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I believe you already know that but just in case: Search for a folder called "3321233916" after you have downloaded the mod and rename it with the mod's name so that you can easily recognize it later. Place the folder into AppData\Roaming\SpaceEngineers\Mods so this local mod will be visible to be added ingame.
And thank you for your kindness!!
Will steam undo my changes to your files? Should I download it and then make it into a local mod instead of workshop mod?
Open the file "Ammos.sbc", then look for "LargeCalibreShell" in order to change the following line: "<MissileExplosionDamage>300"
Change 300 to 0 so it disables explosion damage to the artillery shells.
Do the same for "MediumCalibreShell" and "LargeRailgunSlug" and "SmallRailgunSlug" by changing the explosion damage to 0 for each of them.
By doing this, the artillery/assault/railgun shells will no longer damage voxels, which disables this bug. I have been playing with this mod since the day I made it, and this bug was, and still is, unnoticeable to me. I guess if I did some testing, I would notice the difference, but my point is that this bug isn't much of a big deal—so much so that I haven't noticed it myself, someone had to tell me: The vanilla shells would penetrate and the modded shells will just explode the first block that it touches... for me, at least, it isn't a big deal.
to have gatling turrets to target missiles by default, you just need to add in the following line in the cubeblocks_weapons.sbc definitions:
<EnabledTargetingOptions>Missiles Enemies</EnabledTargetingOptions>
you can add in more default options by referencing this list of targeting options
https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/CubeBlocks/LargeTurretBase_Definition#EnabledTargetingOptions
hopefully this helps
I'm guessing that just loading Vanilla+ together with Properly Rebalanced mod would solve the bug, would it? I may try it sometime in the future.
I had forgotten to add in my last reply that I don't know if the npcs' turrets are set to target missiles, and also to add that this mod doesn't change any settings on npcs' turrets. (I had guessed that you would figure it out by the fact that I don't know how to change npcs' turret range, that's why I didn't add a fourth reply.)
<MissileExplosionDamage>200</MissileExplosionDamage> (high-explosive setting)
<MissileHealthPool>4000</MissileHealthPool> (armor-piercing setting)
therefore, the bug as described will occur. will require a script to mitigate the bug like Vanilla+. but no big deal just a FYI for future mods you may bring. still a great mod. and thanks for the additional info about the max ranges. found out the 600m default value is hard-coded so nothing we can do there anyways. thanks again.