Space Engineers

Space Engineers

Arcade Style Ion Cannon
80 Comments
kinngrimm 6 Feb, 2024 @ 11:46am 
" I intend on investigating updating it to Weapon Core"
did anything come of that?
Capt_Ocean1 17 Sep, 2021 @ 6:18pm 
Does this mod drain defense shields hp as well or does it just disable them?
Moon Bnuuy  [author] 16 Apr, 2021 @ 4:49pm 
@Seven of Thr4wn Sorry, no, I'm not maintaining it anymore. The API documentation for the game sucks and I refuse to pull my hair out over shitty documentation anymore.

Also the thing doesn't need to be a part of a conveyor system. It generates its own ammo over time. Making it interface with conveyors is like making a toothbrush be compatible with bluetooth headphones. It's just "wait, what are you wanting here?"

As for the graphics, I can't help that. I'm a programmer, not an artist. I made the model in Sketchup and it works as best as I could get it to work. Again, there's next to no documentation on how any of it works, and I refuse to pull my hair out trying to fiddle with the black box that is the game's mod API.
SevenofThr4wn 16 Apr, 2021 @ 3:46pm 
could you at least make a different design for the large grid version, because I can't connect it to any type of conveyer and when you try to put it on a ship the back part of it literally goes into the armour, and I can't make any sort of Ion Cannon Turret with its out of control properties! Please look into changing those features
Moon Bnuuy  [author] 16 Apr, 2021 @ 3:06pm 
@Seven of Thr4wn, the small grid version isn't able to do much to large grids. It should work but it won't penetrate very far. Basically if it's not a direct hit on a block to be disabled, the small grid version against a large grid probably won't work or have much of an effect if at all. It should work just find against small grids. If it doesn't work against small grids then Keen changed something, and I'm not really maintaining it anymore.
SevenofThr4wn 15 Apr, 2021 @ 10:34pm 
@Kallisti I can't get the small ship version of the Ion Cannon to work, it seems to have no effect but on the large grid version(which is broken) it disables ships quite easily, explain?
Moon Bnuuy  [author] 3 Mar, 2021 @ 9:14am 
Try mounting it to your ship where it isn't pointing at your ship.
Paladinboyd 1 Mar, 2021 @ 1:25pm 
Is anyone else getting splash back when firing the ion canon? I fire it and it knocks out my own ship systems.
SevenofThr4wn 19 Feb, 2021 @ 5:32pm 
@Kallisti: why is the large grid ion cannon make rotor turrets out of control and could you try and make the large grid ion cannon be 1 full block on the ending because then nearly half of it goes into the next block.
Gufo10 7 Dec, 2020 @ 4:55am 
ooh, thats sounds fun
Moon Bnuuy  [author] 5 Dec, 2020 @ 11:23am 
EvilStarfleet originally, no. But after the holidays when I have time I intend on investigating updating it to Weapon Core
SevenofThr4wn 4 Dec, 2020 @ 9:27pm 
Can you make a turret for the Ion Cannon
Gufo10 14 Oct, 2020 @ 12:40pm 
suprisingly, at least the small grid version, it still works
Moon Bnuuy  [author] 14 Oct, 2020 @ 12:03pm 
@Gufo10 it probably is broken. It was working when I posted it, but I have no desire to maintain it because I have no desire to the game's devs refuse to release proper documentation for the mod API.
Gufo10 13 Oct, 2020 @ 2:20pm 
im guessing this mod is broken?
Moon Bnuuy  [author] 26 Jun, 2020 @ 8:15am 
No, I haven't worked on it in ages, and I'm not going to. A combination of nobody I know wants to play the game and the game's mod API being overly restrictive with its sandboxing, and the game not properly transmitting events like projectiles being fired from weapons. Not just modded weapons, but weapons in general. Like how if you're on a dedicated server, you won't ever see projectiles coming from turrets, and unless you're hosting the server yourself from within the game you won't see them... and then there's the lack of documentation for the mod API...

I'm not going to maintain code when Keen can't even properly document their own API, never mind properly implement multiplayer. Just not going to happen. I have better things to spend my time on than finding work arounds for their stuff that doesn't even work.
Habitually Fat and Angry 24 Jun, 2020 @ 12:07pm 
So ammo generation has been fixed?
Moon Bnuuy  [author] 23 Jun, 2020 @ 10:04pm 
status is I can't be bothered... new system is done and runs the game great, but nobody I know plays the game anymore... if someone wants to maintain the mod feel free.
Habitually Fat and Angry 23 Jun, 2020 @ 11:14am 
Status??
Moon Bnuuy  [author] 26 Aug, 2019 @ 8:47pm 
Well, I'm building a new computer... Motherboard gets here soon, then i'm buying a cpu and ram for it next pay check, so i'll be able to resume work on it.
NightShift 24 Aug, 2019 @ 10:16pm 
please i need this in my life!! XD
Moon Bnuuy  [author] 25 Jun, 2019 @ 8:06am 
MadcatMDM It doesn't at the moment and I can't develop any more because my computer fried and the one I have now is too old to play the game. Sorry.
MadcatMDM 22 Jun, 2019 @ 12:59pm 
How will this impact shields on ship from other mods?
Moon Bnuuy  [author] 28 Mar, 2019 @ 9:48am 
Thanks Miridius, I can't get the game to boot because the computer I had before blew up and the replacement can't run the game. I'll pass the fix on to a friend, to publish a fix.
Meridius_IX / Lucas 24 Mar, 2019 @ 7:09pm 
Howdy. I was poking around in the script for this and may have found what was causing the issue with the ammo generating (not too clear on the 'why' bit :P). Seemed like the UpdateAfterSimulation100() method wasn't firing at all.

I added NeedsUpdate |= MyEntityUpdateEnum.EACH_100TH_FRAME; in the Init() method, and then changed the UpdateAfterSimulation100() method to UpdateBeforeSimulation100()

After all that, ammo generation kicked to life. As far as I can tell, the rest of it is working fine :)
Moon Bnuuy  [author] 20 Mar, 2019 @ 2:25pm 
I'll see what I can do... probably won't have a fix until next week.
Spacebar 20 Mar, 2019 @ 1:33pm 
2 comments before yours "Kallisti [author] Mar 13 @ 4:31pm
No idea if it was broken by the patch or not... i can't really work on it until II get some better hardware to actually play the game properly."
Axelfox 20 Mar, 2019 @ 12:34pm 
Great mod, but as Skallabjorn said, small ion cannon does not generate ammo, please check
Anubis 13 Mar, 2019 @ 4:45pm 
ok.
Moon Bnuuy  [author] 13 Mar, 2019 @ 2:31pm 
No idea if it was broken by the patch or not... i can't really work on it until II get some better hardware to actually play the game properly.
Anubis 12 Mar, 2019 @ 7:55pm 
Did the new patch break it? Wasn't charging.
Moon Bnuuy  [author] 10 Mar, 2019 @ 4:01pm 
Sorry, I'm unable to provide any support for dedicated server.
AHerasI 10 Mar, 2019 @ 7:40am 
Greetings. I'm having the same trouble as Skallabjorn, the small grid ion cannon is not draining any power, and it isn't building any ammo. (Dedicated server, survival)
Med288 8 Mar, 2019 @ 3:31pm 
Not if i'm based on top of a freking moutain >:)
Moon Bnuuy  [author] 7 Mar, 2019 @ 7:25pm 
Depends on how fast the ship is moving and how good you are at target leading or writing scripts that can target lead. Also, if it's like 15km up, I don't think it goes that far. I recall 2km being a limit I might have put in... but I know don't remember if that's right or if it's only the small cannon... I know the big cannon has a longer range and it's not more than like 5km... Oh and it also depends on your simulation settings... some things stop being physical (or even simulated) after a certain distance from players I've noticed.
Med288 7 Mar, 2019 @ 7:20pm 
I care not for electrical damage particles I just what to know if this thing can hit a passing by atmo cargo ship from the ground. now i know thxS :)
Moon Bnuuy  [author] 7 Mar, 2019 @ 7:05pm 
No, it's much longer than that. Again, I don't remember the exact amount, though. It's long enough that the accuracy of the weapon matters a lot more for limiting its effective range than some arbitrary limit. I do know this, though... Unless they've changed it, the electrical damage particles don't show up unless you're close to origin (coordinates 0,0,0) even though things still get shut off. It's the engine, not my code.
Med288 7 Mar, 2019 @ 5:48pm 
So you thinking little over 1.0KM?
Moon Bnuuy  [author] 7 Mar, 2019 @ 4:38pm 
Med288 I don't remember, but it's VERY long...
Med288 6 Mar, 2019 @ 2:42pm 
Whats the range?
Skallabjorn 4 Mar, 2019 @ 8:26pm 
small ion cannon not drawing power... always says out of ammo...
It'sMatt 18 Feb, 2019 @ 1:05pm 
finally now i can steal other peoples ships with ease
Moon Bnuuy  [author] 9 Nov, 2018 @ 9:13am 
Sunder, I don't know if it's still working, and I lack the necessary hardware to test it at the moment. However, unless an update to the game in the last few days broke it, it probably still works fine. Try deleting the mod from your mods folder and re-downloading it. Sometimes the the game corrupts downloads for some reason.
Sunder 8 Nov, 2018 @ 11:46am 
Hey is this still working? If so does it have a power requirement of a certain mw? I can't get it to work on survival
Tristan 3 Nov, 2018 @ 7:56am 
Yeah I fully understand Blender is a ballache, it's only the large version that's got a bugged mounting point at least.
Also the reload rate if anything should be slowed down a little as both small and large ships can put out a silly rate of cannons and disable whatever they're fighting without ever having had to fire an actual weapon.
It would be much appreciated if you could turn down the weapon effect volume a little because it really is deafaning when you have two of them within about 8 blocks of your cockpit.
Again though great mod :D
Moon Bnuuy  [author] 2 Nov, 2018 @ 6:45pm 
I'll see about turning the volume down on the shot sound... and maybe speeding up the recharge a bit on the smll version. I'm not really interested in speeding it up for the large version since that thing is meant to be a huge annoyance to capital ships and make small ships basically completely dead... I'm worried that if I make it recharge too fast it'll just be used as primary defense against small ships.

I'm also kinda not wanting to do much till they fix the bug with particle effects vanishing if you go too far from origin.
Moon Bnuuy  [author] 2 Nov, 2018 @ 6:42pm 
Tristan, there's not much I can do about the tracer bug, since that's in the game. I intended to make my own X-Wing vs Tie Fighter style system for managing shields, engine, and energy weapon recharge times, to replicate that as close as possible. However, there are others making Star Wars style stuff and I didn't want to interfere with their stuff...

So I'm kind of putting the project on hold save for maintenance. Also my computer is a bit too slow for doing very much with Space Engineers...

I don't know much about mount points, I've gotten frustrated with them. The game has next to no documentation on how to do this stuff by hand and I don't exactly have Blender, the skill to use it, or the patience to learn it. Truth be told, I'm strictly a code person and had to use Sketchup to make the model.
Tristan 1 Nov, 2018 @ 9:38am 
(Side note, this is currently great against the defence shields mod as it tends to have enough radius to get the generator however have you thought about maybe trying to find a way to make it so that the ion cannon does high damage to the shields but not be able to shut things down until the shields are disabled?)

Also the mount point for the large grid could do with a little work, it tends to clip through the block that should be behind it.
Tristan 1 Nov, 2018 @ 9:37am 
Love the mod, after testing in survival and creative I have come to realise it's only balanced or close to balanced in creative just so any users known.
The volume on the fire effect is abit deafaning and could do with being turned down.
This suffers the tracer bug that many weapons currently have meaning other people other than the host cant see the tracers.
The fire rate is rather rapid and maybe a little to fast but with the limited 40 per gun ammo generation and the slow generation of said ammo in survival balance this out for the most part.
.
.
Great work though this mod is amazing, just needs a couple final bits of polish and it will be perfect.
Hope that either yourself or other modders expand upon this concept and build some more varients of proper ion weapons.
9/10
Greyson XMG 13 Oct, 2018 @ 9:36am 
Wanted: A big heavy duty version ( hoth style ) that can only be planted on a planet, has a range of 50km and can shut down anything it hits in entirety. Auto targeting, Uber slow tracking, but hyper accurate, even at max range. Also targets only large grids.

Basicly a planetary defence cannon. ( sorta ). Sektan had a model for one, but has neglected it. I always wanted one that worked.

It would make my day.