Space Engineers

Space Engineers

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Star Trek Modules Guide
By Qarannia
A guide to my Star Trek modules; a set of mods themed on the movies and TV shows.
   
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Introduction


Welcome to the Star Trek Modules Guide by Q-Tech. There are nine modules in the Star Trek Modules collection; each of which functions independently to the others, so you can use whichever ones you want or need without the overhead of the others. This guide is an introduction to the different blocks in each module.

So what is the difference between these Star Trek mods and my Star Trek Mod Pack? I have taken the blocks from that mod and divided them into separate mods loosely based around their function. Additionally, I have taken lessons learned from my modding journey in Space Engineers and slimmed down the mods somewhat. For starters, they are based around heavy vanilla armor so there are no custom ore and armor types. I have also removed quite a few blocks that I either consider unnecessary or that have been duplicated in my Q-Tech Utilities mod.

Read on to find out more about what is in each module.
Module 1 - Weapons


This module contains a set of Star Trek themed weapons. Module 1 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.
Phase Cannons
The Phase Cannon is a retractable Enterprise NX-01 style turret. It utilises the same rapid Nadion frequencies as the Phasers. These frequencies will build up heat over time while firing. Higher frequencies, such as green and blue, are more powerful but will build up heat faster when used. Lower frequencies, such as red and orange, are less powerful but can be fired for longer periods before the weapon overheats.



If a weapon overheats it has to cool down; dissipating 75% of its heat before it will start firing again. Take care when firing phasers to let them cool down before they overheat to avoid being left without weapons to defend youself! Phase Cannons can also be overloaded via Terminal or the tool bar. Overloading the Phase Cannon will do twice the damage but it will build up heat four times quicker. Additionally, if an overloaded weapon overheats it will explode and be rendered inoperative until repaired.
Phasers
The Phasers are more traditional phaser turrets made to fit the older style Federation ships. They utilise the same rapid Nadion frequencies as the Phase Cannon. These frequencies will build up heat over time while firing. Higher frequencies, such as green and blue, are more powerful but will build up heat faster when used. Lower frequencies, such as red and orange, are less powerful but can be fired for longer periods before the weapon overheats.



If a weapon overheats it has to cool down; dissipating 75% of its heat before it will start firing again. Take care when firing Phasers to let them cool down before they overheat to avoid being left without weapons to defend youself! Phasers can also be overloaded via Terminal or the tool bar. Overloading the Phasers will do twice the damage but it will build up heat four times quicker. Additionally, if an overloaded weapon overheats it will explode and be rendered inoperative until repaired.
Phaser Arrays
The Phaser Array is a TNG style turret. These weapons utilise similar rapid Nadion frequencies to the Phasers. These frequencies will build up heat over time while firing. Higher frequencies, such as Type III and Type IV, are more powerful but will build up heat faster when used. Lower frequencies, such as Type I and Type II, are less powerful but can be fired for longer periods before the weapon overheats.



If a weapon overheats it has to cool down; dissipating 75% of its heat before it will start firing again. Take care when firing phasers to let them cool down before they overheat to avoid being left without weapons to defend youself! Phaser Arrays can also be overloaded via Terminal or the tool bar. Overloading the Phaser Array will do twice the damage but it will build up heat four times quicker. Additionally, if an overloaded weapon overheats it will explode and be rendered inoperative until repaired.

The Support and Support End blocks serve two purposes. They are cosmetic in nature in that they provide the look of an actual Phaser Array. They also function as decoys and can be set in the Terminal to "mimic" various ship subsystems to attempt to draw enemy fire away from vital systems.
Phaser Cannons
The Phaser Cannon is a Star Trek DS9 style fixed weapon as fitted to the U.S.S. Defiant. It will build up heat over time as it fires and the firing rate will reduce if too much heat builds up in the weapon. The Phaser Cannon can also be overloaded for twice the damage at four times the heat build up rate, but will suffer the same catastrophic meltdown if it overheats while overloaded.



Although it is a fixed weapon rather than a true turret, the Phaser Cannon has 10° of azimuth and elevation movement either side of the centre position. This is mostly aesthetic as it will look like the cannons are converging on the target but it also helps a bit with hitting the target, although you still have to aim pretty well straight at the target.
Point Defence Phaser and Torpedo
The Point Defence Phaser is a retractable energy beam weapon that targets projectiles, meteors and biological entities. Make sure to set Target Biological to On in the Terminal for the weapon.



The Point Defence Torpedo is a retractable energy weapon that targets projectiles, meteors and biological entities with a stream of micro-torpedoes generated from the ship's power systems. Make sure to set Target Biological to On in the Terminal for the weapon.

Anti-Personnel Phaser
The Anti Personnel Phaser is a small energy weapon designed for use in the same way as the Interior Turret. It will only target biological entities. The weapon fires two shots per second and will fire for 30 seconds before it recharges. Recharging takes five seconds.



Note: After placing this weapon, be sure to select Target Biologicals to On in the Terminal.
Torpedo Launchers
The Torpedo Launcher is a fixed weapon for firing a variety of Star Trek type torpedoes. These torpedoes are not perfect and, depending on the type, have a limited ability to change course if they miss. That means it is possible to dodge torpedoes. Sitting still and soaking up the damage is going to lead to lots of hull breaches.



The block itself is colorable and the emissive inside the launch tube will change color depending on what torpedo is loaded to fire next. There are also a number of different shaped front plates to fit over the launchers to match a few of the more common armor slopes.

Disruptors
Disruptors are different to Phasers in that they will attempt to directly disrupt the systems of a ship by damaging them over time. This DOT does not directly do damage to armor, but damaged systems may explode, leaving holes in the hull. These weapons are very powerful but also very power hungry. They also build up heat in the same way the Phasers do.



There are two types of Disruptor, a fixed cannon and a turret. The fixed cannon is more powerful but requires the ship to be pointing roughly at the target as it only has a 10° movement on both axes, similar to the Phaser Cannons. The turret, while not as powerful, has a longer range and greater firing envelope, making it a bit easier to use.

Cardassian Disruptors
Cardassian Disruptors are similar to Klingon and Romulan Disruptors, except that they utilise spiral wave patterns to increase damage output.

Polaron Weapons
The Polaron Turret has two ammo types. The Phased Polaron Beam doesn't do any damage to a ship; instead it is designed to shut down the systems of an enemy ship for a short time to allow other weapons to damage it, or to allow for a hostile boarding and takeover.



The Charged Polaron Beam is designed to bypass the shields of a ship and directly damage the ship itself. This weapon is very powerful but has a long recharge time and a high power requirement. This weapon is very powerful but also very power hungry. It also builds up heat in the same way the Phasers do.
Borg Weapons
There are two Borg weapons available and they work in tandem to deliver a lot of destruction in the hands of an alert player. First, there is the Borg Torpedo. This has its own unique launcher and a single torpedo type. A single torpedo is capable of knocking a big chunk out the shields of even a large ship, but will cause no damage to hull armor or system blocks. However, these torpedoes are not the most agile and can be avoided if you're careful (or lucky). Each salvo has three torpedoes with a 10 second firing interval and a 20 second reload time.



Once the enemy's shields have been neutralised by the torpedoes, it's time for the Cutting Beam to go to work. This does exactly what it says on the tin; it will cut straight through even the heaviest armor. But there is no AOE splash damage from the weapon itself, the beam has relatively short one second bursts, and will only fire 10 times before needing to recharge, which takes 20 seconds.

Spatial Charge Launcher
The Spatial Charge Launcher is a turreted flak type weapon as used by races such as the Malon from Star Trek: Voyager. The launcher will fire four spatial charges in rapid succession which will home in on the target. Unlike conventional torpedoes, however, spatial charges detonate around the target, damaging both shields and hull.

Superweapons
The Phaser Spinal Lance, as seen in the TNG: All Good Things episode, is a large fixed phaser weapon that fires a devastating five kilometre long phaser beam. The weapon has five charges and must recharge for 60 seconds, or longer if insufficient ship power is available.



The Romulan Plasma Weapon, as seen in the SNW: A Quality of Mercy episode, is an unguided single shot ball of plasma, capable of dealing enormous damage to a ship. Recharge time is 60 seconds. Although the maximum range is 5km, the plasma starts to dissipate after travelling 2km and will only deal 25% of its nominal damage at maximum range. For greatest effectiveness, this weapon needs to be fired at close range.



The Volumetric Assault: Quantum (VA:Q) Launcher is a specialised torpedo launcher as seen in the Lower Decks Season 3 Finale, The Stars at Night. This weapons takes 60 seconds to load 12 VA:Q Torpedo magazines which it then fires in a continuous salvo. At very close range, each VA:Q torpedo will hit the target with the force of three Quantum torpedoes. However, at longer range they become even more destructive. After travelling approximately one kilometre, each torpedo will split into six individual torpedoes, each one with the same destructive power as a Quantum torpedo. So a single slavo from the VA:Q Launcher is equivalent to 72 Quantum Torpedos, assuming all of them hit the target. The VA:Q torpedos have about the same range as a standard Photon torpedo, so the Quantum torpedo is still better for long range first strikes.

Tractor Beam
The Tractor Beam is a retractable turret that will pull a ship towards you until it is within approximately 10% of the max range from you, then it will hold it in place. The ammo types are in reverse range order due to the way WeaponCore handles ammo cycling. So when you place / build a Tractor Beam block it will default to the longest range ammo. Each ammo fires for five seconds before a momentary recharge, so you have five seconds to cycle to a new range before the charge is depleted. Tip: If setting up an NPC grid, use the Shoot On / Off function to cycle the ammo to your desired range.

Warning: Tractor Beams do not like sub-grids! Sub-grids are liable to explode if their parent grid is tractored.

Self Destruct Module
The Self Destruct Module is a console designed to function as a warhead. The timer is set via the Terminal and, when started, the countdown will display on the bottom right hand screen.

The module will do a lot of damage but Keen has hardcoded the damage radius of warheads so you will need a number of them to completely destroy a ship, depending on its size.



For best effect, group a number of modules together but set each one to have a countdown 1 second longer than the previous one. When the countdown ends, the modules will explode in a chain reaction.
Changing Weapon Colors or Ammunition
Ammo Cycling, or more properly now Consumable Cycling, is how WeaponCore handles weapons with different types of ammunition. This includes the different phasers and the torpedo launchers.

To change ammo types, or colors, it is first necessary to either deplete the weapon's current magazine or charge by firing the weapon until it reloads or use Force Reload. Once the weapon reloads it will load whichever ammo type or color has been selected. It is important to select the next ammo type or color that you want before the next reload starts.

Ammo Cycling can be triggered in three ways:
  • In the terminal entry for the weapon you can scroll down and change the ammo type.
  • From the control seat G-Menu you can add "Cycle Consumable" to your hot bar.
  • From the control seat G-Menu you can add "Force Reload" to your hot bar. Then you can cycle ammo to the required setting and press "Force Reload" to change the ammo type without firing. Be aware that this method may have unintended consequences for physical magazines, i.e. the torpedoes.
The advantage of the second option is ease of use and the ability to set your hot bar to change the ammo of groups of weapons.
Customisation
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.

The Ammo name for each weapon used in the AmmoOverride section is detailed in the table below.

AmmoName
Weapon and Ammo Type
Cutting L
Borg Cutting Beam
Cutting S
Borg Cutting Beam
Borg Torpedo Primary
Borg Torpedo Launcher
Borg Micro Torpedo Primary
Borg Micro Torpedo Launcher
AP Red
Anti-Personnel Phaser
Type I L
Phaser Array
Type II L
Phaser Array
Type III L
Phaser Array
Type IV L
Phaser Array
Type I S
Phaser Array
Type II S
Phaser Array
Type III S
Phaser Array
Type IV S
Phaser Array
Phaser Cannon Large
Phaser Cannon
Phaser Cannon Small
Phaser Cannon
Spinal Lance Ammo
Phaser Spinal Lance
Red BL
Phasers / Phase Cannon
Orange BL
Phasers / Phase Cannon
Green BL
Phasers / Phase Cannon
Blue BL
Phasers / Phase Cannon
Red PL
Phasers / Phase Cannon
Orange PL
Phasers / Phase Cannon
Green PL
Phasers / Phase Cannon
Blue PL
Phasers / Phase Cannon
Red BS
Phasers / Phase Cannon
Orange BS
Phasers / Phase Cannon
Green BS
Phasers / Phase Cannon
Blue BS
Phasers / Phase Cannon
Red PS
Phasers / Phase Cannon
Orange PS
Phasers / Phase Cannon
Green PS
Phasers / Phase Cannon
Blue PS
Phasers / Phase Cannon
PD Blue L
Point Defence Phaser
PD Blue S
Point Defence Phaser
PD Torpedo L
Point Defence Torpedo
PD Torpedo S
Point Defence Torpedo
Charged L
Polaron Cannon
Charged S
Polaron Cannon
Romulan Plasma Weapon Primary
Romulan Plasma Weapon
Spatial Charge Ammo Large Tertiary
Spatial Charge Launcher
Micro Torpedo Primary
Torpedo Launcher
Photon Torpedo Primary
Torpedo Launcher
Plasma Torpedo Primary
Torpedo Launcher
Quantum Torpedo Primary
Torpedo Launcher
Spatial Torpedo Primary
Torpedo Launcher
Transphasic Torpedo Primary
Torpedo Launcher
VAQ Torpedo Primary
Torpedo Launcher
VAQ Torpedo Secondary
Torpedo Launcher
Voyager Photon Torpedo Primary
Torpedo Launcher
Module 2 - Armor


This mod contains a set of armor based blocks.
Cutouts
The armor cutouts are a set of plates that have shapes cut out of the middle. These shapes include a circle, a square, a 4 square grid, a 9 square grid and a 16 square grid.



These cutouts are for cosmetic purposes, for example to cover a window or thruster exhaust. They have collision around the edges and do not take damage from thruster flames.
Glowing Blocks
The glowing armor blocks are a set of heavy armor blocks that have an emissive texture. This emissive is colorable and can be painted to glow any color. Most of the armor blocks and armor panels are included, with the exception of the transition armor blocks and centred armor panels.

Windows
The window blocks are a set of heavy armor style strength, stylized windows, with greater integrity than standard windows. All the window shapes from the base game are available, along with a large number of blocks that can be used to create large, seamless windows.

Module 3 - Power


This module contains a set of Star Trek themed power generation blocks. This mod requires Animation Engine to function, so make sure you have it loaded in your world. It is listed as a dependency so it should load automatically but if there are issues it may help to add it manually to the mod list.
Auxiliary Power Coil
The Auxiliary Power Coil is a battery block for large and small block grids. The large grid variant produces 300MW and the small grid variant produces 12MW.

Bussard Collectors
The Bussard Collector produces liquid Deuterium used to power the advanced warp core and other ships systems. There are two styles of Bussard Collector. There is the red glowing dome, inspired by Star Trek: Strange New Worlds, which comes in three sizes for small and large grid, namely 3, 5 and 7 blocks diameter.



For other ships such as Klingon or TNG style ships, there is the "vent style" which is 1 block in size and comes in three variants for small and large grid; block, half block and slope. These are designed to be unobtrusive and can be placed anywhere on the ship, on the condition outlined below.



Bussard Collectors work by producing ice and extracting the Deuterium from it. They must be placed facing forward and will only collect if the ship is moving. The faster the ship moves, the more will be collected. Moving straight forward results in the highest collection rate, while moving in other directions will lower the collection rate. Moving backwards will result in a zero collection rate. Practically, there is no limit to how many collectors you can have, so you could place them facing all directions in various places on your ship. They must be conveyored to Deuterium Storage Tanks.

Deuterium Extractor and Storage Tank
A Deuterium Storage Tank is available for small and large grid that will store liquid Deuterium collected by the Bussard Collectors. There is also a Deuterium Extractor for small and large grids which can extract trace amounts of Deuterium from Ice. It does this at a slower rate than the Bussard Collectors.

Warp Core
The Warp Core is a modular power generation system that uses liquid Deuterium produced by either the Bussard Collectors or the Deuterium Extractor.




There are two size variants, small and large, for both small grid and large grid. Their power output is as follows:

• Large grid small (1x1x1 blocks) - 100MW
• Large grid large (3x3x3 blocks) - 2.7GW
• Small grid small (1x1x1 blocks) - 4MW
• Small grid large (3x3x3 blocks) - 108MW




The power density is the same for the 3x3x3 blocks as it is for the 1x1x1 blocks. What this means is that a 3x3x3 block takes up 27 times the volume as a 1x1x1 block and also produces 27 times the power output. So why then would you bother using the larger ones? There are a few advantages to using the larger ones if you have the space, rather than just spamming the smaller ones:
  • Cost - Building one 3x3x3 block uses 33% less components than building 27 1x1x1 blocks
  • PCU - One 3x3x3 block uses only half of the PCU of 27 1x1x1 blocks
  • Build Time - One 3x3x3 block takes half the time to build compared to 27 1x1x1 blocks
  • Fuel Efficiency - The 3x3x3 blocks are twice as fuel efficient as the 1x1x1 blocks so your Deuterium lasts longer

Module 4 - Thrusters


This module contains a set of Star Trek themed thruster blocks. This mod requires Animation Engine to function, so make sure you have it loaded in your world. It is listed as a dependency so it should load automatically but if there are issues it may help to add it manually to the mod list.
Impulse Engines
This is a set of honeycomb style Impulse Engines. They come in a number of different shapes and they all have five different thrust strengths, ranging from decorative to 1,000MN for large block and up to 10MN for small block. They have no visible exhaust flame and no thruster damage. They glow when switched on to simulate the heat effect seen from Impulse Engines in the shows.

RCS Thrusters
This is a set of TNG style RCS thrusters. They come in a large number of different shapes and they all have five different thrust strengths, ranging from decorative to 1,000MN for large block and up to 10MN for small block. They have no visible exhaust flame and no thruster damage.

Warp Start Particle
For users of the Elite Dangerous: FSD Supercruise mod, this module contains a particle effect that replaces the original 10 second effect when entering warp with a much shorter three second effect. To synchronize the effect with the warp drive it is recommended to set the <WarpDelay> tag value in the mod's config file to 3. If you want to use this particle, make sure that this mod sits above the Elite Dangerous: FSD Supercruise mod in your mod list for single player games, or below it for server games.
Module 5 - Exterior Blocks


This module contains a set of Star Trek themed blocks that would generally be used on the exterior of a starship.
Characters
The Millenium font, as used for the names and registry numbers of many Federation starships, is available as a set of 1x1, 2x2 and 3x3 meshes. It is also available as a font for LCD screens.

Deflectors
The Deflector is an antenna block with an extended 500km range. It is available for large block grids only. The emissive part is colorable and the blocks comes in three variants; one block, three block and five block diameter.

Force Field
The single block Force Field has a centred and offset variant, available for both small and large grids, and is airtight on five sides, with the forward facing side open to allow air into the block. When placing these, it is best to use BuildInfo to orient the block with the forward facing side facing inward in to your airtight room.

Hangar Doors
A set of hangar doors that range in size from two blocks high (the area that is opened or closed) all the way to 20 blocks high. The hangar doors also have a built in force field that shows up as a blue hexagonal mostly transparent field. The force field "simulates" air tightness on both sides so it doesn't matter which way round you place them.

Name Plates
The name plates are transparent, frameless LCDs for ship names (or anything else really). There are six sizes, available for large and small block grids, that are 1, 3, 5, 7, 9, and 11 blocks long by 1 block wide.
Starship Windows
A set of blocks with emissive shapes on the surface designed to mimic the appearance of starship windows without the performance cost of using lights. There are five armor shapes included; block, half block, slope, 30° slope base and 30° slope tip. Each block shape has 3 variants; single centred, double, and single offset windows. These can be mixed and matched vertically or horizontally to achieve the desired effect. The windows will change color when the block is painted.

Module 6 - Interior Blocks


This module contains a set of Star Trek themed blocks that would generally be used on the interior of a starship.
Consoles
There are 10 Federation and four Klingon style seats and consoles that can be used for ship bridges or control rooms. The command seats feature 2x1 size LCD screens. The standing consoles feature three 1x1 size LCD screens and one 2x1 LCD screen on the side. The helm seats have four LCD screens that are approximately 11x5. If using Whip's Image Converter to load custom images then a custom resolution of 350x170 with "Maintain Aspect Ratio" turned off works quite well on these screens.



All seat and console blocks are cockpit blocks and can be used to control a ship or station. There is also a Federation style small block shuttle helm and side console.
Corridors


This is a set of blocks based on the corridors, doors and turbolift of U.S.S. Voyager. The set includes the following:

Corridor Block
Description
Straight
Straight corridor segment. Has a built in light that can be set like a normal Space Engineers light.
Corner
Corner corridor segment. Has a built in light that can be set like a normal Space Engineers light.
T Junction
T junction corridor segment. Has a built in light that can be set like a normal Space Engineers light.
Intersection
Four way junction corridor segment. Has a built in light that can be set like a normal Space Engineers light.
Window
A straight corridor segment with a window on one side. Has a built in light that can be set like a normal Space Engineers light.
Window Double
A straight corridor segmentwith a window on each side. Has a built in light that can be set like a normal Space Engineers light.
LCD
Straight corridor segment with a built in corner LCD on the ceiling. Can be used to indicate directions or rooms.
Large LCD
Straight corridor segment with a built in large LCD on the side wall. Fully rotatable like a normal LCD.
Inventory Access
A straight corridor segment with a port for accessing the conveyor and inventory system.
Button Panel
Straight corridor segment with a four button panel built in. Each button is a square LCD.
Vent
Straight corridor segment with a built in air vent. Has a connector on either side allowing conveyor pass through as well.
Door
Straight corridor segment with a door at the end. This is an internal door which is not pressurized on opening.
Side Door
Straight corridor segment with a door on the side. This is an internal door which is not pressurized on opening.
Intersection Door
Intersection corridor segment with a door on one side. This is an internal door which is not pressurized on opening.
Airlock
Straight corridor segment with a door at the end. This is an airlock door which stays pressurized on opening.
Side Airlock
Straight corridor segment with a door on the side. This is an airlock door which stays pressurized on opening.
Door Plate
Thin colorable plate that can be placed over a door inside a room or on an airlock against the hull of a ship. Useful if the room or exterior of the ship has a different color scheme.
Connector
This specialised connector is designed specifically for use with the Corridor Door or Airlock blocks. It allows two large grids to connect at a doorway or airlock.
Turbolift
Local grid transporter. Has six buttons which can be set to other turbolifts. When pressed, a button will teleport you to the corresponding turbolift. The buttons are also LCDs that can be set from the terminal. Will only work on the grid it is placed on; it will NOT teleport you to another separate grid. The turbolift is a button panel with six buttons to the left of the door (seen from the inside). Place all your lifts and then click on one of the buttons. The standard button setup appears allowing you to choose the actions of those buttons. Find an appropriate lift on the chckerboard of available blocks, right click on it and select "Activate", the last option. That will set the chosen destination's lift as the button action for the selected button. The button screens are just LCDs that can be customised like any normal LCD.
Turbolift Door
A door plate that can be placed over the turbolift if it is embedded in a wall, for example. Why is this necessary you ask? Because the turbolift is already, according to SE, a button panel and cannot therefore also be a door. No compound blocks in SE, thank you Keen. The door plate is wider than a single block to hide the doors when they open. However, the parts overlapping neighboring blocks are not part of the collision model for the door plate so you can happily place other blocks there as well.

There are wide versions of many of these blocks as well to allow for corridors of any width to be created.

Some things to take note of with the corridor blocks:
  • The LCD, inventory access, vent, door, airlock and turbolift blocks use an Animation Engine light source. This light is fixed and cannot be changed in the Terminal. The light can be turned off by turning off the block. The exception to this is the inventory access corridor that does not support powering on and off.
  • Reduce the radius of light block based corridor block's lights to avoid flooding the area with light, as lights tend to bleed through solid surfaces.
  • Painting the blocks will change the emissive colors, the outer skin of the block, and some accents.
  • A turbolift can be placed behind a corridor door to control access as well.
  • On game load, the turbolifts may not have air in them if they are behind a door.
Faction Icons
A set of icons that can be used for various Star Trek factions in Space Engineer's faction system. There are nine faction logos:
  • Borg
  • Cardassian
  • Dominion
  • Federation
  • Ferengi
  • Klingon
  • Romulan
  • Starfleet variant 1
  • Starfleet variant 2
Holoscreen
The holoscreen is a transparent LCD block for both large and small grids with one major difference. The collision box does not cover the actual display part, only the emitter, so it looks more like a projected holographic image. They were designed for pretty much any use you can think of for a holographic image. They can be used as information displays on a ship's bridge or as signs protruding from a wall without taking up space in the walkway.



The image or information is displayed on both sides of the holoscreen and can also be rotated like a standard LCD block, so you can hang them from the ceiling or attach them to a wall.
LCD Images
To pair with the console blocks, there is a set of TMP era, TNG era, Klingon, and Romulan LCD images that can be used on the LCD screens of the seats and consoles.
Matter Converter and Replicator
The Matter Converter is a refinery with 20x speed and 4x capacity.



The Replicator is an assembler with 20x speed and 4x capacity.

Module 7 - Fleet Support


This module contains a set of Star Trek drone ships. 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.
Fleet Support Beacon
The Fleet Support Beacon is a retractable antenna that is placed on the outside of a ship. Fleet Support works like any conventional weapon. Put the block's "Shoot" command on your toolbar and fire it like any other WeaponCore enabled weapon. When fired, a starship sized drone will warp in to attack the target. Some ships will orbit the selected target while attacking while others will dive in to attack with a variety of weapons. Once a starship has exhausted its weapons it will warp out.



Note: If the starship sized drones are invisible then set your world's view distance to 20km or more for single player games. For servers, setting the sync distance to 20km should fix the problem.

The Fleet Support Beacon will summon a starship based on the ammo selected. The different starships are as follows:
  • Defiant
  • Galaxy
  • Intrepid
  • Prometheus
  • Sovereign
  • Klingon Bird of Prey
  • Romulan Warbird
Small Craft Launcher
The Small Craft Launcher can be placed inside a hangar or shuttle bay and will launch its drone from there. Once the drone's weapons are exhausted it will return to the launch pad.



The Small Craft Launcher will launch a shuttle sized ship based on the ammo selected. The different ships are as follows:
  • Danube
  • Delta Flyer
  • Peregrine
Customisation
It is possible to customise the damage values for many of the drones 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 Disruptors used by the Klingon Bird of Prey and Romulan Warbird, use WeaponCore's EWAR system which is not open to change using the server config file.

AmmoName
Weapon and Ammo Type
ST 7 Type I L
Starship Drone Phaser Array
ST 7 Type I S
Shuttle Drone Phaser Array
ST 7 Phaser Cannon Large
Defiant Drone Phaser Cannon
ST 7 Micro Torpedo Primary
Shuttle Drone Torpedo Launcher
ST 7 Photon Torpedo Primary
Federation Starship Drone Torpedo Launcher
ST 7 Plasma Torpedo Primary
Romulan Starship Drone Torpedo Launcher
ST 7 Quantum Torpedo Primary
Federation Starship Drone Torpedo Launcher
ST 7 Voyager Photon Torpedo Primary
Intrepid Drone Torpedo Launcher
Module 8 - Reinforcement


This mod does nothing on its own but will increase the kinetic and energy resistances of any blocks from the Star Trek Modules collection. This mod requires WeaponCore to function, so make sure you have it loaded in your world. It is listed as a dependency so it should load automatically but if there are issues it may help to add it manually to the mod list.
Customisation
The Energy and Kinetic damage resistances for all the blocks referenced in this mod are set to 1. This means that weapons will do 100% of their normal damage to the affected blocks. It is possible to customise these resistance values 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 between the <ArmorOverride></ArmorOverride> tags. You can then change the resistance values for each module to suit your gameplay.
Module 9 - Shuttle Kit


This module contains a set of parts for building a Federation Type 9 shuttle. This mod requires WeaponCore, ToolCore, and Animation Engine to function, so make sure you have all three 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.
Building The Shuttle


The Type 9 Shuttle Kit is a kit consisting of 21 blocks that fit together to make a flyable, combat ready Federation Type 9 shuttle. Additionally, the Type 9 has a beam drill and a beam grinder designed for mining and salvaging operations. The blocks, from 1 to 21 are as follows:
  • Camera,
  • Sensor,
  • Spotlight,
  • Programmable Block,
  • Battery,
  • Phaser Array,
  • Gyroscope,
  • Pilot's Cockpit,
  • Co-Pilot's Cockpit,
  • Cargo Container,
  • Connector,
  • Torpedo Launcher,
  • Drill,
  • Grinder,
  • RCS Thrusters Up,
  • RCS Thrusters Down,
  • RCS Thrusters Left,
  • RCS Thrusters Right,
  • RCS Thrusters Reverse,
  • Impulse Engines,
  • Antenna.
Some tips and considerations for building and using the Type 9 shuttle kit are:
  • It's easiest to build the model from the Pilot's Cockpit and then work forwards and backwards from there.
  • The Cargo Container (Part 10) has a custom collision box allowing for extra blocks like shields to be added behind the Co-Pilot's Cockpit (Part 9). See the images below for reference.
  • The Connector (Part 11) also has a custom collision box allowing for extra blocks to be added inside it. See the images below for reference.
  • The connector is the darker colored sensor array on the bottom of the shuttle near the rear of the hull. It has a hightlight to access the shuttle's inventory from outside.
  • The Phaser array features three fully independent emitters meaning the shuttle is capable of firing on up to three different targets simultaneously.
  • The Type 9 Photon Torpedo is a unique variant that is between the Micro Torpedo and standard Photon Torpedo in terms of damage output. The Torpedo Launcher is an advanced variant that loads two magazines at a time and has a quicker firing rate than the standard launcher.
  • The sensor has a range of 5km; together with the Programmable Block it allows Whip's Radar Script to be used.
  • The shuttle is a true two man vehicle with two separate cockpits. The front Pilot's Cockpit is accessed from the shuttle's windows. The rear Co-Pilot's Cockpit is accessed from the slightly darker panels on its roof.
  • The antenna has a maximum range of 500km.
  • The shuttle is not colorable, except for parts of the seats which are vanilla Keen cockpit seats adapted for the shuttle.
  • The mining beam is emitted from the Deflector and is static so you have to move the shuttle to mine the ore.
  • The grinding beam is turreted and is emitted from the forward Phaser Array. Due to how ToolCore currently works, you need to select both Target Blocks to On and Activate the grinder when salvaging. I recommend setting both those operations up on the toolbar for easy access.
  • The Impulse Engines produce 2.5MN of thrust and the RCS Thrusters each produce 1MN of thrust. This makes the shuttle very quick and agile when empty as it only weights 34 tons. At maximum all up weight, however, it can weight up to 210 tons. It will be a lot more sluggish then so be careful when flying it fully loaded. Adjust the gyroscope as necessary as well for easier handling.







The images above shows where the extra blocks can placed behind the Co-Pilot's Cockpit. The top image shows the placement of the Cargo Container block as well for reference. The middle image shows the cargo Container connected with blocks attached to the back of the Co-Pilot's Cockpit. Behind the Cargo Container part is the Connector, shown attached in the bottom image. Blocks can be placed on the top and bottom of this part. How many you can squeeze in is up to your imagination. There are also four small conveyor ports for connecting extra cargo, reactors, warp cores or anything with an inventory. They are accessible from the other conveyored parts of the shuttle.
Customisation
It is possible to customise the damage values for the shuttle's 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 the Phasers and Photon Torpedoes 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.

AmmoName
Weapon and Ammo Type
Type I
Shuttle Phaser Array
Type II
Shuttle Phaser Array
Type III
Shuttle Phaser Array
Type IV
Shuttle Phaser Array
Type 9 Photon Torpedo
Shuttle Torpedo Launcher
Modules 10-15 - MES Encounters


These modules use Modular Encounters Systems to bring you a set of Star Trek NPC encounters. These modules requires a number of different mods to work and generally assume that you are already using my other Star Trek modules. The required mods 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.
Encounters
Module 10 (Federation) contains the following encounters:
  • TMP Constitution II
  • TMP Miranda
  • TMP Excelsior
  • TNG Galaxy
  • TNG Sovereign
  • TNG Constitution III
  • JJ-Verse Vengeance (Boss)

Module 11 (Klingon) contains the following encounters:
  • Bird of Prey
  • Bird of Prey three ship
  • Raptor cruiser
  • Raptor cruiser three ship
  • K'Tinga battlecruiser
  • K'Tinga battlecruiser three ship
  • Negh'var battleship
  • K'Tinga battlecruiser and two Birds of Prey
  • Raptor cruiser and two Birds of Prey
  • Negh'var battleship and two Birds of Prey
  • Kobayashi Maru ambush encounter

Module 12 (Romulan) contains the following encounters:
  • Horo Warbird
  • Horo Warbird two ship
  • Pilum escort
  • Pilum Escort two ship
  • Valdore Warbird
  • Valdore Warbird two ship
  • Vokar Warbird
  • Vokar Warbird two ship
  • Derelict Nova Class ambush encounter

Module 13 (Cardassian) contains the following encounters:
  • Rasilak Frigate
  • Rasilak Frigate three ship
  • Norin Destroyer
  • Norin Destroyer three ship
  • Galor Cruiser
  • Galor Cruiser three ship
  • Norin Destroyer and two Rasilak Frigates
  • Galor Cruiser and two Rasilak Frigates
  • Galor Cruiser and two Norin Destroyers

Module 14 (Dominion) contains the following encounters:
  • A Jem'Hadar Heavy Escort accompanied by six Jem'Hadar fighters
  • Two Jem'Hadar Heavy Escorts accompanied by 12 Jem'Hadar fighters
  • Three Jem'Hadar Heavy Escorts accompanied by 18 Jem'Hadar fighters

Module 15 (Borg) contains the following encounters:
  • A Probe Drone accompanied by two Probe Scouts
  • A Borg Sphere
  • A Borg Cube
  • A Borg Tactical Cube (Boss)
Spawn Eligibility
The encounters are set to spawn based on eligibility. They will only spawn if your MES threat level is 500 or above. To check your threat level, type /MES.GESAP into the chat bar and press ENTER. This will copy information to your clipboard which can then be pasted into an application like Notepad. Once you have done this, you can check your threat score which will be at the top of the page. Scrolling further down will give you a list of all the eligible spawns for your area.

Things that can affect what encounters actually spawn include:
  • Threat score. The Star Trek encounters will not spawn, even manually, if your threat score is below 500.
  • Environment. There are no planetary encounters; they will only spawn in space.
  • Number of NPC mods. All NPC spawns, including the vanilla SPRT spawns, share spawn eligibility. So the more NPC mods you have, the less likely each one is to spawn at any given time.
  • PCU limits. Some of the NPC ships are quite big and may not spawn if PCU restrictions are on.
Spawn Commands
The following MES commands can be used from the chat box to manually spawn in the Module 10 encounters:
  • /MES.Spawn.SpaceCargoShip.ST_10_Federation_Constitution_II
  • /MES.Spawn.SpaceCargoShip.ST_10_Federation_Constitution_III
  • /MES.Spawn.SpaceCargoShip.ST_10_Federation_Excelsior
  • /MES.Spawn.SpaceCargoShip.ST_10_Federation_Galaxy
  • /MES.Spawn.SpaceCargoShip.ST_10_Federation_Miranda
  • /MES.Spawn.SpaceCargoShip.ST_10_Federation_Sovereign
  • /MES.Spawn.BossEncounter.ST_10_Federation_Dreadnought

The following MES commands can be used from the chat box to manually spawn in the Module 11 encounters:
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_BOP_1
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_BOP_3
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_Raptor_1
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_Raptor_3
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_BC_1
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_BC_3
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_BS_1
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_Mix_1
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_Mix_2
  • /MES.Spawn.SpaceCargoShip.ST_11_Klingon_Mix_3
  • /MES.Spawn.RandomEncounter.ST_11_Kobayashi_Maru

The following MES commands can be used from the chat box to manually spawn in the Module 12 encounters:
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Horo_1
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Horo_2
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Pilum_1
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Pilum_2
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Valdore_1
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Valdore_2
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Vokar_1
  • /MES.Spawn.SpaceCargoShip.ST_12_Romulan_Vokar_2
  • /MES.Spawn.RandomEncounter.ST_12_Derelict_Nova

The following MES commands can be used from the chat box to manually spawn in the Module 13 encounters:
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Rasilak_1
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Rasilak_3
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Norin_1
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Norin_3
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Galor_1
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Galor_3
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Mix_1
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Mix_2
  • /MES.Spawn.SpaceCargoShip.ST_13_Cardassian_Mix_3

The following MES commands can be used from the chat box to manually spawn in the Module 14 encounters:
  • /MES.Spawn.SpaceCargoShip.ST_14_Dominion_Mix_1
  • /MES.Spawn.SpaceCargoShip.ST_14_Dominion_Mix_2
  • /MES.Spawn.SpaceCargoShip.ST_14_Dominion_Mix_3

The following MES commands can be used from the chat box to manually spawn in the Module 15 encounters:
  • /MES.Spawn.SpaceCargoShip.ST_15_Borg_Probe_3
  • /MES.Spawn.SpaceCargoShip.ST_15_Borg_Sphere
  • /MES.Spawn.SpaceCargoShip.ST_15_Borg_Cube
  • /MES.Spawn.BossEncounter.ST_15_Borg_Tactical_Cube
29 Comments
Qarannia  [author] 28 Jan @ 8:07am 
@Setekh I asked for the same thing as well. Seems it isn't technically possible in the WeaponCore framework or wouldn't be a priority for the amount of effort that would be required to make it so.
Setekh 28 Jan @ 4:24am 
@Qarannia the ship grid being tractor wasn’t big, but bc of the “vibration” if you turn of tractor to be able to board, you either launch a piss missile at yourself or launch the ship into space at higher than max speed, i’d be nice if the target ship while near set range would have its momentum reset when turning off the beam to make it easy to board ships once they are disabled
Qarannia  [author] 28 Jan @ 3:14am 
@Vakarian Thank you very much. :selike:
Vakarian 26 Jan @ 11:46am 
Much appreciated. Fantastic modules. Dont wanna play SE without these
Qarannia  [author] 26 Jan @ 5:18am 
@Vakarian I use ships made by ZEO CMF and HDLigget. Links below to their workshops; their work is incredible.

https://steamhost.cn/steamcommunity_com/id/ZEOCMF/myworkshopfiles/?appid=244850
https://steamhost.cn/steamcommunity_com/id/HDLiggett/myworkshopfiles/?appid=244850
Vakarian 25 Jan @ 6:03pm 
I know I've seen you post that you dont make ships, but do you have any links to the ships currently in game?
Qarannia  [author] 18 Jan @ 8:18am 
@DraconicWolf They're an admin spawned component. If you're in a single player game you can spawn in as many as you like using the Shift-F10 menu. If you're on a server only the server admin can spawn them in,
DraconicWolf 17 Jan @ 5:00pm 
hello i dont know if you will respond or that but how do i make or get phase transducer cuase ive looked and cant seem to find anywhere that builds them
Qarannia  [author] 16 Oct, 2024 @ 11:07am 
@Setekh How big is the grid being tractored? Unfortunately, the WC tractor mechinsm works by alternately pulling / pushing the target but usually it settles down to a vibration that is manageable. I can't guarantee boarding will work but salvaging should be possible using an area salvager like Nanobot Build and Repair.
Setekh 16 Oct, 2024 @ 10:30am 
Tractor beam "bounces" the enemy back and forth at a speed that makes it impossible to board or salvage the blocks