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Turn on Enable Drones in the world’s Advanced World Settings: load the world, choose Edit Settings, open Advanced World Settings, enable the switch, and save. The setting can be changed on an existing vanilla Survival save.
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That switch does not summon a ship immediately. Drones are spawned by qualifying pirate encounters, usually when your directly controlled entity enters the broadcast radius of a pirate antenna. Encounter limits such as Max Drones and NPC PCU/PiratePCU can still prevent additional ships from appearing.
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Space Engineers separates the permission for pirate drones from the encounter that actually creates them. The player-facing world-setting description says that approaching or attacking an enemy NPC station allows the Pirate faction to defend itself by sending armed drones. In technical save data, the same control is the Boolean property EnableDrones; its documented default is true.
In practical terms, the switch is a prerequisite, not a spawn button. A world can have drone support enabled and still show no ships if you are nowhere near a qualifying pirate installation, if the encounter has reached its limits, or if the relevant encounter systems are disabled. This distinction explains most reports that the option was enabled but “nothing happened.”
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Before changing the world
Decide which save you are editing and make sure you can recognize the world in the load list. The setting belongs to an individual world, so changing one save does not alter another. If the world is currently running, leave it and return to the load-game list before editing its configuration.
- Single-player or hosted save: use the world entry that contains the save you intend to test.
- Existing Survival world: the documented procedure supports enabling drones after the world was created; you do not need to start a new world solely for this switch.
- Modded or custom encounter setup: record which faction and antenna are expected to trigger drones, because a custom encounter may not use the same pirate definitions as a vanilla world.
Do not assume that turning on drones also turns on Random Encounters, Cargo Ships, Economy, or Planetary Encounters. Those are separate world controls and must be configured independently when your test depends on them.
Step-by-step: enable drones in the world settings
- Open the world list. From the main menu, choose the option that loads a saved world. Locate the target world in the load-game list.
- Open its settings. Select the world entry and choose Edit Settings. Do not enter the world first and expect the in-game terminal to expose this world-level control.
- Go to the advanced controls. Open Advanced World Settings. The drone control is grouped with the world’s advanced encounter and NPC options.
- Enable the switch. Turn on Enable Drones. In save terminology this is
EnableDrones, a Boolean value. - Apply and save. Confirm the change using the screen’s apply or save action, then return to the world. A change that is merely highlighted but not saved will not be used by the next session.
- Load the world and test an encounter. Travel toward a qualifying pirate station or other pirate antenna encounter. The setting authorizes drone spawning; it does not create an immediate ship at your current position.
Menu wording can vary slightly between game builds or platforms, but the sequence is the same: select the world, edit its settings, open the advanced page, enable Enable Drones, and save before loading.
Enabling drones on an existing Survival save
You can activate the option after world creation in a vanilla Survival world. Exit to the world-selection screen, edit the existing save, enable the switch, save, and then reload that same save. Your previous world state remains the one being edited; the procedure does not require a new start.
After reloading, test in a location that can actually generate a pirate encounter. A base you have already visited may not be a valid trigger, and the setting does not retroactively place a drone beside you. Move toward a qualifying pirate station or antenna and allow the encounter conditions to occur.
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If you are changing a long-running save, retain a backup before experimenting. That is a general save-management precaution rather than a requirement of the drone feature, but it gives you a recovery point if other world settings are changed accidentally on the advanced page.
How pirate antennas trigger drones
The encounter system supplies the missing step between the setting and a spawned ship. An NPC-owned RadioAntenna can be configured as a pirate trigger. The encounter definitions identify qualifying antennas by their HUD text; if that is unavailable, the terminal name is used as a fallback. When the player’s directly controlled entity enters that antenna’s broadcast radius, the encounter can automatically spawn additional ships designated as drones.
This mechanism has several consequences:
- Being in a world with Enable Drones on is not enough. You must approach an antenna or station that matches a qualifying pirate definition.
- The trigger is based on the entity you directly control. A remote or otherwise indirect viewpoint should not be treated as proof that the trigger radius has been entered.
- The antenna’s broadcast radius matters. Passing near an unrelated NPC structure, or stopping outside the radius, may produce no response.
- The encounter can be constrained by world limits. A valid trigger may still add no ships when the drone cap or pirate PCU budget has been reached.
The player-facing description refers to approaching or attacking enemy NPC stations because those stations are a common way to encounter the relevant antennas. The technical encounter definition is more precise: the antenna identity and the player’s position inside its broadcast radius determine whether a drone spawn is requested.
World controls that limit drone spawns
The encounter reference identifies three relevant controls: EnableDrones, MaxDrones, and PiratePCU. The UI may present the last item as NPC PCU or a similarly worded pirate-budget control. The available documentation does not assign universal numeric values to these controls, so use the values shown in your world’s settings rather than assuming a fixed cap.
| Control | Role | What to check |
|---|---|---|
Enable Drones (EnableDrones) |
Master Boolean permission for pirate drone behavior. | It is switched on and the world was saved afterward. |
Max Drones (MaxDrones) |
Limits how many drone ships the encounter system may maintain or add. | Raise or review the value if the encounter is valid but no additional ships can be created under the current cap. |
NPC PCU / Pirate PCU (PiratePCU) |
Constrains the PCU budget available to pirate NPC activity, including drone ships. | Check whether the pirate budget is already consumed by existing NPC grids or is set too low for the expected encounter. |
Because the cap and budget interact, changing only Max Drones may not produce more ships if the pirate PCU allowance is exhausted. Conversely, increasing the budget cannot bypass a low maximum-drone count. Treat both as independent gates after confirming that Enable Drones and the antenna trigger are valid.
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Why pirate drones are not appearing
Work through these checks in order. Each one eliminates a different failure mode without changing unrelated world systems.
1. The change was not saved
Return to the world’s Edit Settings page and verify that Enable Drones is still on. If you changed it while editing but closed the screen without applying or saving, the loaded world retains the old value. Save the world settings, load the save again, and retest.
2. You are not at a qualifying encounter
The option does not create drones everywhere. Approach a pirate station or another NPC-owned antenna that is part of the qualifying pirate definitions. A neutral, friendly, player-built, or unrelated NPC structure is not evidence that the feature is broken.
3. You have not entered the antenna radius
Use the antenna’s broadcast area as the trigger boundary. Continue toward the encounter with the entity you are directly controlling. Remaining outside the radius, observing remotely, or approaching an antenna whose HUD text and terminal name do not match a pirate definition will not satisfy the documented trigger.
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Inspect Max Drones. If the world is already at its configured limit, a new trigger can be valid without adding another ship. Review the current value in the advanced world settings before changing other options.
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5. The pirate PCU budget is exhausted
Check NPC PCU or PiratePCU. Existing pirate grids may consume the available budget, or the configured allowance may be insufficient for the encounter’s additional ships. A budget limit can therefore look like a failed trigger.
6. You are testing a separate encounter system
Random Encounters, Cargo Ships, Economy, and Planetary Encounters have their own switches. Turning on Enable Drones does not enable those systems. If your test location depends on one of them, confirm its separate control rather than changing the drone option repeatedly.
7. The setup is modded or custom
Custom encounter definitions may use another faction, a different antenna name, or a different spawning rule. Compare the setup with the vanilla conditions: the expected faction or antenna, the matching HUD text or terminal-name fallback, the broadcast radius, Max Drones, and PiratePCU. If any of those differ, vanilla troubleshooting steps may not apply.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Vanilla and custom setups compared
The following comparison is useful when a standard world works but a modded or manually configured encounter does not.
| Comparison point | Vanilla world | Modded or custom encounter |
|---|---|---|
| Master switch | Enable Drones must be on in Advanced World Settings. | The same world switch may still be required; the custom content can add its own conditions. |
| Triggering faction | Pirate faction encounter. | Depends on the custom definition; verify which faction is treated as hostile or pirate. |
| Antenna identity | NPC-owned RadioAntenna whose HUD text, or terminal name as fallback, matches a pirate antenna definition. |
Not stated universally; inspect the custom definition for its expected antenna text or name. |
| Trigger range | Directly controlled entity enters the antenna’s broadcast radius. | May use the same rule or a custom radius; the content documentation determines this. |
| Drone cap | Controlled by Max Drones. | Still subject to the world cap unless the custom system explicitly handles spawns differently. |
| PCU budget | Controlled by NPC PCU/PiratePCU. | World budget can still constrain additional grids; custom limits may also apply. |
| Other encounter toggles | Random Encounters, Cargo Ships, Economy, and Planetary Encounters are separate. | Separate toggles and mod-specific prerequisites may exist as well. |
A controlled test that avoids false conclusions
- Save the world after enabling Enable Drones.
- Verify the option remains enabled after reopening the world’s settings.
- Choose a known qualifying pirate encounter rather than an arbitrary structure.
- Load the world and travel using the entity you directly control.
- Approach until you are within the relevant antenna broadcast radius.
- Observe whether the encounter requests additional ships.
- If nothing appears, check Max Drones and NPC PCU/PiratePCU before changing unrelated settings.
- Only then verify whether the encounter’s antenna text, faction, and definition are actually pirate-compatible.
This sequence separates a configuration error from a location error. It also prevents a common misdiagnosis: testing a non-pirate structure, seeing no drones, and concluding that the global switch failed.
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Common misconceptions
“Enable Drones” should spawn one immediately
No. It authorizes the encounter system to send drones when its conditions are met. The setting itself does not place a ship at your coordinates or convert every NPC encounter into a drone attack.
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Starting a new world is required
No for a vanilla Survival save. The documented workflow explicitly allows the switch to be activated after world creation by editing the existing world and saving it.
Any antenna should work
No. The trigger uses an NPC-owned RadioAntenna associated with a qualifying pirate definition. HUD text is checked first, with the terminal name serving as a fallback in the encounter reference.
Drone support enables all NPC activity
No. Random Encounters, Cargo Ships, Economy, and Planetary Encounters remain separate world settings. Enable only the systems required for the scenario you are testing.
Raising one limit solves every failure
No. A valid encounter can be blocked by either the maximum-drone count or the pirate PCU budget, and neither limit replaces the need for a saved master switch and a qualifying antenna trigger.
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If you are reading a world configuration or comparing a custom setup with vanilla behavior, these names identify the relevant concepts:
EnableDrones: Boolean world property corresponding to the player-facing Enable Drones switch. The documented default istrue.MaxDrones: world control that limits the number of drone ships.PiratePCU: world control for the pirate NPC PCU budget, presented in the UI as an NPC or pirate PCU setting depending on the screen or reference.RadioAntenna: the antenna block type used by qualifying NPC encounter definitions.
These technical labels are useful when a server administrator or mod author is checking configuration, but ordinary players only need the corresponding Advanced World Settings controls and a qualifying in-game encounter.
Final decision checklist
- Did you edit the correct world from the load-game list?
- Did you open Edit Settings and then Advanced World Settings?
- Is Enable Drones on, and was the change saved?
- Are you approaching a pirate station or antenna that matches a qualifying definition?
- Is the directly controlled entity inside the antenna’s broadcast radius?
- Are Max Drones and NPC PCU/PiratePCU high enough for another ship?
- Are you mistakenly relying on Random Encounters, Cargo Ships, Economy, or Planetary Encounters without enabling their separate controls?
- If the world is modded, do its faction, antenna naming, range, and spawn rules match the vanilla assumptions?
When all eight checks pass, the world is configured for drone support and the remaining variable is the encounter’s own eligibility and timing, not the location of the setting.
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