Decoys no longer functioning
As the title says my decoys have stopped functioning at all in any of my worlds on all grids and blueprints. Only exception being catching the occasional lightning bolt if they even do that. As of 11-19-2023 all Decoys for me have stopped working and no longer pull fire towards themselves. This is effecting modded decoys and standard vanilla decoys for me. Turrets will not even glance in the direction of the decoys at all, and if they do it's mainly for a half second then completely ignores them. The only way to get the turrets to even glance in the direction of the decoys is using MASSIVE sheets of them on a ship. And by massive sheet I've included a photo for reference. Exposing them instead of hiding behind armor doesn't help. Builds that were previously working fine no longer draw the attention of turrets either. I'm aware that Decoys aren't meant to be a perfect cure all to gaining the attention of turrets, but them not working at all shouldn't be happening either.
Verification of game files has not helped, clean worlds have not helped. Cycling power on the grid the grid and the Decoys themselves on/off hasn't helped either. Currently they have the same effectiveness as the decoration blocks at drawing fire. If this is not corrected it will remove a very potent defensive option from players.
Hello, engineer!
Thank you for writing to us, and we sincerely apologize for the issue you have been experiencing with the Decoys.
After testing the decoys on our end, we didn't encounter any issues with enemy ships/drones prioritizing attacks on the decoy over other blocks or being struck by lightning.
However, it's important to note that the AI turret's targeting priority for Decoys may be influenced by the following factors:
This means that decoys attract more attention close to the object they are meant to protect. It also means that to protect a large area or a large number of subsystems, you must deploy multiple decoys.
Decoys can distract automatic AI turrets such as Artillery, Gatling, or Custom Turrets when set to AI Controlled, but, static/manually aimed weapons like Gatling Guns or Rocket Launchers will not be affected since they are manual and not automatic turrets.
Moreover, if a decoy and turret belong to the same player, members of the same faction, or allied factions, the turret will not target the decoy.
If the above points don't align with your scenario, kindly provide additional information about the issue you've experienced.
Did you encounter this issue in a modded (with active MODs) world? If so, the issue might have caused due to MODs, and even after removing MODs, their dependencies could persist in the world's save file, causing the issue. To check this, could you create a new/fresh vanilla (no active MODs) world and check if the issue persists?
If the issue still occurs, please send us a screen recording/video showing these issues, the vanilla world save file, and the log file from when the issue occurred.
Kind Regards,
Keen Software House: QA Department
Hello, engineer!
Thank you for writing to us, and we sincerely apologize for the issue you have been experiencing with the Decoys.
After testing the decoys on our end, we didn't encounter any issues with enemy ships/drones prioritizing attacks on the decoy over other blocks or being struck by lightning.
However, it's important to note that the AI turret's targeting priority for Decoys may be influenced by the following factors:
This means that decoys attract more attention close to the object they are meant to protect. It also means that to protect a large area or a large number of subsystems, you must deploy multiple decoys.
Decoys can distract automatic AI turrets such as Artillery, Gatling, or Custom Turrets when set to AI Controlled, but, static/manually aimed weapons like Gatling Guns or Rocket Launchers will not be affected since they are manual and not automatic turrets.
Moreover, if a decoy and turret belong to the same player, members of the same faction, or allied factions, the turret will not target the decoy.
If the above points don't align with your scenario, kindly provide additional information about the issue you've experienced.
Did you encounter this issue in a modded (with active MODs) world? If so, the issue might have caused due to MODs, and even after removing MODs, their dependencies could persist in the world's save file, causing the issue. To check this, could you create a new/fresh vanilla (no active MODs) world and check if the issue persists?
If the issue still occurs, please send us a screen recording/video showing these issues, the vanilla world save file, and the log file from when the issue occurred.
Kind Regards,
Keen Software House: QA Department
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