Space Engineers

Space Engineers

Octo Beam Lasers
247 Comments
Vas 1 Feb @ 3:00pm 
I suppose, I just wanted to put a scientific spin on it, rather than doing the KeenSWH thing and doing sci fi magic fantasy all the way just cause. x3
nukeguard  [author] 1 Feb @ 10:53am 
Then you run into problems of players liking certain colors and using certain colors for RP, and then complaints of this or that color doesn't do enough damage and these ranges suck, can I make them longer
Vas 1 Feb @ 9:31am 
In terms of range though, red would have 2km range, maybe 2.25km even. White would be multi-spectrum and have 800m range, while blue would have 400m range. Damage of red would be 1/10th normal output, white is normal output, and blue would be 4 times normal output.

Thats a rough guess though. Its been a while since I played EVE Online so I can't remember my Abaddon color crystals and their damage values. :P I know I once had an Oracle in that game that could shoot red beams 225KM away though.
Vas 1 Feb @ 9:29am 
I was looking at the first video with the showcase guy doing it. :P Realistically lasers wouldn't do any damage except for heat, and since SE doesn't have heat mechanics in it, you can't really melt blocks. So I figured 1/4th the damage might be a more realistic value. I haven't used Weapons Core in a long time so I haven't tested your mod lately. I'll test again here soon and give another opinion. I just thought the damage of the showcase was a bit too high for "stick anywhere and fire" turrets.
nukeguard  [author] 1 Feb @ 5:22am 
interesting idea, might do that. The video I recorded from testing and damage was really high then, it was fun just listening to all the explosions :-)
Vas 31 Jan @ 9:06pm 
Might actually be nice to tie its range and damage into its color. After all, blue would be the shortest range and red being the highest range while blue would do most damage and red the least.

The showcase actually makes the turrets look very powerful, kinda would like them at 1/4th that power really. But anyway.
nukeguard  [author] 15 Jan @ 4:34pm 
There were no performance impacts with 100+ on mod release, that number may have changed over patches, but even 10 of these are pretty damaging
[Spartan] John1seventeen 15 Jan @ 3:27pm 
How many of these weapons would you think is a good max per ship? Could too many of these lead to extremely high memory usage?
Silverado Legion 15 Jan @ 2:21pm 
Also check that WeaponCore is above this mod
nukeguard  [author] 1 Jan @ 6:09am 
A clean fresh world with just octobeams?
ManEagle 31 Dec, 2024 @ 5:56pm 
Unfortunately, when I tried again and again, it did not work. Every time I load the game it gives an error and closes the game. Unfortunately, when I disable the mode, the problem goes away.
nukeguard  [author] 31 Dec, 2024 @ 6:46am 
They're working fine for me, just loaded up a couple different worlds with different mods and they work. You may have a corrupt download, try and redownload
ManEagle 31 Dec, 2024 @ 4:44am 
After the mod is installed, when I go back to the game menu and load it again, it gives an error. What is the reason?
gonnes 20 Nov, 2024 @ 11:50pm 
WC mod and OUT! Crap
nukeguard  [author] 7 Jun, 2024 @ 4:20pm 
that could be a wc bug, as it's not supposed to shoot through it's own or friendly grids
Master Draco 4 Jun, 2024 @ 7:35am 
Only issue I have seen with this weapon on a friends server where we are using it that it likes the shot through friendly grids to attack enemy targets. Out side of that its a pretty good weapon.
Abisius Xarvenius Carbensius 1 Jun, 2024 @ 6:31pm 
@Warlocc
the only stuff that comes to my mind that might count as "breaking game stuff" would be that you cant mix it up with non wc based weapons, but at the same time it adds stuff like smart munitions.
Warlocc 1 Jun, 2024 @ 5:53pm 
WeaponCore breaks too many game features for my liking, I'd love to see a version of this without it.
Mad_Max_TEC 17 May, 2024 @ 7:27am 
Can nukeguard edit your beautiful mod to not use weaponcore?
dmelvin1009 4 May, 2024 @ 2:37pm 
DARN YOU WEAPON CORE MODS AND INCOMPATIBILITY WITH OTHER WEAPON MODS! Great mod tho, love your stuff.
nukeguard  [author] 4 May, 2024 @ 9:22am 
Interesting
Vas 3 May, 2024 @ 4:45pm 
Imagine that, using crystals like in EVE Online to control range and damage. That'd be an interesting modification to this mod. :P
Dalten 9 Jan, 2024 @ 9:12am 
Who WOULDN'T want bright green and pink watermelon jolly rancher lasers lighting the enemy up?
nukeguard  [author] 5 Jan, 2024 @ 5:56pm 
nope, it was just cosmetic because variety
strange botkiller queerfur 5 Jan, 2024 @ 3:26pm 
Can different colors do different damages? I.e. Red does incen because IR is burning, same with UV type thing?
Abisius Xarvenius Carbensius 26 Oct, 2023 @ 11:03pm 
@dantassii
keen happened, they broke every mod that did rely on a specific ingame flag. more here:
https://support.keenswh.com/spaceengineers/pc/topic/41651-fix-myexplosionflag-being-prohibited-after-update
Dantassii Tacatii 26 Oct, 2023 @ 6:01pm 
As of today (and it worked just fine yesterday) this weapon now gives an "Out of Ammunition" Error whenever it is used. What broke yesterday? What ammo is it missing?
♡ Ãȹɨɳɑ ♡ 24 Aug, 2023 @ 7:03am 
Wonderful mod. That's just lasers shoot through their structure. If they see a target through a window, they try to aim and shoot through it through the glass railings.
xXPodGODXx 18 Jun, 2023 @ 2:34pm 
ah that explains why it only changed after i fired it for a while ty
nukeguard  [author] 18 Jun, 2023 @ 2:22pm 
you can force change ammo, the problem is it has to use up the magazine before it changes
xXPodGODXx 18 Jun, 2023 @ 8:09am 
changing the beam color works but takes a long time to actually change it for some reason
Sworn 7 May, 2023 @ 2:22am 
Oh, ok, I got worry about "complete rewrite of weapons system"
nukeguard  [author] 6 May, 2023 @ 4:24pm 
don't get lasers with vanilla system, sorry. You don't even notice weaponcore installed, weapons just work better
Sworn 5 May, 2023 @ 4:22am 
Would be nice if this was stand alone, I want to use it so badly, but I don't want to revamp the entire combat system with WeaponCore :(
BIV 11 Apr, 2023 @ 6:06am 
It looks great, should really annoy the neighbours when I use it late atnight trying to find my cat. But seriously, this is a nice bit of work and it is appreciated that you have kindly shared it with we knuckle draggers. Cheers mate.
Dalten 26 Mar, 2023 @ 10:16am 
Love this mod Nukeguard. though stated as 2km, the max effective range for this appears to be 3km. would you please confirm which is correct? 2km would fit better with the vanilla weapon assortment. tysm.
NorfolkDave 1 Feb, 2023 @ 3:12pm 
Will give it a try after work
nukeguard  [author] 1 Feb, 2023 @ 1:45pm 
try it now, removed firing particle, and changed hit particle, if this doesn't fix the issue, then there is a bug with beams again
NorfolkDave 29 Jan, 2023 @ 5:31am 
This used to be my favorite weapon mod, but now the minute one is built on our server the simulation rate goes to about 2 fps for both of us playing on it.
Changing its range and to target biologicals only fixes it, or removing a turret fixes it.

Dedicated server hosted by GPortal
All uptodate

I see in the comments that on the 6th of december there were issues fixed, so it could be a case of that fix ceasing to work?
Amaia 5 Jan, 2023 @ 5:27pm 
Have not tried this but I will sure try it! Thanks!
nukeguard  [author] 5 Jan, 2023 @ 5:19pm 
which was fixed with latest update
nukeguard  [author] 5 Jan, 2023 @ 5:19pm 
have you tried to delete mod and redownload it? that issue is likely still the spam of decals from the lasers hitting the grid at 3600*8 per second
Amaia 4 Jan, 2023 @ 9:28pm 
Okay im down to around 17ish lasers. As before its fine against shields 0 issues, but this time when shield drop my game froze for like 1-2 seconds, then came back, then froze again, so I turned the lasers off and it went away completely, I turned them back on (not all lasers firing bare in mind, maybe around 10 at first) and its just extremeee lag. It is like the lasers have a special way of destroying blocks and the game REALLY does not like it at all. I dont know if PC specs come into it but I am on SP, no MP.
Amaia 4 Jan, 2023 @ 9:02pm 
Okay little oversight, I had 155 lasers. I cut that in half, which left me with around 77. All seems to work fine while firing at a shielded target but as soon as the shield drops, the game just freezes. I have cut them in half again, so I have around 38. The same happens, I have 0 performance issues while lasers are hitting a shield but as soon as the shield drops my game either just closes or freezes. Am I still running to many lasers? or is there some something going on here? the fact I have 0 issues while fire at a shielded target but as soon as the shield drops my game dies, make me believe something is going on in-between the shield dropping and lasers moving to actual blocks or idk, maybe you can give some insight.
Amaia 4 Jan, 2023 @ 8:37pm 
Try firing 90 of them :D goodluck. Great mod though, guess I over did it for the lasers though
mighty 6 Dec, 2022 @ 5:20pm 
oh, wow that was quick O_o
cant wait to check it out :)
thank you <3
nukeguard  [author] 6 Dec, 2022 @ 5:12pm 
mighty, you'll be happy to know the performance issue is resolved
nukeguard  [author] 6 Dec, 2022 @ 3:38pm 
I certainly will
mighty 5 Dec, 2022 @ 9:55pm 
This weapons cause heavy performance issues now. firing 5 at once almost freezes my game. before the latest update it worked just fine without issues. hope you investigate :)