Space Engineers

Space Engineers

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Star Trek Module 1 - Weapons 1.7
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
366.886 MB
23 Apr, 2024 @ 3:44am
11 Sep, 2024 @ 5:27am
8 Change Notes ( view )

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Star Trek Module 1 - Weapons 1.7

In 1 collection by Qarannia
Star Trek Modules
15 items
Description


Welcome to Star Trek Module 1 - Weapons by Q-Tech. This mod contains a set of Star Trek themed weapons. This mod requires WeaponCore and Animation Engine to function, so make sure you have both mods loaded in your world. They are listed as dependencies so they should load automatically but if there are issues it may help to add them manually to the mod list.

IMPORTANT: Update information for this mod can be found in the Change Notes tab.

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason! Many of the weapons' characteristics can be modified using the WeaponCore server config file.

The other modules can be found on my workshop or in the Star Trek Modules collection.



The description of each module in the collection can be found in the Star Trek Modules Guide. Please refer to the guide for information about each mod. Please do not post questions or complaints if you have not read the guide. If you have read the guide and your question / concern has not been addressed then feel free to post it in the comments section.



This mod contains the following blocks:
  • Phase Cannons
  • Phasers
  • Phaser Arrays
  • Phaser Cannons
  • Point Defence Phaser and Torpedo
  • Anti-Personnel Phaser
  • Torpedo Launchers
  • Disruptors
  • Cardassian Disruptors
  • Polaron Weapons
  • Borg Weapons
  • Spatial Charge Launcher
  • Superweapons - Phaser Spinal Lance, Romulan Plasma Weapon, VAQ Launcher
  • Tractor Beam
  • Self Destruct Module



It is possible to customise the damage values for many of the weapons in this mod using the WeaponCore server configuration file. This file is automatically created when a world loads with WeaponCore in the mod list, and can be found at:



For convenience, clicking here[1drv.ms] will allow you to download a config snippet that can be inserted into the WeaponCore server configuration file. This config snippet contains overrides for the damage output of each weapon that can be customised. Each <AmmoOverride> section can be copied to the config file between the <AmmoOverrides></AmmoOverrides> tags. You can then change the weapon damage output values to suit your gameplay.

Note: Some weapons, such as the Disruptor, use WeaponCore's EWAR system which is not open to change using the server config file.


  • Anti-Personnel Phaser - Vladyslav Holhanov
  • Disruptor / Polaron Cannon - Volkert Brusche
  • Phaser Spinal Lance - Meslesits Fleet Yards
  • Point Defence Phaser - Prototype_007
  • Point Defence Torpedo - Dim Bagautdinov
  • Spatial Charge Launcher - Dim Bagautdinov
  • Spatial Charge Magazine - Polycosm
  • Torpedo Energy Dampener - Alex Martire
  • Torpedo Fuel Cell - QuakeShambler
  • Torpedo Guidance - YouniqueIdeaStudio
  • Torpedo Phase Transducer - Alex Martire
  • Torpedo Thruster - LBruene
  • Torpedo Warhead - Gonzalo Sanchez



If you like this mod then please visit Qarannia's Space Engineers Workshop to check out my other mods.





If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
113 Comments
Qarannia  [author] 14 Apr @ 3:00am 
@Paladinboyd I have never used the "aim and shoot with a mouse click" on turrets before. I've always just let WC handle the tracking and targeting. It is possible that the weapons on the small grid ship were destroyed, thus making the target invalid.
Paladinboyd 13 Apr @ 8:30pm 
I had it set up the same i use the phasers, aim with the mouse and fire with a mouse click, no AI oversight, I tried selecting a small grid ship, I think it might be weaponcore making the small grid not a valid target as I managed to drag the big blue ship into the station by accident when I set it up the way you did.
Qarannia  [author] 13 Apr @ 2:45am 
@Paladinboyd By default it's set to auto fire at any valid target in range; it should pick the closest one. My usual setup is to leave the block turned on and set a Shoot On / Off toggle on the toolbar. Select a target using the mouse scroll wheel and the tractor beam should lock on to that and start pulling.
Paladinboyd 12 Apr @ 2:05pm 
Somewhat of a silly question but how do i get the tractor beam to fire?
Qarannia  [author] 24 Feb @ 12:59am 
@Typhon Plume

Most people forget that when WC and Defense Shields started they were pretty much like Vanilla+ is now. It took 4+ years of a bunch of us modders working with the devs of WC to develop the capabilities it has now. I don't have those thousands (literally) of hours I put into modding at the moment; not sure if I ever will.

Ideal scenario: Keen gives us a proper combat framework for SE1 / SE2.

This isn't meant as criticism; rather a bit of insight into my headspace. :steamhappy:
Qarannia  [author] 24 Feb @ 12:59am 
@Typhon Plume Not to sound overly harsh but It's not a line of thinking, it's my life at the moment. I don't have the time to learn a whole new framework and convert all my weapons over to it.

As for SE2, I'm waiting to see. There's no guarantee I'll even muster the time or energy to bring my mods to SE2 when it is more developed.

Also, while Vanilla+ may seem equivalent to WC, when I looked at it I found it lacks many of the advanced capabilities that my weapon mods rely on (approaches and DOT for instance, maybe AoE too, by block damage). Some of my weapons wouldn't work at all under those circumstances.
Typhon Plume 23 Feb @ 2:58pm 
@Qarannia the only issue with that line of thinking. They announced they will still be supporting SE and even back engineering some of SE2's features to SE.

Also I like Vanilla+ as it tends to be less resource heavy on my PC. Which makes the game run smoother.
Qarannia  [author] 23 Feb @ 1:20am 
@Typhon Plume I did, at one stage, consider that but I simply don't have the time to learn a whole different framework right now. Plus I'm waiting to see what SE2 delivers in the way of modding capabilities.
Typhon Plume 23 Feb @ 12:13am 
Needs a version that works with Vanilla+
VS-lockon 18 Dec, 2024 @ 1:20pm 
Qarannia thank