Space Engineers

Space Engineers

Lernaea's Energy Cannons (Weaponcore)
69 Comments
Pufferfish 120 15 May, 2024 @ 10:17am 
This weapons Is too ugly need reskin
KEJWII 1 May, 2024 @ 3:07am 
it seems that they have something broken in the hitbox because other turrets cannot shoot these turrets and they cannot shoot the same turrets from the enemy.

btw great mod
E 5 Nov, 2022 @ 10:45am 
some of em anyway
E 5 Nov, 2022 @ 10:45am 
they look like ion thrusters lol
zibafu 16 Apr, 2022 @ 11:18am 
Damn looks like one could make some freespace2 battleships now haha
Droidhacker 29 Apr, 2021 @ 10:26pm 
Is anyone else getting crashes sometimes when these weapons fire? For me its about 50/50. I have a good pc and other weapons do not cause the same issue
Lernaea  [author] 16 Apr, 2021 @ 11:11am 
I'm done with SE for the time being. This was mostly a personal mod i made for fun, but I'm glad some of you were able to enjoy it. I won't be taking this down, but I also will not be updating it. If anyone wants to take over, shoot me a DM and we can talk it over.
Lernaea  [author] 16 Apr, 2021 @ 11:09am 
I havent played SE since around a month after I released this mod. I think you should be able to create a group with the guns you want to change the color for and then add that to your hotbar and set it to change ammo. that should cycle that groups ammo color. just hit that hotkey until you get the color you want.
cen2050 9 Apr, 2021 @ 10:38pm 
I cannot, for the life of me, figure out how you change the colors of the beams there is no conveyor port that I can see, and no ammo that an assembler can make.These things will make my life so much easier if I could figure out how to make and load multicolored ammo into them
FluffyHusky 2 Oct, 2020 @ 9:40pm 
GG then thanks for looking into it <3
Lernaea  [author] 2 Oct, 2020 @ 7:57pm 
lol. i did ask in the discord, and the answer i got was you cant. turrets default to max range. i like having the high range on them though. a battle in space isnt gonna happen at 800 m
FluffyHusky 2 Oct, 2020 @ 3:47pm 
well allright thank you so much. tho if im honest its hilarious hearing my friends scream about the lazers from orbit xD
Lernaea  [author] 30 Sep, 2020 @ 9:33pm 
I honestly have no idea, but I will ask in the modding discord to see if anyone there knows. If it requires a script I wont be able to accomplish it for you. I'm coding illiterate.
FluffyHusky 30 Sep, 2020 @ 3:14pm 
Ive got a silly question. Is there any way to decrease the AI minimum range to 1km.

For example. players can do this manually yes, but turrets spawned on AI encounters via mods like MES just decimate player bases without any intentional engagement.

Or when Spawned in or made they default to 1km. a config file?

Thank you for any response <3
Lernaea  [author] 19 Sep, 2020 @ 7:18pm 
Do you have weaponcore loaded above this mod in your mod list?
Sir Kalashnikov 19 Sep, 2020 @ 5:45pm 
I didn't see any for the mod itself. In the K menu they just show that they can use conveyers and be turned on or off. I know in the G menu the only options I get are on/off.
Lernaea  [author] 19 Sep, 2020 @ 7:06am 
Kalashnikov, can you hit F11 in the save youre having trouble with and tell me if you have any errors for this mod? Also, when you open the K menu, do my weapons look like actual weapons or do they look like conveyor sorters? Do you have enough power on your grid to actually charge them?
Sir Kalashnikov 19 Sep, 2020 @ 12:50am 
I'm having trouble getting either the turrets or dumbfire weapons to work at all. A target has been picked and everything but they just don't seem to want to fire.
Lernaea  [author] 16 Sep, 2020 @ 12:05am 
I may need to clarify, when i say manually pick a target, i dont mean set them to manual and use the reticle. I mean use the mouse wheel to pick a focus target.
Ret 15 Sep, 2020 @ 10:16pm 
Thanks for the feedback! I'll give it a try tomorrow. I have a bit of an odd setup of a base but for the most part my 4 large reactors should be able to keep up with the lasers, I would think. I'll give the numbers a check though. I'll also give the manual targeting a try too. They aim perfect and score a good first hit but then they just cease to move until I touch them again. Appreciate the reply!!
Lernaea  [author] 15 Sep, 2020 @ 9:29pm 
Also, try manually aquiring a target. IDK if its like this for everyone, but for me at least, sometimes weaponcore turrets stop targeting until i pick a target.
Lernaea  [author] 15 Sep, 2020 @ 9:27pm 
@Ret: The most testing i did in survival was to check build stages. The power requirements are a little wierd though. The base draw is only like 1kw, but while firing it goes up significantly to regen ammo. If you scroll down in the k menu stats for the weapon it will tell you max power required, which is what youll need when firing. For reference, the small grid MK1 fixed cannons take 2 small reactors just for them so they can fire.
Ret 15 Sep, 2020 @ 9:21pm 
is anyone else getting a problem in survival where the light turret shoots at the enemy once but then doesn't shoot again at all, even if a new target appears? I probably just have too many mods but figured I'd ask, I like this one and would love to continue using it.
Streamnt 15 Sep, 2020 @ 3:17pm 
@Jonnyhawkeye
The turrets works on the unison and are all controlled at the same time; it's like being in the Homeworld serie; you just need to tell the weapons where to shoot using the crosshair. Kinda counterintuitive, you need to get familiar to it and it takes time; of course aim and shoot is easier.
Lernaea  [author] 14 Sep, 2020 @ 5:45pm 
@Jonnyhawkeye: vanilla manual controls dont work with weaponcore. See my response to IceThorn just below your comment to do weaponcore manual controls.
Jonnyhawkeye 14 Sep, 2020 @ 2:12pm 
how do i control the turrets
Lernaea  [author] 13 Sep, 2020 @ 6:06am 
@IceThorn: if this is your first weapon core mod, i suggest taking a look at the weaponcore guide found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1989583682 .

TLDR: Press control to show the manual aiming reticle. This will also hide it. Holding control and moving the mouse scroll wheel will change the height of it. Use free look to point the reticle and aim.
Streamnt 13 Sep, 2020 @ 5:23am 
...how d oI manually control the turret? There's a "manual" and "auto" switch but actually no "control" button :|
Lernaea  [author] 11 Sep, 2020 @ 7:27am 
MK2 Fixed cannon buffs are live
Lernaea  [author] 10 Sep, 2020 @ 10:41pm 
I'm an idiot. I spent so much time focused on balancing these in a way that made them usable but not over powered that I didnt pay attention to the fact that on a small grid (or large just higher numbers) 9 MK1 cannons can be placed instead of 1 MK2. 9000 DPS with MK1s vs 5000 DPS AND heat issues with MK2. MK2s will be getting a buff in the morning. I will be setting them all to 12000 DPS before overheating, so 6000 in the weaponcore ui.
Lernaea  [author] 8 Sep, 2020 @ 11:36pm 
@Dark Raider SD, i completely misunderstood what you were saying. You are correct, the tooltip in game is wrong. it will be fixed with the D variant release
Lernaea  [author] 8 Sep, 2020 @ 2:39pm 
Side note: the D variants when released will be 1.0 damage modifiers across the board. Theyll have area damage (much smaller than C variants) and are basically explody gatling guns. 1 KM range on these as well. A jack of all trades variant, but for closer in. They are by far my favorites of the bunch.
Lernaea  [author] 8 Sep, 2020 @ 2:37pm 
Just a heads up for everyone. Im going to be changing the damage multipliers for the C variants soon. I havent decided exactly what percentages yet, but they will do reduced damage to shields and armor. My thinking here is use the A and B variants to cut through defenses, and when you have a hole in the armor, launch a C variant inside to disable the ship. Trying to go for role specific stats on all variants.
Lernaea  [author] 8 Sep, 2020 @ 2:31pm 
Dark Raider, the plasmas actually only have 1 KM range. Thats intended. They have reduced range in exchange for the area damage. I listed the range under the C variant specific stats above, but I should probably also clarify in the overall specs. And thank you for the compliment.
Dark Raider SD 8 Sep, 2020 @ 2:24pm 
good looking weapons btw
Dark Raider SD 8 Sep, 2020 @ 2:24pm 
ingame the slider the range says 1km not the 4km of the info you give for the mk2c plasma turret
Lernaea  [author] 8 Sep, 2020 @ 5:36am 
hell yea man. cant wait to see it
cen2050 7 Sep, 2020 @ 11:32pm 
I had not! Subbed and rated up! Also I didn't see that you made TURRETS! When I retrofit my flagship with these new weapons I will send you a screenshot!
Lernaea  [author] 7 Sep, 2020 @ 1:17pm 
Thanks Sigmund. I definitely wanted the vanilla feel.
Sigmund Froid 7 Sep, 2020 @ 1:08pm 
Btw, good work with the models. At the beginning I thought of it as being a bit boring but I'm liking it now, especially with the new turret models, it gives them a more vanilla feel than most other WC mods.
Lernaea  [author] 7 Sep, 2020 @ 12:59pm 
All good cen. There was no offense taken. I was just explaining my line of thinking. I don't know if you saw but, I released an OP version for those like you who want boosted damage.
cen2050 7 Sep, 2020 @ 12:47pm 
I understand completely Lernaea, please know it was NOT my intention or desire to tell you how to make your mod.

It just so happens that I run with both shield mods, and some pretty high-power reactors...but that is me and how I play the game...so please accept my apology. I meant no offense or disrespect. Mind you I also still love and will be using them, especially with the advent of turrets.

Seriously again...WELL DONE...this mod is something I've been wanting for some time!
Lernaea  [author] 7 Sep, 2020 @ 9:16am 
@cen2050, new OP version released. link is up in the description here
Lernaea  [author] 7 Sep, 2020 @ 9:06am 
@Jonnyhawkeye, do you have weaponcore installed and at the top of your load order? This mod wont function without Darkstar's weaponcore framework.
Jonnyhawkeye 7 Sep, 2020 @ 8:21am 
what do i do to get the guns to work?
Lernaea  [author] 7 Sep, 2020 @ 7:59am 
I dont think setting it to 0 actually did anything. No matter what the cease fire delay is, i cant get a group to shoot once, but when i drag a single cannon down to the hotbar it gives shoot once as an option. But when you press that button it doesnt actually do anything.
Sigmund Froid 7 Sep, 2020 @ 1:24am 
Also it seems I have to correct myself: MA fixed lasers do not work. I have several theories by now though what could impact that:
1. DelayCeaseFire: seems obvious but beam weapons need it higher than 0. If I understood you correctly the weapon will only have the option to shoot once when this value is zero
2. He might have set it up as a turret? (Most my scripts that actually fire weapons won't fire turrets)
As I now confirmed MA's Lasers do not work (sorry if you've been hunting that down) I'll have to add I know for a fact that the Super Atlas Laser works, so as you are already in contact with him maybe he knows a bit more about this.
Sigmund Froid 7 Sep, 2020 @ 12:57am 
I hope you all had a good laugh about it. :steamhappy:
Lernaea  [author] 7 Sep, 2020 @ 12:47am 
it was wizard lizard. and no i didnt say your name. i did point out that i linked your script back to you lol
Sigmund Froid 7 Sep, 2020 @ 12:42am 
well... I guess you didn't say who told you about the issues with shoot once, as in most cases that would be irrelevant. Also I assume with "they" you mean Darkstar and crew?