lose power and will not fire on me.

I normally use the Small Ship Mega mod pack. So I use the sniper and a camera in order to pick off weapon systems/Conveyors
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Date Posted: Mar 25, 2016 @ 5:02am
Posts: 8