Space Engineers

Space Engineers

MA WeaponCore Weapons
1,053 Comments
bigbabybull 27 Jun @ 6:37pm 
for some reason, the Meatball and Gladius, when i try to set them up, they have a set up like a sorter. i deleted the mod totally and loaded it 3 times but they stay the same. i tried survival and creative. any one have this problem?
Timearley89 10 Jun @ 2:16pm 
I'm sure this has been asked 1,000 times already, but what was the issue with the beam conveyors and mergers/splitters etc? That was my favorite part of the old Laser Beam mod. Just curious, and wondering if it's something that can still be done, or if it's completely broken and made impossible by recent game updates.
Kthulu 2 Jun @ 9:18pm 
lasers dont have any sounds. is that intentional or a bug?
AutoMcDonough  [author] 3 Mar @ 2:11pm 
@Xythlord doubt it, all of the animations and most of the weapon effects depends on WC.
@Mistasandman I'll have to check it out. I haven't booted up SE in a little while now..
Xythlord 11 Feb @ 9:31am 
I would like to throw another vote to port over to vanilla+. I loved using this mod before, but have since switched away from Weaponcore.
Mistasandman 10 Feb @ 3:35am 
for whatever reason randomly, this mod has stopped working. No, I don't think it was the update to the base weaponcore file in late Jan, but I also don't think it's a mod conflict either. Loaded up MA weaponcore and the weaponcore core file, and weapons from here simply will not fire despite being setup properly. I'm not sure what it is, but it's beginning to annoy me quite a bit. If anyone else has solutions to this, it'd be much appreciated.
AresWalker 4 Jan @ 1:21pm 
Any chance for a vanilla+ Port?
Jotaro 27 Dec, 2024 @ 11:50am 
Is this mod still working?
ArenMook 16 Dec, 2024 @ 9:15pm 
@AutoMcDonough just wanted to mention that it turned out the problem with energy weapons not inflicting any damage was caused by being near a safe zone. Even though the testing area was ~50 meters outside of it, for some reason it was causing all energy weapons to not inflict any damage. Repeating the test in the middle of nowhere worked as expected.
andrew.wimmer0 16 Dec, 2024 @ 5:57am 
If you chain multiple T3 Lasers together, does the damage scale linearly?
Bojik 3 Dec, 2024 @ 2:08am 
as of today (suspect another weapon core update) none of the turrets target and fire at anything except meteorites (only thing the lasers have been damaging for a while) unknown on ballistics if they damage targets still.
Rose_420 28 Nov, 2024 @ 12:46am 
i was asking about the build your own laser system thing you had before because even with weapon core the 2 cm laser mod i know is different but similar works thats just on large grid and i loved yours more so i wanted to ask
Inspector de Patas 27 Nov, 2024 @ 11:10pm 
Noob question, I have seen a server list that uses this mod without adding WeaponCore-2.5 to the list and it actually works. My question is: WC2.5 is meant to be added to the mod list? or is it mostly here in the Workshop to provide modders the tools to create weapons based on that system and adding it to the mod list is redundant?
Sanguinius 26 Nov, 2024 @ 7:46pm 
Not sure if Im doing something wrong but I cant get the T3 laser to fire manually, its connected to the conveyor system with plenty of power. any help would be great
ArenMook 24 Nov, 2024 @ 3:54pm 
The energy weapons I could test that that have a way to shoot manually at own turrets. Gravastar does excellent damage to armor and gatling guns, but just zero to artillery turrets, for example. Same goes for the non-turret energy weapons. Meanwhile the Tiger cannon has no issues damaging artillery. I first noticed it in battles vs factorum warships where I spent 10+ minutes circling around the ship with my energy turrets set to target offensive turrets and wondering why it's taking so long, then did manual testing by building my own turrets and shooting them at each other.
AutoMcDonough  [author] 24 Nov, 2024 @ 6:04am 
They should be causing damage.. I Is it ALL energy weapons or only the ones in this pack?
ArenMook 23 Nov, 2024 @ 9:46pm 
Is it expected that energy weapons in this pack do zero damage to armored turrets like artillery? They damage armor and smaller turrets like the gatling gun just fine, yet when targeting assault or artillery turrets, it's always 0 damage.
AutoMcDonough  [author] 22 Nov, 2024 @ 5:41pm 
honestly, no idea. That section of WC got rewritten since I made the weapon so it certainly needs re-tuned.
jokerace45 11 Nov, 2024 @ 6:50pm 
For the EMP turret could you please explain what the exact meaning is for "some blocks" and for a "few" seconds? About how many and how long is that?
Veevslav 11 Nov, 2024 @ 8:15am 
So I am getting a bad triangle on some of the Gimball weapons. When combined with NPC Weapon Upgrades it seems to be creating problems on a hosted server.
EmpathicEye 31 Oct, 2024 @ 8:41pm 
We ShOuLd HaVe A vErSiOn WiThOuT wEaPoNcOrE!!1!

Jokes aside, I love the implementation of this mod. Excellent work, engineer! <3
⎠⎞CAT⎠⎞ 30 Oct, 2024 @ 5:19am 
What is "Beam Network Input" and what do i plug into it? Is it there just for looks?
Chad The Menace 19 Oct, 2024 @ 5:48pm 
I see, thanks :D
AutoMcDonough  [author] 19 Oct, 2024 @ 2:57pm 
I tried to make sure it is not OP, so it may be on the weaker side compared to some other weapons
Chad The Menace 19 Oct, 2024 @ 1:03pm 
I see, thank you!
AutoMcDonough  [author] 18 Oct, 2024 @ 6:00pm 
It works well with a lot of other weapon mods but most servers run their own configs cause every admin has an entirely different idea what "balance" means.
Chad The Menace 14 Oct, 2024 @ 5:41pm 
is it balanced?
Devilers 11 Oct, 2024 @ 7:44am 
Not your mod issue nor WeaponCore.
Water mod breaks hit check thus breaking all lasers from WeaponCore.
Sorry for spam here.
AbitUpset 1 Oct, 2024 @ 9:47am 
Hi, thanks for the mod. In regards to this: "Technically they are still turrets, they have +/-3º of gimbal aiming"

Can we disable the aiming for the fixed lasers? I have a ship with a long "barrel" and the fixed T3 laser hits the inner walls of the barrel instead of shooting straight ahead because of the auto aiming.
AutoMcDonough  [author] 9 Sep, 2024 @ 2:54pm 
uh maybe if i find motivation. it's been requested a lot so i probably should.
der Williams 30 Aug, 2024 @ 12:30pm 
Hi, is there any chance you give us those armor laser armor blocks as a standalone mod? They are just so damn handy to make all ships look so much better.
But for non WC builds there really is no alternative, at least none i could find.
AutoMcDonough  [author] 27 Aug, 2024 @ 6:27pm 
it didn't used to do that, must be some new quirk with WC. Those boys are still cooking up updates.
Zoink 25 Aug, 2024 @ 8:36am 
Hey. Liking the mod very much. It's saved my bacon on a number of occasions. But I was wondering: Some of my Blister turrets keep making a clicking sound and revolving one of their barrels on a constant basis. Every second there's a loud CLACK, like a grandfather clock, is that intentional? It's really annoying.. And yes they do have ammo supplied.
The Erubian Warlord 11 Jul, 2024 @ 9:11pm 
so no deadly laser fencing?
AutoMcDonough  [author] 28 Jun, 2024 @ 6:31am 
I've been out of it for a little bit.. there was some rumblings about WC getting upgrade module support but I'll have to see if it's possible yet. It would be in the form of add-on modules. Replicating the original beam system is not happening.
Rose_420 27 Jun, 2024 @ 11:27pm 
do u still have plans to update the modular laser system from the old mod building your own weapon was really nice
zedframe 25 Jun, 2024 @ 6:45pm 
Oh, I see. Thank you for the quick reply.
AutoMcDonough  [author] 21 Jun, 2024 @ 9:11am 
That error is for a different mod.
zedframe 21 Jun, 2024 @ 9:04am 
MES Spawner / Error: WARNING: Ammo Magazine MyObjectBuilder_AmmoMagazine/CAP_StingerAAM_Mag Does Not Have A Valid MyAmmoDefinition Attached. Please Inform The Weapon Author.
AutoMcDonough  [author] 11 Jun, 2024 @ 2:39pm 
Uh I think the ones I've published are for Starcore, so not just this mod but several others. You would think I'd have a good example build handy but I don't. :|
Glaed 3 Jun, 2024 @ 9:55am 
Does anyone know where i can find some Blueprints for a ship/ships using this mod?
AutoMcDonough  [author] 12 May, 2024 @ 5:06pm 
I've had a few requests for that now.. I probly should just do it
rusmig29 11 May, 2024 @ 10:29am 
Mods work great as usual. Would you be willing to make a stand alone mod for following blocks: Armor Laser 01 thru 16 from your Weaponcore weapon pack for Steam and mod io. Like using these blocks around weapons and thruster's. Figure I cover both bases sent message on mod.io side.
AutoMcDonough  [author] 11 Apr, 2024 @ 5:28pm 
they aren't conveyors, they are upgrade ports that never got turned on. :|
slipcasedrock2 8 Apr, 2024 @ 2:59pm 
just need power...
Griede Starless 8 Apr, 2024 @ 2:32pm 
sooooo....... i built a gladius heavy laser, however it seems i need to hook it up to something to supply energy ammo... yet conveyors do not seem to be working?
AutoMcDonough  [author] 2 Apr, 2024 @ 5:41pm 
I guess so. I don't see the purpose in it but also I don't care. Just give credit, thanks.
Come and See 1 Apr, 2024 @ 1:22pm 
I converted your PDT to a Designator that works with WeaponCore 2.4 akin to https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1686252385 that I've been using in singleplayer. Do I have permission to post it on the workshop?
AutoMcDonough  [author] 26 Mar, 2024 @ 3:54pm 
um.. these should act like normal turrets, you don't need to use turret controller or treat them like "custom" turrets. Just slap them on and let em rip.
Onki 26 Mar, 2024 @ 8:58am 
i have a Problem my custom Turrets dont aim at anything, on the menue it shows : Control Sys AI Detected False, is that the Problem? I set Camera Channel for the 3 Lasers in the Turret, set the Turretcontroller up in the right way, without Weapon core my custom Turrets work fine, but now with Weaponcore and MA Weapons it dont aim on anything