Any way to disable pirates from spawning?

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    Hey everyone, I have been playing starmade for a long time and I am having alot of trouble with space pirates. I play the game for the building and exploring and every time i get attacked by them. So does anyone know how to disable enemy mobs from spawning? If so please tell me and thank you.
     
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    • Hardware Store
    The AI ships are blueprints. If you set all blueprints to not be usable by enemies, no more ships can be spawned.
     
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    Hi, i want to turn off pirates spawning, but i don\'t want delete
     
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    Try


    /simulation_ai_enable false

    it disables pirate spawning, though unfortunately doesn\'t kill them all, the nasty blighters.
     
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    u can open the server.cfg and change ENEMY_SPAWNING = true to ENEMY_SPAWNING = false



    /simulation_ai_enable false

    the game have not much AI yet. but later u will stop with that command more than just the pirates. that command stops the trading guild too
     
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    that is the comlete server.cfg u can change pirate spawns / speed / the spawn rate for shops etc just have a look :)





    PROTECT_STARTING_SECTOR = false //Protects the starting sector
    ENABLE_SIMULATION = true //Universe AI simulation
    CONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)
    ENEMY_SPAWNING = true //Enables enemy spawing
    SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks
    SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
    SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off)
    SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off)
    USE_STARMADE_AUTHENTICATION = false //allow star-made.org authentication
    REQUIRE_STARMADE_AUTHENTICATION = false //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
    PROTECTED_NAMES_BY_ACCOUNT = 10 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
    STARTING_CREDITS = 25000 //How many credits a new player has
    DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option to use uploaded ships in waves
    LOCK_FACTION_SHIPS = true //If true, ships of other factions cant be edited, activated, or entered
    DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network
    PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
    CATALOG_SLOTS_PER_PLAYER = -1 //How many slots per player for saved ships (-1 for unlimited)
    UNIVERSE_DAY_IN_MS = 1200000 //how long is a \'day\' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
    FORCE_DISK_WRITE_COMPLETION = false //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
    ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = false //enables asteroids to be able to move in space
    ENABLE_BREAK_OFF = false //debug (don\'t activate unless you know what you\'re doing)
    SKIN_ALLOW_UPLOAD = true //if off, skin uploading to server is deactivated
    CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
    SECTOR_AUTOSAVE_SEC = 300 //Time interval in secs the server will autosave (-1 for never)
    PHYSICS_SLOWDOWN_THRESHOLD = 40 //Milliseconds a collision test may take before anti-slowdown mode is activated
    THRUST_SPEED_LIMIT = 50 //How fast ships, etc. may go in km/h. Too high values may induce physics tunneling effects
    MAX_CLIENTS = 32 //Max number of clients allowed on this server
    SUPER_ADMIN_PASSWORD_USE = false //Enable super admin for this server
    SUPER_ADMIN_PASSWORD = mypassword //Super admin password for this server
    SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use \"all\" to listen on every ip
    SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket
    PHYSICS_LINEAR_DAMPING = 0.09 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    PHYSICS_ROTATIONAL_DAMPING = 0.09 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
    CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
    USE_WHITELIST = false //only names/ips from whitelist.txt are allowed
    FILTER_CONNECTION_MESSAGES = false //don\'t display join/disconnect messages
    USE_UDP = false //Use \'User Datagram Protocol\' (UDP) instead of \'Transmission Control Protocol\' (TCP) for connections
    AUTO_KICK_MODIFIED_BLUEPRINT_USE = false //Kick players that spawn modified blueprints
    AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints
    AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //Ban player by IP that spawn modified blueprints
    REMOVE_MODIFIED_BLUEPRINTS = true //Auto-removes a modified blueprint
    DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance)
    TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you\'re doing)
    PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you\'re doing)
    RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0)
    SHOP_SPAWNING_PROBABILITY = 0.05 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
    RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
    RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0)
    DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate
    DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate
    DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate
    TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
    DEFAULT_SPAWN_LOCALPOINT_X_1 = 0.0 //First Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_1 = -8.0 //First Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_2 = 7.0 //Second Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_2 = 0.0 //Second Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_3 = 0.0 //Third Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_3 = 7.0 //Third Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_4 = -8.0 //Forth Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_4 = 0.0 //Forth Rotating Spawn: Local Pos Z Coordinate
    PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
    PLAYER_DEATH_CREDIT_DROP = false //drop credits lost on death into space instead
    PLAYER_DEATH_BLOCK_PUNISHMENT = false //player will drop all his blocks into space on death
    PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished
    PLAYER_DEATH_INVULNERABILITY_TIME = 5 //Time the player is invulnerable after death in sec
    PLAYER_HISTORY_BACKLOG = 30 //how many login history objects (with name, IP, account-name, and time) should be saved by player state
    PROJECTILES_ADDITIVE_VELOCITY = false //initial projectile speed depend on relative linear velocity of object fired from
    PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //multiplicator for projectile velocity
    IGNORE_DOCKING_AREA = false //ignores docking area size
    ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server
    SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with
    SHOP_NPC_RECHARGE_CREDITS = 100000 //how much credits do shops gain about every 10 min
    AI_WEAPON_AIMING_ACCURACY = 10 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
    BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch
    BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)
    BLUEPRINT_BUY_WITH_BLOCKS = false //blueprint has to be paid in blocks and not credits
    SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)