Space Engineers

Space Engineers

[WARFARE EVOLUTION FIX] Engineer's defense kit - Character guns
Showing 1-9 of 9 entries
Update: 1 Dec, 2024 @ 6:18am

  • Fixed second 'large blocks', 'small blocks', and 'character weapon' catergories appearing in the G menu. They have been correctly merged with the vanilla ones.

    The vanilla game has these categories on the left to act as filters, as you all know. That's where you find the vanilla guns, for example.
    The issue was that this mod still tried to merge its additions with the OLD filters. And since those have been moved since to these 'nested' ones, it would just create new ones.
    This led to categories like 'ship weapons' existing that literally only had the demolotion charge in it. These all now point to the correct, new categories.

    In other words; the lits on the left of the G/build-menu is cleaner now.

Update: 13 Sep, 2023 @ 3:10am

  • Moved all weapons from the tools tab to the new weapons tab in the assembler.

    Ammunition appears to have made the transfer to their new home automatically, for they were always assigned both consumables and "ammo", a dormant group left by the devs for backwards compatibility back in the day. They now just revived it for the latest update since we now have enough ammo types that a seperate tab holds merit.

  • Renamed the mod's prefix to "Warfare Evolution Fix" so that it is more obvious that this mod still works to this day. Can you believe Warfare 2 has been so long already?

Update: 31 Aug, 2022 @ 3:58am

Added Scope Framework support for all rifles with visible scopes on them, the Defense Laser and the CAR-1AH. The latter doesn't have a visible scope, but is specialised in long range, hence I decided it'd be best for that rifle to be able to zoom, even though it appears to have a dot sight. Future tech, bla bla, OK?
The CAR-1AH and Defense Laser can zoom further than the other weapons.

Update: 29 Aug, 2022 @ 3:43am

  • Changed animation controllers to have their own animation names.
    They're the exact same, but if ever Keen changes them, my mod will not override their changes anymore and break the base game. I had already removed all animations it didn't use, like those for drills, that were still in the files. So before this, only the vanilla guns could break in future updates, now nothing should. I'm still saying SHOULD, because this is Space Engineers and I'm still scratching my head over some decisions here…This update has been in these files since May, but because it doesn't fix or change anything visually, I never pushed it.

  • Changed the Flamer’s sight-accuracy to be only half of the base spread rather than it becoming a thick laser beam.
    The flamer was one of the first weapons I fixed, and at the time I felt its wide cone made it very hard to damage small ship equipment with it at a medium distance (anything where you would not rather use a grinder / knife that’s still within thrower range), but didn’t take into consideration that small ship blocks might as well be made of paper, and a laser beam flamethrower doesn’t make a load of sense, as a commenter pointed out and made me look. I’m all for fun over realism, but seeing how quickly this melted the engineer dummy, I figured it’d make shotguns a bit of a joke. It’s still good at murdering dummies, but it’s no longer a laser beam at least, so within 10-20m other guns are less of a joke. I balanced the mod around player vs drone instead of PvP, but in the end, I do not dictate for what my mod is used. You do.

Update: 29 Apr, 2022 @ 2:37am

MOST WANTED HOTFIX:

  • Fixed animations, again.
  • Reintroduced a bug where the engineer turns 15 degrees clockwise when standing still. The female engineer has almost no visible rotation, though.
    My original fix for this rotation is what caused things to break post update. I'm looking for a way to patch this alternatively. So luckily that work to 'rewrite' the animations was still effective.

Update: 26 Apr, 2022 @ 4:28am

  • Added a large variant of the pistol ammo for the dual pistols, giving them 50 bullets per reload. It can still use the 25 bullet magazines of the single pistols, though. As far as the code is concerned, they cost 2x the amount of the smaller box, but the assembler hardly reflects that... But whatever, it's a little more expensive nonetheless and I'm satisfied with it.

  • (Hopefully) made animations much more future proof. Big thank-you to Chipstix213 for putting me on the right track to getting this reworked. Let's all hope it was worth my time, yeah?
    This means I also gutted a lot of unnecessary code in the animation controllers, reducing their size by about 1.5MB in total. Now you can store another meme on your drive!

Update: 20 Apr, 2022 @ 3:57am

  • Updated silenced revolver stats so it is no longer a straight downgrade from the normal one in my eyes. Luckily I caught that before this mod went public... otherwise you may have gotten scammed hard ;)
  • Updated TAl-7 description to actually list 7 rockets instead of 4.
  • Fixed knife description saying it uses pistol bullets instead of blades.
  • Added grenade information to the CAR-1V description.

  • Realized fixing a mod at 11PM may not be the wisest of ideas if avoiding stupid oversights is a goal.

Update: 19 Apr, 2022 @ 11:21am

Increased Micro Missile cost.

OK, I've worked on this mod late in the evenings, yeah? So I didn't actually notice the rocket launcher had seven barrels up until the final hour of development. Before that I rebalanced it to have FOUR missiles per salvo.
Obviously that was changed to reflect 7 missiles, as would fit in the gun from its looks. I changed its damage and stuff accordingly, but forgot the crafting cost... my bad.

Update: 19 Apr, 2022 @ 10:18am

  • Fixed AR sounds using the old filename, which no longer exists.

  • Fixed assembler tab being invisible... then made a new assembler for futureproofing, then scrapped it after it started becoming the default assembler in the production tab. I didn't want it to be such an inconvenience. So now they're just in the elite tools blueprint group. AKA where you craft an elite welder in the assembler.
    This also makes them available in the industrial assembler and modded assemblers that can make tools.

  • Fixed all weapons becoming one with your eyeballs when trying to aim down sights.

  • Fixed all weapon hold animations and permanent animation corruptions when strafing whilst holding a modded weapon.

  • Made it so guns are listed in character WEAPONS instead of tools within the G menu.

  • Fixed weapons becoming bullet laserbeams when using the sights.

  • Fixed 'anti personell flamer' using the Grenade Launcher icon in the assembler.

  • Removed Herobrine.