Turrets all "electrified" - throwing off sparks like the tesla coilsSolved

In some of our raidable bases, most of the turrets were electrified - it was as if they were merged with Tesla coils, making the same sounds and visual effects

Has anyone run into this issue before?

We haven't changed anything in the config, and all the raids were working fine last wipe.   Any help / tips appreciated!

 

 

Its due to Facepunch's new update "TURRET INTERFACING" that limits only 12 turrets in 40m radius. I think we can increase it with command sentry.maxinterference or sentry.interferenceradius. I believe this should fix it but I haven't tested yet. You can see more in the october's update notes

 

If anyone tested the command, please do update us here :)

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Its due to Facepunch's new update "TURRET INTERFACING" that limits only 12 turrets in 40m radius. I think we can increase it with command sentry.maxinterference or sentry.interferenceradius. I believe this should fix it but I haven't tested yet. You can see more in the october's update notes

 

If anyone tested the command, please do update us here :)

Update: I've tested myself, default value for sentry.maxinterference is 12, increasing this value seems to fix issue of multiple turrets inside raidable bases. The command sentry.interferenceradius is working as well, default value is 40, but setting it to 0 also does the job. I guess setting to 0 is basically "disable" the interference completely.

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Its due to Facepunch's new update "TURRET INTERFACING" that limits only 12 turrets in 40m radius. I think we can increase it with command sentry.maxinterference or sentry.interferenceradius. I believe this should fix it but I haven't tested yet. You can see more in the october's update notes

 

Thank you very much for this!  I had totally forgotten to check the update notes last night - it'll be the first thing I do in future!

 

That's great that 0 seems to disable it completely too, thanks for testing that! 

 

Thanks again, that's been a massive help and also reminded me of the importance of checking the information Facepunch put out!

partyfor1hour

Thank you very much for this!  I had totally forgotten to check the update notes last night - it'll be the first thing I do in future!

 

That's great that 0 seems to disable it completely too, thanks for testing that! 

 

Thanks again, that's been a massive help and also reminded me of the importance of checking the information Facepunch put out!

Fixed it for me too, just added commands to server startup and no problems
Can you change the status to solved  :)

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