Space Engineers

Space Engineers

Compact Turrets
36 Comments
<†>Baigle1<†>™ 23 Apr, 2022 @ 11:22am 
Thanks @Zantulo , its good to know i can remove one more abandoned piecemeal mod from the long list
Zantulo 9 Feb, 2022 @ 5:47am 
Since this mod seems abandoned, I'll post the link to mine here. I recently made a mod similar to this from scratch for the new Warfare 2 vanilla weapons. All small and large grid turrets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2747186697&searchtext=
Ducker 16 Jan, 2022 @ 6:17am 
It breaks the Ai by moving their weapons off of conveyors and depriving them of ammo.
Aggressor 6 Jun, 2021 @ 11:45am 
Break NPCs ? How so ?
BinaryKiller Recoded 17 Jan, 2021 @ 1:55am 
Yeah, it does break the NPC's a little, not only NPC's but also blueprinted ships
Psyko_PT 10 May, 2020 @ 10:45am 
Hi Skimt, a simple question, correct me if I was wrong: instead of replacing the turrets could you make extra ones? so you wouldn't break NPCs
骂你的字符正在输入 7 Feb, 2020 @ 8:56pm 
比想象的好用 多了,感谢
Apothicon 29 Jan, 2020 @ 8:12am 
would be nice if they were seperate blocks so that you could use this without breaking npc ships
$yndicate (Repository) 14 Dec, 2019 @ 8:04am 
if I paste a ship in or a vanilla encounter spawns the turrets are completely disconnected from the ship, the turrets are fine if the ship doesn't move but as soon as you move the turret will completely disconnect, making encountering drones unplayable thus not fun. Please find a fix I really do like this mod.
Titan Nya 26 Sep, 2019 @ 12:41pm 
@Barrio505 yeah realised the offset then i was watching a fight between 2 NPC factions and turrets were offsets so i've stopped using this mod, i was planning to use this mod on my ships but so far i didn't so only some NPC ships were affected and they are now gone so...

I think Skimt can't do anything about it as i'm probably sure the grids are saved using a coordinate system and it make the vanilla turret use a corner as the value so that's why changing to the mod make them offset, for the other way around maybe stoping using the mod don't correct it on existing grid...

Well it's unfortunate but i've got other mods that break games so can't have everything...
Skimt  [author] 21 Apr, 2019 @ 8:54pm 
@Barrio505 The anchor point of the default turrets are at 2x2 because the surface where the anchor point is located at is 3x3, and the anchor point of this mod is at 1x1 because the surface where the anchor point is located at is 1x1. Since I do not have access to rewrite the source code of Space Engineer to align anchor points upon grid spawn, or change the anchor points of the default turrets to respect the anchor points of my mod, your request is impossible.
Barrio505 11 Apr, 2019 @ 4:07pm 
I only bring it up because I am wondering if it is possible to have it not move when replaced, similar to Whiplash141's Edge Be Gone!/Scratch Be Gone!, they too replace blocks but are not being offset when the mod is removed/initiated. I realize there may be a difference in functionality (of the block) that may prevent this but I thought it would be possible if you care to look into it. Plus if it ruins NPC ships as well others then it seems it causes more problems than it is worth.
Barrio505 11 Apr, 2019 @ 3:42pm 
Barrio505 11 Apr, 2019 @ 3:01pm 
I placed 2 turrets on a flat surface (no blocks up against them), with this mods turrets, then exited the game and removed the mod. Upon load the vanilla turrets spawned offset from where they where placed.
drmskr 19 Aug, 2018 @ 3:24am 
Hmm... I was hoping to find a fix for turret dimentions, without breaking anything..
The Nameless 9 Mar, 2018 @ 4:48pm 
Damn. I really wanted to be able to build armor around my turrets. Not to mention putting them on pistons so I could keep them retracted when not in use, then 'run out the guns' for combat. But there won't BE combat if I break the pirates, so...
Skimt  [author] 13 Jan, 2018 @ 7:26am 
@Gaiscioch. The reason why the model have been set slightly off-center in the code is because it properly centers the model visually in-game. These values that I have set does not interfere with the bounding box or the models hitboxes, it is purely cosmetic. The reason why the turrets disconnect from NPC ships is because, like you mentioned, they replace the vanilla turrets. Replacing any block that might exist in of any blueprint, NPC blueprints included, will break said blueprint, and like I mentioned to someone else earlier: preventing the G-menu from cluttering up was another thing that I aimed to do with this mod. I'm sorry that this mod does not reflect your expectations, but in response, since you're not the first to have had a similar reaction to this mod's behavior, I might write a list of what to expect from this mod in the description.
Pamashi 18 Dec, 2017 @ 2:56pm 
This breaks NPC ships as it modifies the vanilla turret and moves it off center, disconnecting turrets from their ships. Any way you could adjust that to keep it centered in the original placement grid?
Belfontan 18 Nov, 2017 @ 3:48pm 
Addition instead of replacement would be great.
Herp Derp 15 Nov, 2017 @ 4:11pm 
I was an idiot, sorry.
I had this mod loaded below another one that also modifies the vanilla turrest :S
Skimt  [author] 15 Nov, 2017 @ 4:04pm 
@Herp Derp Works for me https://i.imgur.com/se86aLr.jpg
Herp Derp 14 Nov, 2017 @ 1:57pm 
For some reason it's still 3x3x3 :S
BOBOROLO 13 Nov, 2017 @ 4:01pm 
Great mod. It just saved the huge mess i call my ship
venator2070 6 Nov, 2017 @ 7:30am 
Hmmmmm yes I want it as a additon. Only problem: I have no idea how to make it a addition so maybe you change the stuff and upload it as a new mod. or you tell me what to change. your choice either is fine with me.
Skimt  [author] 5 Nov, 2017 @ 11:06am 
@venator2070 Those issues you are describing are unavoidable unless I clutter the G-menu with additional turret blocks, which is something that I would like to avoid, one reason being because I am using this mod myself and will use it in my server mod pack in the future. I know this is not the answer you would like to hear, and for that I am sorry, but if you want to-- feel free to modify this mod to suit your needs and upload it to the workshop. I see no harm in alternatives being available on the workshop.
venator2070 5 Nov, 2017 @ 7:20am 
could you make the turrets not a replacement but a addition so one can have both? and old turrets are still placed correctly?
venator2070 5 Nov, 2017 @ 7:19am 
@Dirge Having some problems with pasting ships that don't have the mod.
Dwarf-Lord Pangolin 30 Oct, 2017 @ 7:46pm 
Keen, I hope you're paying attention. We've been asking for this for years.
Random Techpriest 30 Oct, 2017 @ 2:41pm 
This should just be in the base game
Anisomorphism 28 Oct, 2017 @ 5:54pm 
@Mircea The other one hasn't been updated since 2014, and the comments seem to come to a concensus that it isn't working.
Fall 26 Oct, 2017 @ 2:54pm 
@Dirge cool, thank you for the detailed response!
Mircea The Young 26 Oct, 2017 @ 9:01am 
Turret's Placement mod by Art Department does the same thing.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=300508236
Skimt  [author] 26 Oct, 2017 @ 8:14am 
If you use whole blocks (the biggest blocks) and cover up the turret's point of view, then yes, a couple of bullets (gatling turret) may on occasion hit 1 of the blocks closest to it. After one short combat moving past various targets you may expect 1 damage (24 out of 25 hit points left on the block that got hit) to at least 1 of 8 blocks closest to it, that is if you have 8 whole blocks covering all sides and corners. I tested this on 4 gatling turrets, and 4 missile turrets. Only 2 out of 4 gatling turrets hit 1 block each. Missile turrets does not hit the blocks.

I can adjust the degrees that the gatling turret can rotate downwards to assure that it won't happen, but a better option is to simply not cover up the turret with the biggest blocks available, and use half-blocks instead, which looks better design-wise anyway.
Fall 26 Oct, 2017 @ 5:23am 
Any issues with turrets shooting the blocks placed next to them?
Skimt  [author] 26 Oct, 2017 @ 3:11am 
If you could direct me to this mod you speak of that would be greatly appreciated.
Mircea The Young 25 Oct, 2017 @ 5:43pm 
There was already a mod that did exactly this on the workshop.