Space Engineers

Space Engineers

Starsector Weapons v1.1.25
82 Comments
donder172 8 Feb @ 7:53am 
I guess no one picked up on this?
KnightForEyes 31 Oct, 2023 @ 8:42am 
Aww We need Starsector enjoyer to fix this...
Pikesmith 14 Mar, 2022 @ 2:32pm 
As an avid starsector fan, please fix these. I love them so much.
AkagiVoid 8 Jan, 2021 @ 12:49pm 
MOD BROKEN, weapons no longer fire.
darinreynolds90 1 Jan, 2021 @ 11:22pm 
some weapons stopped doing damage any idea why this has been happening with other mods to
oguz-su-azrailin arkadaşı 20 Mar, 2020 @ 3:59am 
It will be more beautiful if you can make the shooting distance more in guns.
oguz-su-azrailin arkadaşı 20 Mar, 2020 @ 3:57am 
wonderful.
Luca the dry humored girlfriend 24 Jan, 2020 @ 7:46pm 
Can you give every weapon 250 PCU? o: the balance is ok since most of these have lower range than 800m but they're all 1 PCU
long chin man 21 Sep, 2019 @ 3:10am 
nah unironically though this is genuinely fucking radical
long chin man 21 Sep, 2019 @ 3:07am 
hey hey people VV
long chin man 21 Sep, 2019 @ 3:07am 
sseth here
Navarone 4 Aug, 2019 @ 9:15pm 
Say, would it be possible to get a mod with just the point defense laser? If it's not too much trouble, of course.
Dirzylene 14 May, 2019 @ 11:23am 
Sir, I endlessly respect Your roleplaying and Preferences, but a version without a shields mod and without shields damage would be awesome.
Belfontan 22 Apr, 2019 @ 1:37am 
This synergy of 2 of my favorite games sounds pretty amazing!
And seems to be ballanced, too.
Even the ranges are the same as in StarSector and seem to fit into SE pretty well.

Awesome!
Sol 17 Mar, 2019 @ 5:33pm 
greetings, I have left you a friend request as I would like to discuss this mod with you. If you would accept said request, that would be much appreciated
Navarone 15 Mar, 2019 @ 3:15pm 
Oh, for sure, yes. The energy weapons go through uranium like a knife through butter, and pass through hull just as easily. The missiles have nearly the punch of a warhead, and are proportional in materials costs. I haven't used the kinetics much, but I'm sure they're similar. The mod's even got support for Darkstar's bubble shields.
Nice Bump! (chat off) 15 Mar, 2019 @ 6:26am 
Is the mod balanced? Meaning if weapons are stronger then vanilla, do they cost more and are more expensive to upkeep (ammo etc) ?
Feralcus 5 Mar, 2019 @ 2:28pm 
Let me just say, that while the models are a bit odd(Growing on me though) this mod is freaking amazing. Absolutely fantastic.
Valerian 2 Mar, 2019 @ 9:41am 
Do they PEW! PEW!^or not!!!!!!?!?!?!?! TELLL ME GODDDAMIT!!!!!! (Awesome mod btw)
DArmada03 1 Feb, 2019 @ 6:14am 
Hi!,
Anyone got this mod on a DS, i've got this on a server but none of the weapons do any damage at all. let me know if you've had this issue and fixed it, these weapons look cool but would really like them to work.
Malakin  [author] 30 Dec, 2018 @ 4:59pm 
@personzz no problem! hopefully i can find the time to keep expanding on this haha
personzz 26 Dec, 2018 @ 6:12pm 
thank you for making and maintaining this mod, absolutely a favorite of mine :)
Malakin  [author] 23 Dec, 2018 @ 12:00pm 
Patch notes for patches 1.1.18 and 1.1.25:

1.1.25:

- Added descriptions and stats to all weapons, viewable when you are selecting the block from the block menu.

- Dual Hammer Torpedo rack reload time set to 5 mins, now fires a pair of torpedos with one second delay between them before reloading.
This is to prevent torpedo spam using inventory sizes greater than 1x

- Hammer Barrage Reload time nerfed to 30 seconds.

- Lowered energy requirements for Pulse laser (60.8MW) and IR pulse laser (30.4MW) continuous fire.

- Phase lance time before heat dissipation increased to 6 seconds.

- nerfed light autocannon shell from 900 damage to 700

- buffed reload time on heavy autocannon from 1 second to 0.8 seconds


1.1.18:

- New muzzle flash replaces the old explosion flash, now you can actually see what you are shooting at!

- Glowing white tactical laser texture fixed
Malakin  [author] 22 Dec, 2018 @ 4:13am 
@Crysis I am considering adding a script that will increase the range of the weapons based on the mass of the ship they are mounted on, as well as a fixed (v.large) bonus for stations. (PD, small, medium, large weapon mounts get different bonuses)
Crysis Revelation 11 Sep, 2018 @ 10:25am 
Don't get me wrong I love these weapons, but I feel for their size they dont have the range needed to be effective. If the range was increased to (at most) 1,500m, I would use them in my builds more often. otherwise they are great. With a little refinment they could be one of the most popular weapon mods on the workshop. All in all 6.5/10.
Navarone 9 Aug, 2018 @ 8:12am 
I'll check them out and report back. Thanks for considering my earlier proposal, and thnks for making this awesome mod in the first place!
Malakin  [author] 9 Aug, 2018 @ 2:29am 
@xenolith166

Interesting idea, it would be nice to do, but my current priority is producing new weapons when i can rather than a load of new useful mounts for the current ones haha

Also, hopefully those camera issues are fixed! Thanks again!
Malakin  [author] 9 Aug, 2018 @ 2:25am 
Patch 1.1.16:

Tiny bug fix:

Camera position should be fixed on the IR pulse laser, Pulse laser, Tactical laser and Phase Lance
Navarone 8 Aug, 2018 @ 12:56pm 
You're welcome, happy to help with bug-hunting.

I probably ought to mention that the green laser also has view problems, not as extreme but the barrel does get in the way a little bit.

And if I may make a request, could we have broadside-mounted lasers? I'm picturing a 120-160° spherical cap mounted on the hull, with 60-80° movement up, down, left, and right.

I ask because the majority of the large laser's firing arc is blocked by whatever it's mounted on, unless you put it on a tower or along the spine of the ship. If you don't want to, that's alright. I'm just putting the idea out there as something to think about.

Who knows, if I ever stop procrastinating and learn to code, I might be able to do it myself!
Malakin  [author] 8 Aug, 2018 @ 1:45am 
Ah i will look into it, thanks @xenolith166 !
Navarone 7 Aug, 2018 @ 7:48pm 
Is anybody else having problems manually controlling the large laser turrets? I can get into it alright, but the view is blocked by the model.
Malakin  [author] 25 Jul, 2018 @ 8:50am 
Please go download darkstars defense shields mod to get the most out of this update!
Malakin  [author] 25 Jul, 2018 @ 8:42am 
Patch 1.1.15

Big update guys!

See the patch notes for more information but here is the basics:

- Four new energy weapons! both starwars style pulse lasers and also continuous beam lasers! Just like the PD laser already in the mod these dont require anything but energy to fire.

- Weapon types will now do different damage to Darkstars Defense Shields! Weapons with a grey bullet icon will do 4x MORE damage to shields than to armour blocks (weapons like the heavy autocannon and MK ix), weapons with a red explosion icon will do 4x LESS damage to shields, but make up for it by being more powerful to other blocks (weapons like the light assault gun and hammer torpedos). Energy weapons with the blue laser bolt icon, and the vulcan cannon both do the same damage to shields as armour.
Navarone 10 Jul, 2018 @ 1:01pm 
I didn't think about that. The point defense turret is insane, none of the hammers would get past. You'd have to pick it off first with kinetics, and if you're adding shields too, things are gonna get INSANE .
Malakin  [author] 10 Jul, 2018 @ 2:43am 
Yes, hammers and other torpedo weapons will be very powerful against an unshielded ship, they will however be rather hard countered by PD and shields. Hammers and the even more powerful reaper torpedos are really finisher weapons that you want to pull out to take out cruisers and battleships. Need to tweek their ammo cost still heh.
Navarone 9 Jul, 2018 @ 9:51am 
Damn son, the Hammers really are accurately named. They have good range, too. 1.5k out and still packing a punch.
EMPTY.d 9 Jul, 2018 @ 5:05am 
ehmmm……but i'm really looking forward to a big torpedo turret, never see one in workshop you know
Malakin  [author] 8 Jul, 2018 @ 2:36am 
Ah, its definately a possibility, but im concerned that letting the AI control torpedo weaponry might lead to things being rather OP rather quickly heh. But i will note it down for later to experiment with.
EMPTY.d 6 Jul, 2018 @ 9:28pm 
I wish you could add torpedo turret too, or is it planned that hammer torpedo will only have static launcher ?
Malakin  [author] 28 Jun, 2018 @ 1:50am 
Ah im sorry to hear that @freddy Millz , I honestly dont know what could have caused that, if you find anything out please tell me so i can see what i can do to prevent it happening again!
Freddy Millz 27 Jun, 2018 @ 12:31pm 
Might be something on my end but as of your last patch, all of your work disappeared in my game.
Malakin  [author] 10 Jun, 2018 @ 8:42am 
Patch 1.010:

New weapon!

Hammer Barrage, a 5x5 large block only hammer torpedo launcher that has conveyor access and can hold up to 20 hammer torpedos internally. Every five seconds it fires a burst of four hammer torpedos in a slight spread, this makes it potentially the most powerful weapon in terms of HE DPS that will come out for this mod.

Using recoil as an experiment to animate the reloading of the torpedos, hopefully in the future will replace with somthing more advanced.

See patch notes for more information about whats comming next!
Malakin  [author] 2 Jun, 2018 @ 2:04pm 
Patch 1.09:

Tweeks and bugfixes:

- Fixed all the block pair and block variants for the turrets and guns, should auto switch between large and small ship versions and so on properly now EXCEPT for the heavy autocannon, assault chaingun and heavy machinegun small ship hardpoint mounts, these are seperate icons in the block menu.

Why? Frankly idk, i think its a dumb keen thing this time instead of me.

- Turned off autorotation for all the turrets, hopefully this is not a problem for people heh
FalconDestroyer1 28 May, 2018 @ 5:40pm 
And good luck
FalconDestroyer1 28 May, 2018 @ 5:40pm 
Cool, thanks
Malakin  [author] 28 May, 2018 @ 5:40am 
@FalconDestroyer1 funny you mention that since that was the plan all along, and i litterally just got permission to make use of Darkstar's shields. So hopefully be able to intergrate that soon enough into the mod!

As for the lasers, i already have some beam weapon code i have permission to use, Cythons, its being used for the PD laser currently, but the next large group of weapons im going to make will be mostly laser/pulse weapons and some unguided missiles like the hammer i have already included. So there will be a good representation of all the weapon types asside from guided missiles.
FalconDestroyer1 27 May, 2018 @ 4:58pm 
You could try the same things for laser weapons
FalconDestroyer1 27 May, 2018 @ 4:57pm 
I was thinking of the bubble shield mod in particular as it most fits with the art style
FalconDestroyer1 27 May, 2018 @ 4:56pm 
Could you use some of the other shield mods on the workshop and with their owners approval modify them to fit into your mod? It would probably save you a bunch of time.
Malakin  [author] 27 May, 2018 @ 3:33pm 
New patch out!

Gonna start numbering these cause why not

Patch 1.08:

Added in a new weapon! :
A twin rack of Hammer torpedos, very powerful, but this version does not have any conveyor access, must be reloaded by hand. An auto loading version will come along soonish.

Tweeks and bug fixes:

- Lowered sound volume across the board, going to do some more work on the sfx for the next patch.

- Changed up the damage and explosion radius formula i was using to convert the stats from Starsector into SE. all the weapons are nerfed rather a lot.
Keep in mind that the KE weapons (weapons with grey bullet in the lower right corner of their build menu icon) do much worse than HE weapons (red explosion icon instead) against armour blocks and components. This will be adressed when i work in a shield system into the mod, the idea being that while HE weapons are powerful against the hull of a ship, KE weapons are very strong at taking down shields.