From the screenshot, I can see you're not inside the tower. The door is on top, it's a blast door that retracts into the tower like an elevator. Once at the bottom, the next step will trigger. It can't NOT trigger since the POI is an admin POI, making it impossible to destroy the target block used by the POI.
V1.4-74 Changelog: Business as usual. April fools has ended. Fixed bug that caused lighting and texture mismatch on Bomb and Torpedo Launchers. Planks now craft into Plant Fiber. Craft times have been adjusted to match. April Fools icons have been removed. Added new icons for Bug Spray and Ablative Spray. Fixed bug where Bomb Launchers could not be upgraded into Torpedo Launchers. (Still spawnable via the factory though) Fix for collapsing xenosteel in POIs and builds. Increased RCS torque strength for CVs by 10%. Updated Legacy Decimator Added Legacy Eradicator and Legacy Devastator Legacy Eradicator and Devastator will now spawn as part of Legacy space POI defense. Manual Download
V1.4-75 Changelog: A fairly small update since 1.5 won't be out for a while. Most of these changes were intended for the 1.5 update, but may as well go in now. Assigned filters to all new (and old) ammunitions in the constructor (experimental, may not work.) Changed material for Cores to metalhard from the new device material due to being too resilient to self-exploding blocks in POIs. Added dialogue points to other crewmembers for POI-building. Added faction tag to the CoreNPCcpu for HWS compatibility. Increased all thrust output for SV thrusters by 50%. Increased all thrust output for HV thrusters by 25%. Increased shield damage of Heavy Plasma turrets Increased accuracy of Heavy Laser Turrets (All) Added durability to Multitools (requested) Rebalanced CV weapons slightly. Reduced mass of Truss Blocks. Increased maximum count of SV Multitools by 2. Rearranged Base Cannon/Minigun Turrets so that Minigun is displayed first, to reduce the chance of players using the less effective Cannon Turret on bases instead of the Minigun. (Seriously, stop using these against drones) Increased conversion rate of Ore to Powder for Aluminium to match Magnesium (5:20). Cost of all aluminium-based munitions reduced accordingly. Reduced blast radius of Plasma Turrets by 0.5 blocks to reduce server load while firing in large numbers. Reduced bonus damage modifier on Flak Turrets vs CV armor. Added first version of Data Packages to the Empyriopedia that unlock when needed. These are actually a WIP feature that was successfully tested, but too hard to remove afterwards. Finished versions will be in the 1.5 release and there will be more of them. Do people even use the standalone downloads I attach to these posts and the OP? Afaik, most people use the workshop to get RG and you can get the configs out of that. Manual Download
You can get the scenario's files from the steam workshop folder on your PC if you're subscribed to it. It's identical to the manual download version.
Seeing an issue with Ventilators in SV’s not working. They’re fine in creative in the RE scenario, but when I change mode with the console commands they immediately stop working. The ship has plenty of power and CPU, oxygen tanks and fuel are full. I’ve loaded in several Blueprints built for RE, and get the same result. Use the console commands to switch back to creative and they start working again.
That sounds like a bug with the game. There's no way to change or alter the function of the Ventilator and nothing has been changed. It's probably a non-airtight block somewhere.
Just checked, I am getting the same thing in stock too, so it’s not RE. Checked all the blocks, even built a 3x3x3 solid room of blocks with a ventilator within the ship itself, still no dice…
Using the cm command is problematic for various reasons. Definitely report it as a bug in vanilla though.
Coming in the 1.5 update is the addition of the Zirax Marksman Rifle and Zirax Rocket Launcher to join the existing Zirax Combat Rifle and Zirax Heavy Shotgun line-up as loot drops from their respective zirax troops. Like the other zirax weapons that the player can loot off zirax, these guns cannot be repaired and are disposable. All player-usable zirax weapons have received buffs in durability and damage but are deleted when they break. In order: Zirax Combat Rifle, Zirax Heavy Shotgun, Zirax Marksman Rifle, Zirax Rocket Launcher. The new (and old) story missions will provide 3 of these. You will also be able to obtain Talon Crossbows and Crossbow Bolts either from killing Talon Hunters or buying them from Talon Trappers.
Is the "Unlawful Possession" Pirate mission yours? If so, I got to the Red Rouge ship, died once. (guard did not like my answer) ;-) When I respawned and asked again, he let me in to see Marcos (Mystery Man). I have a waypoint in the room but there is no one there, and nothing is happening. And I cant manually complete the objective. I got polaris pissed off at me for this... so, a little help? haha.
Yeah, I made that mission. Why'd you have to swear at Vespian? Walk into the middle of the room where the marker is and you'll get a call from Markos. If that doesn't work, stand in the middle and jump. It's a bit weird on detection. It's been softened in the next version so you don't need to stand in the exact center of the room.
Thanks Vermillion, that worked! Regarding Vespian, guess I figured a bit of that "pirate swagger" might be helpful....it was not. ;-)