Space Engineers

Space Engineers

SpinalWeaponry
882 Comments
PallyDanaRama 9 Mar @ 5:23pm 
Thank you; I keep saying WC *could* play nicely with other mods, but it just wasn't, isn't, and won't be written that way. I respect the hell out of modders for doing what I can't and making the game more interesting by adding more options, but my entire problem with WC is that it excludes all other options. I can't curate my own experience because any mod that works with their proprietary system, *only* works with their proprietary system. If I like a weapon mod that doesn't fit their design philosophy, then too bad. If I don't like a particular part of their design, then too bad. If I want to limit some of the scope of the project to minimize the extra jank it introduces to the game, then too bad. There are some seriously amazing mods on WC, but I would rather play with 50 modular, customizable mods that play well together.
Kreeg  [author] 25 Nov, 2024 @ 6:53pm 
The ancient line sadly died, as the only script-ones, they were running a specialized energy-weapon code.

I got distracted by WC lighting itself on fire, so I never removed or rebuilt them to standard vanilla code.
DarkWalf88 25 Nov, 2024 @ 4:38pm 
hei kreeg, i cant figure out a way to put ammo in my ancient weapons, the havent any port, i cant craft their ammo and the aren't self generated, how can i use them?
Kreeg  [author] 2 Nov, 2024 @ 1:17am 
As for stats : Every WeaponCore gun mod had their own entire table, and the framework insisted on modifying base damage so, SpinalWeaponry is static damage from years ago, tailored against Armour at worst and Cython-Energy Shields at the best of times.
If the damage is too good or bad, You can reupload a copy or use "ModAdjusterv2" to fix it.


A summary : This has no issues with anything, as this is Vanilla code, Vanilla projectiles. It can't have issues with scripts as it has none, it runs Vanilla.

WeaponCore Invented its own problems -- None of its problems involve the mods it yells at , everyone else uses Vanilla Code, Runs vanilla damage events, Runs Vanilla projectiles , Only WC demands everyone use their Custom code
Kreeg  [author] 2 Nov, 2024 @ 1:16am 
Mechanically, the functional weapons in this are Vanilla gatling-gun code and vanilla projectile code -- there's nothing to have issues on this end with WeaponCore, and until WeaponCore added their deletion code non-sense there was no problem.

The only problem they had, was their CTC wasn't coded to handled vanilla weapons that didn't have their own (WC) custom code send-off -- which is entirely their own fault, as they didn't code a handler for the Vanilla Basegame absence of their shit, IE 99% of weapon mods, and allowed their own code to crash. There was nothing reasonable Spinal Weaponry could do, given the entire problem was on their end down to How a problem could exist.

As for balance : Defense Shields was coded to ignore Vanilla Projectiles, and run specific API requests so you'd have to code your custom-script damage to call to Defense Shields. Which is something you have to do on purpose, as you're bypassing the Games actual handler for damage & projectile code.
JWickScari 2 Nov, 2024 @ 12:58am 
Going off what Sakura siad, will this have issues with WC generally speaking? I use a few WC weapon packs and the WC Defensive Shield. I’m more concerned about balancing in terms off damage.
Kreeg  [author] 21 Sep, 2024 @ 10:31pm 
The main ones are entirely without scripts, so for the most part. Yes.
Which was the primary reason I made most of them, was to avoid dealing with scripts bricking ironically.
DMMWolf 21 Sep, 2024 @ 7:09pm 
Wait, does this still work?
Malpherian 18 May, 2024 @ 2:53am 
I love the mod, I only have one real criticize to it.

I think this mod has the wrong name for what the weapon systems actually are.

Spinal Lasers (Or weapons) Generally refer to a weapon system which essentially is the ship. IE, the ship is built around the weapon making it literally it's "Spine". These weapon systems tend to be integrated into the ship as the ship itself. (Like the Death star from Star wars). Generally a spinal weapon system makes up about 60% to 70% of a ship and the only reason the ship exists is to move the weapon system along with a few other traits such as logistical transport or Command.

These seem to be more Modular or XL weapon systems. Rather then dedicated weapons you would build a ship around. (Maybe Dreadnought Weapon systems).
Sakura IO 1 Apr, 2024 @ 1:07pm 
Ah, ok. I think I understand. Very interesting! Maybe I'll setup Visual Studio for SE and have a go about it...
Kreeg  [author] 1 Apr, 2024 @ 12:10pm 
WC for awhile was constantly changing key elements that radically affected weapon balance, so long range beams tended to mean very finicky DPS that would skyrocket between high or absurd values. As for the range part, Beams in an environment such as asteroids tended to decimate frames or phase through such asteroids, causing the turrets just basically shoot their beams right through terrain or asteroids after several KM. The exact range for a typical Orbital is 40-50km ranged beam, for doing it in WC is just setting up a beam weapon from the example, I believe one of my old WC tutorial files still is around with a beam weapon in it -- for non-WC, its just make sure your weapon has a range of 40-50km to reach most planetary atmo scales. SE is C#
Sakura IO 1 Apr, 2024 @ 12:04pm 
I have a question that might be a bit out of place, but I'm genuinely wondering... So I'm having a hard time finding long-range laser mods for WC. Is it bc, like you said, WC has bad code, or is it bc WC actively avoids/attacks certain mods? If not, why do you think it would be difficult to make a WC based orbital laser mod? (I have abt 2+ years exp in Java/C#/C++ and others...)
Kreeg  [author] 2 Feb, 2024 @ 3:36pm 
There are 2 conveyor nodes at the front & back, which can connect to each other or your cargo system. They are typically located at the opposite end from the central barrel. So if the barrel that shoots is up, they are instead down (as its usually a 1x1x2 block face for the front & back)
Butter-Boy 2 Feb, 2024 @ 3:01pm 
how can I reload the spinal weapons in survival mode? Kreeg mentioned about conveyorsystem built into the weapons, but i cant connect them in any way. How does it work?
AnonaCraffter 9 Dec, 2023 @ 12:04pm 
:(
Kreeg  [author] 9 Dec, 2023 @ 11:16am 
WC can not even have beams that don't glitch.
The very construction of this mod, which worked for EQ Beam Code, Lucas Beam Code, Cython Beam code, has issues with that pile of garbage due to poor x-fighting and overlap issues on WCs end.

In addition, it isn't my problem that WC has hostile code.
I am not making any of my mods WC Compatible -- This is a vanilla code mod, his artifical incompatability is a consequence of his own actions.
AnonaCraffter 9 Dec, 2023 @ 7:21am 
pls?:(
Kreeg  [author] 9 Dec, 2023 @ 5:02am 
I am not weapon-coring this mod.
This mod has been directly attacked by WC, so no.
AnonaCraffter 8 Dec, 2023 @ 7:35pm 
weaponcore ed pls
Atas_Karabas 14 Apr, 2023 @ 6:03am 
error
iequalmcawesome 6 Mar, 2023 @ 1:21pm 
Is there a fix for the missing sound issue? I love these cannons, but I miss the sound they used to have...
Kreeg  [author] 3 Mar, 2023 @ 1:47pm 
This isn't even Weaponcore.
They operate on vanilla firing principles, and are scriptless.
ceilyurie 3 Mar, 2023 @ 6:36am 
These are literally the only good spinal guns I can find for weaponcore, and my ship designs NEED spinal cannons. I have a dreadnaught crying for a quartet of 2x6 width and height spinal lance style cannons with a 90 degree firing arc. And smaller ships my designs say should have a lance but don't
black_dragon1230 18 Jan, 2023 @ 1:41pm 
The Spinal weapons still work, but with no sound and if you hit voxels with them you get massive lag spikes. All things considered its amazing they work at all after all this time.
AnoraPeart 24 Sep, 2022 @ 5:28am 
awesome to know its being worked on
ChrisChaos777 23 Aug, 2022 @ 12:12am 
Wow I really hope this works later on. This is a really awesome idea!
Kreeg  [author] 21 Jun, 2022 @ 5:31pm 
The only ones that wouldn't fire are 5 of 11~ weapons.
Which were listed as problematic.

Imagine working on 17 different gun series, and having to rebuild all their scripts more than 3 times each.
There's no question of why, there are delays.
Fren 21 Jun, 2022 @ 2:29pm 
sounds like a you problem, Kreeg has mentioned multiple times that the mod is broken and being worked on
WarGod3895 21 Jun, 2022 @ 2:11pm 
imagine this: you just get done building a fleet of ships that are almost all the size of the smallest planet you can have. you go to test the spinal wepons on each and every one of your ships and realize that they work, but do no damage. so you rip up all of your ships in an effort to save them. :)
gonnes 5 Jun, 2022 @ 3:20pm 
pleas updatet it
[GAU]Gen.Brain 11 Feb, 2022 @ 9:54am 
how i can put ammo into the weapon....conecting with containers /conveyor system doesnt work .
Kreeg  [author] 4 Sep, 2021 @ 4:55pm 
Given their scripts died, and I haven't yet had time to revist this, given the upgrade system isn't available at the moment, they pretty much are.
PsychC 4 Sep, 2021 @ 4:32pm 
@Kreeg Are the Ancient lance, cosmetic? In creative there is no way to shoot them nor is there a way to reload them..? Likewise with the Dark Lance Cannon
Kreeg  [author] 5 Aug, 2021 @ 5:30pm 
WeaponCore's Upgrade system isn't yet ready.
And my current prototypes, to handle this in WC, hasn't been the prettiest so far.
DMMWolf 5 Aug, 2021 @ 5:16pm 
@Kreeg Are you guys ever going to revisit this one?
Kaiser Nhyla 23 Jun, 2021 @ 7:21pm 
The auto generating small ship ones dont seem to generate any ammo
rag 28 May, 2021 @ 10:47pm 
how does one reload the heavy ion lance?
Comrade Chokotoff 17 May, 2021 @ 7:13am 
ATF_Coldblooded Carebear the weapons are all individual blocks, so adding 1 weapon to a row will add the damage of 1 weapon if you fire that entire row. The projectiles are placed above the blocks collision so they can overlap the beams. if you fire only the last weapon in a row it only does the damage of 1 weapon (it's not a lense).
ATF_Coldblooded Carebear || 13 Apr, 2021 @ 1:23am 
question about this exept from description "Each is designed to allow a row to be placed end-to-end with conveyors built into the weapons themselves to allow this.
Due to design, the more of these weapons in a single row or space, the more potent the beam becomes"

1)so the question is by how much each additional unit add to the overall damage?
2) if you fire the last weapon of that serie row will it still be counted as single unite damage or multiple ( like multiple magnefying lense)
Fren 1 Apr, 2021 @ 2:01pm 
Kreeg is currently working on migrating it to weaponcore I believe
kirb 1 Apr, 2021 @ 10:33am 
A weaponcore version of this would be cool. Actually, I wonder if it'd work with weaponcore regardless?
Stonedog 1 Apr, 2021 @ 7:00am 
Hi there, incredible work. Well done. I wondered if you might be interested in making some form of beam laser turret in future? I am thinking of a Homeworld style 'ion cannon' with a range of around 5-10km and housed in a 3x3 block turret?
Naia Griffin 19 Mar, 2021 @ 7:37am 
k
Kreeg  [author] 17 Mar, 2021 @ 2:27pm 
Are you aware, that the Bugs, as mentioned, are why this needed scripts.
Naia Griffin 17 Mar, 2021 @ 9:58am 
can you make a version that doesn't need scripts
Kreeg  [author] 12 Mar, 2021 @ 9:08am 
Given this was damaged, by the Tracerbugs, and needs scripts, Yes
Naia Griffin 12 Mar, 2021 @ 6:56am 
does this have scripts
ATF_Coldblooded Carebear || 18 Feb, 2021 @ 3:15pm 
@kiba Mar-Glas Some weapon have been broken by keen’s update... and memory serve me that one of them
Kiba Mar-Glas 18 Feb, 2021 @ 2:50pm 
how does one fire the lance weapons, i have attached them to a ship but no shots happen
Breadstix77 8 Jan, 2021 @ 8:22pm 
hey i need help ive been trying to use this mod in multiplayer but only one person has been able to see the lazers is there somethng i can do to fix this for the rest