Space Engineers

Space Engineers

Low Power Pulse Laser 1000 m Range - Large AND Small Block Version
20 Comments
shortybsd 4 Oct, 2024 @ 8:20pm 
Yes Gonz.0 the mod is completely broke after recent updates. They shoot once then stop, then your whole base gets annihilated... basically sitting ducks lol. Dying for an update or replacement.
Gonz.0 14 Apr, 2023 @ 6:52pm 
Love the Mod, anyone seeing trouble with it after the most recent update?
Skallabjorn  [author] 6 May, 2021 @ 7:46am 
Mod is partially broken, keen made undcumented changs to the api and now on DS you dont see or hear rthe laser, even tho its doing damage... relegating this to unlisted untill a fix is found.
Skallabjorn  [author] 20 Oct, 2020 @ 3:01pm 
thats either torch or steam and not the mods fault. Sorry. Since I havent made changes at all to the mod since february, it shouldnt need to update.
AngelMarc 20 Oct, 2020 @ 2:58pm 
ok, i have try few times and seems DS is getting stuck on updating your mode somehow, or maybe is Torch, not sure what is happening, as i small mod, but it keep downloading it for quite a while over and over, single player, fine, DS stuck on updating mod
Black.icE 21 Jan, 2020 @ 8:59pm 
Can you get rid of the flames that come out of the shooting? It's so i can't see anything.
Skallabjorn  [author] 9 Dec, 2019 @ 6:46am 
TY :)
AngelMarc 8 Dec, 2019 @ 3:35pm 
i know it works :D
i love it
just reporting
Skallabjorn  [author] 8 Dec, 2019 @ 1:03pm 
ignore - works fine
AngelMarc 8 Dec, 2019 @ 1:00pm 
mod_warning: Low Power Pulse Laser 1000 m Range - Large AND Small Block Version, in file:
**WARNING!**
Script for MyObjectBuilder_LargeGatlingTurret is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
troubled_offspring 14 Apr, 2019 @ 9:43am 
kk thank you, will reload mod folder lol
Skallabjorn  [author] 14 Apr, 2019 @ 9:32am 
yup... working fine for me on DS and SP
troubled_offspring 14 Apr, 2019 @ 9:09am 
is this supposed to have sound when fired?
Skallabjorn  [author] 23 Mar, 2019 @ 6:21am 
@ d_valroth yes your right ( I just read up on it )
d_valroth 21 Mar, 2019 @ 8:01pm 
As far as I recall, the shield mod only really differentiates between weapons which count as missiles by Keen's code and weapons that count as bullets by Keen code. I believe "energy" weapons are those which are considered to be missiles, but which have no blast radius. The kickback value of the projectile is used as a bitmask I believe to control the overall effectiveness of the weapon, pretty much from being all but useless against shields to being outright shield piercing.
Skallabjorn  [author] 19 Mar, 2019 @ 5:01pm 
Nor do I, since it is using KEENS standard code and has impule transfer as part of the ammo code... most likely kinetic... I cant speak to how one persons mod will react to anothers... i will into it....
Sai Hottari 18 Mar, 2019 @ 7:56pm 
Mod 1365616918, Defense Shield by Nukeguard and co. The one that can distinguish between kinetic and energy based damage. Your shield in that mod can be set up to focus more on protecting against one vs the other, so I wanted to know if your laser will be considered energy or kinetic. Though, I'm not sure exactly what needs to be set up for a weapon to be classified as one or the other by that mod.
Skallabjorn  [author] 18 Mar, 2019 @ 6:38pm 
which shield mod.... there are a couple
Sai Hottari 18 Mar, 2019 @ 6:02pm 
handled appropriately by shield mod (counts as energy damage)?
Skallabjorn  [author] 16 Mar, 2019 @ 6:53pm 
updated, fixed a conflict with my heavy lasers mods that caused an overwrite . exclusion of each other... ( damn single line of code took me 5 hours to find lol )