Pirates don't attack my station in survival

    Joined
    Jun 11, 2016
    Messages
    1,170
    Reaction score
    646
    So I play my new world quite some time, and I had zero pirate attacks at my home-world set station. In another survival world, created 3 months ago, I had regular attacks on my station.

    Can I set or change something in my files so they attack my station regularly?

    It must have been 5 hours or more, and no pirates at all showed up.
    If I use the command
    /initiate_wave 1 1 -1
    a pirate wave spawn 500m away.

    I allready searched the forums, but no new thread has been posted or written that shows the same problems. Also google did not help much as well.

    One older thread mentioned that he increased CONCURRENT_SIMULATION = 256 to 500, but this was about pirates not spawning if you attack another pirate station.

    Screen of the System to see that no pirate stations are within 1 sector:
    20161004152242_1.jpg
    My server.cfg config file in my Starmade instalation folder:
    Code:
    WORLD = Survival Sept 2016 //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
    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
    SECTOR_SIZE = 2000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues
    BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)
    FLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive
    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)
    DEFAULT_BLUEPRINT_ENEMY_USE = false //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_FACTION_BUY = true //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_OTHERS_BUY = true //Default option for blueprints not in catalog yet
    DEFAULT_BLUEPRINT_HOME_BASE_BUY = true //Default option for blueprints not in catalog yet
    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 = true //enables asteroids to be able to move in space
    ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing)
    COLLISION_DAMAGE = false //colliding into another object does damage
    COLLISION_DAMAGE_THRESHOLD = 2.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage)
    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 = 75 //How fast ships, etc. may go in m/s . 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 = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    PHYSICS_ROTATIONAL_DAMPING = 0.05 //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
    AUTO_BAN_TIME_IN_MINUTES = 60 //Time to ban in minutes (-1 for permanently)
    REMOVE_MODIFIED_BLUEPRINTS = false //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 = 0.1 //(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
    MODIFIED_BLUEPRINT_TOLERANCE = 0.1 //Tolerance of modified blueprint trigger (default = 10%)
    TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
    DEFAULT_SPAWN_POINT_X_1 = 8.0 //First Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_1 = 0.0 //First Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_POINT_X_2 = 15.0 //Second Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_2 = 8.0 //Second Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_POINT_X_3 = 8.0 //Third Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_3 = 15.0 //Third Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_POINT_X_4 = 0.0 //Forth Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_POINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_POINT_Z_4 = 8.0 //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 = 2000 //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)
    ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
    STAR_DAMAGE = true //suns dealing damage to entities
    SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)
    PLANET_SIZE_MEAN = 225.0 //Planet size mean (normal gaussian distribution) (min 50)
    PLANET_SIZE_DEVIATION = 85.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
    ASTEROID_RADIUS_MAX = 64 //Asteroid max radius in blocks (from -x to +x)
    PLAYER_MAX_BUILD_AREA = 100 //max area a player may add/remove in adv. build mode
    NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection
    ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1 //seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)
    NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
    NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost)
    NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts)
    USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
    BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing)
    BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode
    BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode
    LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
    ANNOUNCE_SERVER_TO_SERVERLIST = false //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
    HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST =  //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
    SERVER_LIST_NAME = NoName //max length 64 characters
    SERVER_LIST_DESCRIPTION = NoDescription //max length 128 characters
    MISSILE_DEFENSE_FRIENDLY_FIRE = true //can shoot down own or missiles from own faction
    USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices (the price is the price of the parts it is made out of in crafting)
    MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true //Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
    PLANET_SPECIAL_REGION_PROBABILITY = 240 //one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
    NT_BLOCK_QUEUE_SIZE = 1024 //How many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
    CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 25 //Thead pool size for chunk requests (from disk and generated)
    CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 3 //Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
    BUY_BLUEPRINTS_WITH_CREDITS = false //buy blueprints directly with credits
    SHOP_USE_STATIC_SELL_BUY_PRICES = false //shop buy and sell price change depending on stock (shop prices will always stay the same if true)
    SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.2 //maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
    SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.8 //minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
    MINING_BONUS = 1 //general multiplier on all mining
    MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed
    MAX_COORDINATE_BOOKMARKS = 20 //coordinate bookmarks per player allowed
    ALLOWED_STATIONS_PER_SECTOR = 1 //How many stations are allowed per sector
    STATION_CREDIT_COST = 1000000 //how much does a station or station blueprint cost
    SKIN_SERVER_UPLOAD_BLOCK_SIZE = 256 //how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
    ALLOW_OLD_DOCKING_BEAM = false //enables old docking beam
    WEIGHTED_CENTER_OF_MASS = true //if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
    SECURE_UPLINK_ENABLED = false //dedicated servers can be registered on the StarMade registry
    SECURE_UPLINK_TOKEN =  //uplink token, provided when registering a dedicated server
    USE_STRUCTURE_HP = true //ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
    SHOP_REBOOT_COST_PER_SECOND = 100.0 //Cost to reboot a ship at a shop (per second it would take to reboot in space)
    SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 //Cost to repair a ship's armor at a shop
    MAX_SIMULTANEOUS_EXPLOSIONS = 10 //the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
    REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false //This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships)
    OVERRIDE_INVALID_BLUEPRINT_TYPE = true //If a loaded blueprint is invalid, it's type will be overridden
    FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 //Days of inactivity after which a founder may kick another founder
    DEBUG_BEAM_POWER_CONSUMPTION = false //server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
    DEBUG_BEAM_TICKS_DONE = false //server will send notifications on ticks done on server (costs performance, so only use for debugging)
    DEBUG_BEAM_POWER_PER_TICK = false //server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
    DEBUG_MISSILE_POWER_CONSUMPTION = false //server will send notifications on missiles on server (costs performance, so only use for debugging)
    BLUEPRINT_SPAWNABLE_SHIPS = true //enables or disables blueprint spawning from item
    BLUEPRINT_SPAWNABLE_STATIONS = true //enables or disables blueprint spawning from item
    USE_OLD_GENERATED_PIRATE_STATIONS = false //enables spawning of old style pirate stations
    CARGO_BLEED_AT_OVER_CAPACITY = false //cargo is ejected every minute if storage is at over capacity
    ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = false //Personal Inventory can go over capacity
    ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = false //only allows faction ships to be added to fleet
    MAX_CHAIN_DOCKING = 25 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
    SHOP_RAILS_ON_ADV = true //Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
    SHOP_RAILS_ON_NORMAL = false //Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
    ALLOW_FLEET_FORMATION = true //Allows fleet formation
    BACKUP_WORLD_ON_MIGRATION = true //Back up world when migrating to a new file format
    BACKUP_BLUEPRINTS_ON_MIGRATION = true //Back up blueprints when migrating to a new file format
    DISPLAY_GROUPING_DEBUG_INFORMATION = false //Displays grouping calculation information
    My settings.cfg:
    Code:
    C_USE_NEW_PLAYER_MODEL_ = true
    CONTROL_HELP = false //Display help for controls
    C_MOUSE_BUTTON_SWITCH = false //Switch build/remove mouse buttons
    G_RESOLUTION = 1680 x 1050 //Resolution
    G_FULLSCREEN = true //Fullscreen
    G_WINDOWED_BORDERLESS = false //Borderless windowed mode
    G_TEXTURE_PACK = Default //Texture Pack
    G_TEXTURE_PACK_RESOLUTION = 64 //Texture Quality (Resolution)
    G_VSYNCH = true //Vert-Synch
    G_MULTI_SAMPLE_TARGET = 0 //Antialiasing (Samples)
    G_MULTI_SAMPLE = 8
    G_GAMMA = 1.0 //Gamma (Needs Frambuffer)
    G_FOV = 100.0 //Field of View
    G_MAX_SEGMENTSDRAWN = 500 //Amount of Chunks possibly drawn (view distance)
    G_NORMAL_MAPPING = true //Enable Normal mapping
    G_SHADOWS = false
    G_SHADOW_QUALITY = BAREBONE
    G_SHADOWS_TARGET = false //Enable Shadows
    G_SHADOW_QUALITY_TARGET = BAREBONE //Set Shadow Quality
    G_PROD_BG = true //Procedural Background (fbo req)
    G_PROD_BG_QUALITY = 4096 //Procedural BG quality
    G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false //Draw other galaxies in map (slow)
    HIT_INDICATION_NUMBERS_LIFETIME = 0.4 //Time, hit numbers remain (sec)
    PLAYER_SKIN_CREATE =  //Create Player Skin
    PLAYER_SKIN =  //Path to player skin. Remove to Use default
    D_LIFETIME_NORM = 15 //Lifetime (secs) of debris (0 to turn off)
    S_SOUND_SYS_ENABLED = false
    S_SOUND_ENABLED = true //Sound
    S_SOUND_VOLUME_GLOBAL = 9 //Sound Volume
    USE_OPEN_AL_SOUND = true //OpenAL (Off fixes stutter, but silent videos. restart needed. working on fix)
    N_TRANSMIT_RAW_DEBUG_POSITIONS = false
    C_SELECTED_JOYSTICK = 0
    ICON_BAKERY_BLOCKSTYLE_ROTATE_DEG = -90.0
    MOUSE_WHEEL_SENSIBILITY = 7.0E-4
    BUILD_MODE_SHIFT_SPEED = 25.0
    ORBITAL_CAM_SPEED = 0.5
    G_DAMAGE_DISPLAY = 600 //Damage display distance
    G_STAR_COUNT = 1024 //Star Count
    G_VBO_BULKMODE_SIZE = 4
    G_DRAW_FOG = false
    G_DRAW_BEAMS = true //Draw beams
    G_DRAW_EXHAUST_PLUMES = true //Draw thruster plums
    D_INFO_CONTROLMANAGER = false
    D_INFO_SHADER = true
    T_ENABLE_TEXTURE_BAKER = false
    D_INFO_DRAW_TIMES = false
    D_INFO_DRAW_SPACE_PARTICLE = false
    G_SPACE_PARTICLE = true //Draw space dust particles
    G_DRAW_MOUSE_COLLISION = false
    G_ATMOSPHERE_SHADER = normal
    F_FRAME_BUFFER = true //Use Framebuffer
    G_SHADOW_NEAR_DIST = 1.0
    G_SHADOW_FAR_DIST = 75.0
    G_SHADOW_DEPTH_RANGE_NEAR = 0.0
    G_SHADOW_DEPTH_RANGE_FAR = 1.0
    G_SHADOW_SPLIT_FAR_0 = 0.325
    G_SHADOW_SPLIT_NEAR_1 = 0.325
    G_SHADOW_SPLIT_FAR_1 = 0.325
    G_SHADOW_SPLIT_NEAR_2 = 0.325
    G_SHADOW_SPLIT_MULT = 1.005
    G_SHADOW_CROP_MATRIX_MAX = -1000.0
    G_SHADOW_CROP_MATRIX_MIN = 1000.0
    G_SHADOW_EXTRA_BACKUP = 20.0
    G_SHADOW_NEAR_CLIP = 0.05
    G_SHADOW_SPLIT_MAT_RADIUS_ADD_0 = 0.0
    G_SHADOW_SPLIT_MAT_RADIUS_ADD_1 = 10.0
    G_SHADOW_SPLIT_MAT_RADIUS_ADD_2 = 10.0
    G_SHADOW_SPLIT_MAT_RADIUS_ADD_3 = 3.0
    G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_0 = 0.0
    G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_1 = 100.0
    G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_2 = 50.0
    G_SHADOW_SPLIT_ORTHO_MAT_FAR_ADDED_3 = 150.0
    G_SHADOW_SPLIT_ORTHO_NEAR_ADDED = -100.0
    G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_0 = -0.013
    G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_1 = -0.002
    G_SHADOW_ULTRA_FAR_BOUNDS_ADDED_2 = -0.002
    G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_0 = -0.023
    G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_1 = -0.002
    G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_2 = -0.0
    G_SHADOW_FOV_ADDED_RAD = 0.2
    G_SHADOW_DISPLAY_SHADOW_MAP = false
    G_DRAW_SHIELDS = true //Shield Effect
    G_DRAW_WATER = true
    G_DRAW_BACKGROUND = true //Background Image
    G_WATER_USE_MIPMAPS = false
    E_NAVIGATION_FILTER = 869
    G_DRAW_ENTITIES = true
    G_FRUSTUM_CULLING = true
    G_DRAW_EFFECTS = true
    G_SHADER_RELOAD = false
    G_FRAMERATE_FIXED = 60 //Limit Framerate (30, 60, 120, 240, or -1 for unlimited),
    G_SHADERS_ACTIVE = true
    G_DEBUG_DRAW_GRID = false
    G_DEBUG_DRAW_LINES = true
    T_TERRAIN_DRAW = true
    T_TERRAIN_WIREFRAME_DRAW = false
    G_CULLING_ACTIVE = true
    G_TEXTURE_ARRAYS = false
    G_AUTO_NORMALIZATION = true
    G_DRAW_BY_SIDES = true
    G_WIREFRAMED = false
    G_TEXTURE_COMPRESSION_BLOCKS = true
    G_TEXTURE_ARRAY_COMPRESSION = true
    G_TEXTURE_ARRAY_MIPMAP = true
    G_TEXTURE_MIPMAP = true
    G_SHADOWS_VSM = false
    S_PAUSED = false
    S_SETTINGS_SHOW = false
    MINIMAP_MODE = LARGE //Radar (minimap) size
    SECTOR_INDICATION_MODE = INDICATION_AND_ARROW //Indicators for other sectors
    S_KEY_ALLOW_DUPLICATES = true //Allow key assign duplicates
    GIF_WIDTH = 640
    GIF_HEIGHT = 640
    GIF_FPS = 15
    GIF_GUI = false
    G_DEBRIS_THRESHOLD_MS = 4
    S_INITIAL_SETTING = Single Player
    S_GAME_MODE = Sandbox
    G_BONE_ANIMATION = true
    P_NT_DEBUG_ACTIVE = false
    P_PHYSICS_DEBUG_ACTIVE_OCCLUSION = false
    P_PHYSICS_DEBUG_ACTIVE = false
    P_PHYSICS_DEBUG_MODE = 0
    G_DEBUG_LINE_DRAWING_ACTIVATED = false
    G_WINDOW_START_POSITION = center
    G_DRAW_GUI_ACTIVE = true
    G_DRAW_NO_OVERLAYS = false
    G_PARTICLE_SORTING = true
    P_PHYSICS_ACTIVATED = true
    G_SMOKE_QUALITY = false
    G_DRAW_STARS = true //Draw additional stars
    G_DRAW_PASTE_PREVIEW = true //Draw preview for paste
    G_USE_SPRITE_VBO = true
    TUTORIAL_NEW = false //Tutorial enabled
    G_AUTOSELECT_CONTROLLERS = true //AutoSelect Controllers
    S_INFO_DRAW = FPS_AND_PING //Tech Info
    G_VBO_FLAG = STATIC
    N_LAG_COMPENSATION = true
    N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true
    N_SERVERTIME_UPDATE_FREQUENCY = 10000
    M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/
    G_MIPMAP_LEVEL_MAX = 3
    M_MOUSE_SENSITIVITY = 1.4 //MoUse Sensitivity
    G_HIT_INDICATION_SIZE = 1.5 //Size of hit indications
    F_BLOOM = false //Bloom Effect
    F_BLOOM_INTENSITY = 0.4 //Bloom Intensity
    S_MOUSE_LOCK = true
    G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
    G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false
    S_FLIP_HOTBAR_MOUSEWHEEL_WITHOUT_CTRL = true //flip through hotbars on mouse wheel without control
    S_ZOOM_MOUSEWHEEL = SLOTS //primary mouse wheel function
    S_MOUSE_SHIP_INVERT = false //Invert MoUse-Y (Ship)
    S_MOUSE_ALL_INVERT = false //Invert MoUse-Y (All)
    S_USE_REGION_SIGNATURE_TEST = false
    G_PREVIEW_TO_BUILD_BLOCK = true //Preview Block to build
    S_EXIT_ON_ESC = false
    G_USE_HIGH_QUALITY_BACKGROUND = false
    G_DRAW_POPUPS = true
    G_USE_VBO_MAP = true
    G_DRAW_JUMP_OVERLAY = true
    G_MAG_FILTER_LINEAR_BLOCKS = false //Use linear mag filter on Blocks (restart required)
    BLOCK_TEXTURE_ANISOTROPY = true //Anisotropic block textures (restart required)
    G_MAG_FILTER_LINEAR_GUI = false //Use linear mag filter on GUI (restart required)
    G_MAX_BEAMS = 1024 //MaxBeamsDrawn (restart required)
    SEGMENT_REQUEST_BATCH = 32 //Size of Chunk request-queue
    CLIENT_BUFFER_SIZE = 65536
    ICON_BAKERY_SINGLE_RESOLUTION = 150
    LIGHT_RAY_COUNT = 48 //Block light quality (impacts chunk refresh time, but not fps)
    ICON_BAKERY_SINGLE_ICONS = false
    G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0 //Popup Detach Warning (% server speed, -1 off)
    G_USE_SHADER4 = true
    O_OCULUS_RENDERING = false
    G_USE_VERTEX_LIGHTING_ONLY = true //Simple Lighting Quality (faster)
    CLIENT_TRAFFIC_CLASS = true
    G_DRAW_SELECTED_BLOCK_WOBBLE = true
    G_USE_TWO_COMPONENT_SHADER = false
    A_FORCE_AUTHENTICATION_METHOD = -1
    MIN_FFA = 2
    B_UNDO_REDO_MAX = 30
    G_DRAW_ANY_CONNECTIONS = false //Draw connections between logic blocks
    G_DRAW_ALL_CONNECTIONS = false //Draw all connections (not only logic)
    N_ARTIFICIAL_DELAY = 0
    SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767
    G_MAX_MISSILE_TRAILS = 128 //Max Missile Trails (restart required)
    G_USE_OCCLUSION_CULLING = false
    C_AUTOASSIGN_WEAPON_SLOTS = true //Autoassign weapons on fire if bar empty
    G_DRAW_NT_STATS_OVERLAY = false //Draw network statistics in hud
    CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures
    SECRET = none
    LIMIT_FPS_UNFOCUS = true
    GUI_USE_DISPLAY_LISTS = false
    USE_GL_MULTI_DRAWARRAYS = true //MultiDraw Optimization (turn off on chunk Draw problems)
    USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = false
    CHAT_CLOSE_ON_ENTER = true //Close chat on enter
    A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
    G_SHIP_INFO_ZOOM = 0
    G_SINGLEPLAYER_CREATIVE_MODE = true //creative mode
    G_DRAW_LAG_OBJECTS_IN_HUD = false //Draw lag statistics in hud
    G_SHOW_SYMMETRY_PLANES = true //Show symmetry planes
    LANGUAGE_PACK = english
    LANGUAGE_PACK_ASSIGNED = true
    DELETE_SEVER_DATABASE_ON_STARTUP = false
    G_BASIC_SELECTION_BOX = false //Draw basic selection boxes
    OFFLINE_PLAYER_NAME = Jin
    ONLINE_PLAYER_NAME = JinM
    SERVERLIST_COMPATIBLE = true
    SERVERLIST_RESPONSIVE = true
    SERVERLIST_FAVORITES = false
    SERVERLIST_CUSTOMS = false
    CUBE_LIGHT_NORMALIZER_NEW_M = true
    SERVERLIST_LAST_SERVER_USED = sm.lazygamerz.org:4242
    LAST_GAME = SP;Survival Sept 2016;4242;Jin
    PLAY_INTRO = false //Play Intro
    SUBTITLES = true //Subtitles
    TUTORIAL_BUTTON_BLINKING = false
    TUTORIAL_PLAY_INTRO = false
    TUTORIAL_WATCHED = thruster systems;advanced build tools;introduction;fundamentals;basic build mode;power systems;
    SHOW_32BIT_WARNING = true
    USE_INTEGER_VERTICES = true
    LOD_DISTANCE_IN_THRESHOLD = 70.0 //Non Block Render Distance (LoD)
    AUTOSET_RESOLUTION = false
    FIRST_START = false
    USE_TGA_NORMAL_MAPS = true
    PLUME_BLOOM = true
     
    Last edited:

    Dr. Whammy

    Executive Constructologist of the United Star Axis
    Joined
    Jul 22, 2014
    Messages
    1,792
    Reaction score
    1,731
    • Thinking Positive
    • Likeable Gold
    • Legacy Citizen 9
    Your "server.cfg" looks ok at first glance and "settings.cfg" won't effect MOB spawns. Your screen shot tells a different story...

    It's hard to say for sure but you may be too far away from pirate stations. I forget the actual distance but you need to be a within a certain range of a pirate base for them to send regular attacks. If you built too far away (...or if you're like me and you annihilate all the nearby bases), then pirates will not attack your home base.


    If you want to farm your intruders, you may want to consider blueprinting your station, then respawning it closer to a pirate base. Make sure you don't get so close that you two are firing turrets at each other. ...Then things may get a little rough when an endless onslaught of pirate ships begins to pour into your sector.

    Hope this helps.
     
    Joined
    Jun 11, 2016
    Messages
    1,170
    Reaction score
    646
    Yeah, thats helpfull and makes sense. I try that out by copying my station closer to some pirate outpost, and tell if it works within the same world. Thanks.
     

    Dr. Whammy

    Executive Constructologist of the United Star Axis
    Joined
    Jul 22, 2014
    Messages
    1,792
    Reaction score
    1,731
    • Thinking Positive
    • Likeable Gold
    • Legacy Citizen 9
    No problem. Glad to help.
     
    Joined
    Jun 11, 2016
    Messages
    1,170
    Reaction score
    646
    So I tried it out, and I got no automated attack. Spawning a wave via commad works. If I spawn my station closer, pirates attack me because my turrets reach them.

    20161006161420_1.jpg

    Does anyone have regular attacks on his own stations?


    Did you use some special configurations for it and how far are you from the next pirate station?

    I just consider to implement some clock in my base, that sends me a signal after a random amount of time and then I roll the dice to spawn in an enemy wave. ^^
     

    Dr. Whammy

    Executive Constructologist of the United Star Axis
    Joined
    Jul 22, 2014
    Messages
    1,792
    Reaction score
    1,731
    • Thinking Positive
    • Likeable Gold
    • Legacy Citizen 9
    I just remembered...

    Have you set any blueprints for use as pirate ships?

    You may periodically see a red server message on the right side of the screen when no blueprints are available for enemies to use; in which case, they simply won't spawn.
     
    Joined
    Jun 11, 2016
    Messages
    1,170
    Reaction score
    646
    Ya, I did that. The instanths are all permitted and some fighters of mine as well.
     
    Joined
    Jul 23, 2015
    Messages
    415
    Reaction score
    179
    • Community Content - Bronze 1
    • Purchased!
    I just remembered...

    Have you set any blueprints for use as pirate ships?

    You may periodically see a red server message on the right side of the screen when no blueprints are available for enemies to use; in which case, they simply won't spawn.
    Is there a way to disable that message? aside from making a blueprint usable?

    Cause honestly im in my build server atm and i dont like pirates attacking my frames, so i have all the BPs, turned off.


    Jin, Ive never had my home station attacked, unless my turrets shot the pirate station.

    I have however, had my satellite stations attacked, regardless of how close they where to anything.

    Try spawning a station near a pirate station in an unclaimed sector of space and see if the pirates attack it?
     

    Dr. Whammy

    Executive Constructologist of the United Star Axis
    Joined
    Jul 22, 2014
    Messages
    1,792
    Reaction score
    1,731
    • Thinking Positive
    • Likeable Gold
    • Legacy Citizen 9
    Go to your server.cfg file. Find the the line that says...

    ENEMY_SPAWNING = true //Enables enemy spawing

    Change it to...

    ENEMY_SPAWNING = false

    This disables enemy spawning
     
    Joined
    Jul 23, 2015
    Messages
    415
    Reaction score
    179
    • Community Content - Bronze 1
    • Purchased!
    Go to your server.cfg file. Find the the line that says...

    ENEMY_SPAWNING = true //Enables enemy spawing

    Change it to...

    ENEMY_SPAWNING = false

    This disables enemy spawning
    Aha! thank you much!
     

    Dr. Whammy

    Executive Constructologist of the United Star Axis
    Joined
    Jul 22, 2014
    Messages
    1,792
    Reaction score
    1,731
    • Thinking Positive
    • Likeable Gold
    • Legacy Citizen 9
    Aha! thank you much!
    No problem. Glad to help.


    JinM,

    At first glance, and according to this thread, your issue might be a bug. I'll keep an eye out for new info. If I find out anything new, I'll post it here.