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standard first aid list (file paths may vary for servers or non windows users):
delete all modrelated data and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
delete all modrelated data in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
make a testworld just with the affected mod and one of the other mods as a mod conflict test.
check the world where you experience the problems for modconflicts by removing mods and readd them in a trial and error fashion with different orders of the mods till you found the conflict or if you have gone through all mods to find that there is no modconflict.
they are based o nsorters t allow for more functionf of wc to work properly, so if soem files are missing or get corruptet they fall abck o nbasic sorter ebhaviour, besides that inventory sorting scripts allways think that they are sorters.
try if checkign the games fiels via steam file itnegrety check for the agems avaible i nthe steam library and the standard first aid list helps you.
IE For the most part, you fire them pre-emptively
Will investigate the fire issue.
And if there is a block behind it, the jammer will fail to fire.
SA's Logo is effectively a demonic snake.
---
Per the Update Log: This now is survival capable.
you should be able top read out what ammo is needed with a look into the control menu of the weapon.
The survival isn't ready yet.
Those errors, are actually unrelated to that - they're since I didn't finish the icons for the mags, so it references the HSR ones which SA doesn't have the files for.
MOD_ERROR: Serpent Arms, in file: E:\SteamLibrary\steamapps\workshop\content\244850\2418342152\Data\AmmoMagazines_SA.sbc
Resource not found, setting to null. Resource path: E:\SteamLibrary\steamapps\workshop\content\244850\2418342152\Textures\GUI\Icons\HSR_Resources\Ammo_BoxHSR.dds
MOD_ERROR: Serpent Arms, in file: E:\SteamLibrary\steamapps\workshop\content\244850\2418342152\Data\AmmoMagazines_SA.sbc
Resource not found, setting to null. Resource path: E:\SteamLibrary\steamapps\workshop\content\244850\2418342152\Textures\GUI\Icons\HSR_Resources\Ammo_BoxHSR.dds
MOD_ERROR: Serpent Arms, in file: E:\SteamLibrary\steamapps\workshop\content\244850\2418342152\Data\AmmoMagazines_SA.sbc
Resource not found, setting to null. Resource path:
etcetc
I've already modeled the ports, so they're coming along, just slowly
```
<Description>Serpent Arms, Gauss-Based Launch System, launches the Grimlock Class of Missiles.
Range: 15km
Salvo: 2
Magazine: 2 , Reload of 120 seconds.
Ammo: Grimlock-S , Grimlock-KineticKill
Standard: Durable against AMS, Anti-Armour, Partial Shield-Puncture
KineticKill: High Internal Damage, No Shield-Puncture, Weak to AMS
Grids: 100% Large , 50% Small
Heavy Armor: 150% (S), 45% (KineticKill)
Light Armor: 100%
Non-Armor: 40% (S) , 225% (KineticKill)
Shield Pen: 50% (S), 0% (KineticKill)
</Description>```
The Types, are Essentially
Standard; Anti-Armor
Kinetic-Kill: Anti-Internals (Thrusters, turrets, etc)
With a 3rd that is, apparently not yet listed in description but live;
Gravity Fissure,
this type, if it triggers near a target, generates a slowing field.
--
Grimlocks have 3 trails, due to having 3 ammo types.
I am currently producing a lot of missile like weapons, so that may be in the future.
Shall be fixed, Soon.
So, when a shield is hit, the projectile bleeds half of its damage into the shield, then hits inside the shield.
--
Sadly not, I rarely have time to record.
outgoing from the name i would say they ignore the shields.
for more damage to shields a naming like "anti shield" would be better fitting then shield pen