Space Engineers

Space Engineers

Assault Weapons Pack WeaponCore REBORN
182 Comments
xk_winter 5 Jun @ 3:58pm 
I am using Automatic LCDs 2 and am trying to show ammo capacity. For example I tried the "43x307mmammobox" but it wont show. Is there another name for these in the code?

EDIT: Realized I could go into the AmmoMagazines_AWP.sbc file and look at the item's subtypeID. Turns out the ammo im using has the ID "Ace_43x307mmAmmoBox".
Minecrafter 25 May @ 5:43am 
@Mr_mosey they're in the assembler iirc
Mr_Mosey 24 May @ 8:36pm 
Anyone know how to get the 'Tech' parts to build the unlock blocks?
Airplane ;) 23 May @ 10:09pm 
wait, do the shells have an arming distance? cause the 300mm gun did 1 LA block deep, 1 diameter damage at 320m, but 2 blocks deep, 3x2 area damage at 1000m
Airplane ;) 23 May @ 9:45pm 
For some reason the fixed weapons dont show the normal weaponcore controls in the panel, and the fixed rifles do piss poor damage
Minecrafter 8 May @ 4:22am 
do guided weapons work with WC or is that a V+WF feature?
Harbinger Ace  [author] 2 May @ 9:37am 
@Pina
Go ahead. Hope y'all enjoy!
Pina 26 Apr @ 1:51am 
Hi, I wanted to ask if I can upload the mod with the rules you provided to translate the descriptions into Spanish and configure some bullet distances and trajectories. For a server, obviously, following the conditions you posted.
nickforgie 7 Apr @ 9:59pm 
Were you able to get the pounder cannon working?
Brolaf Keggstanndir 17 Mar @ 9:06pm 
This mod is Nucking Futs brother, I love it! Sniping passing ships with the Ironfist has become the highlight of the hour for me! I do get some weird name bugs with the mod, (20mm PDC and Spotlight Turret) but it's probably a conflict with one of the other ones I run, but so minor!
sirpredator 9 Mar @ 11:41pm 
Hello everyone
Installed kernel 2.5 and Assault Weapons Pack WeaponCore REBORN for my dedicated server

The guns shoot, but do not use ammo. Please tell me how to teach them to use ammo. If I can manually correct the files, if so, tell me how...

I really want ammo)
DragoF1sh 25 Feb @ 12:34pm 
I am having a small problem with the most recent update:

I noticed that some of the smaller weapons like the 30mm are firing explosive rounds when they are only supposed to be shooting rapid fire bullets.

At first it was funny, but because I am using this mod for a scenario - it can get very laggy to have so many explosions so quickly in your face.

I don't think the HE rounds on small grid rotary autocannons was intentional, but if it is, then please let me know so I can switch out the gun for a different one without so many explosions.

Thank you for your work on this amazing mod. :D
DocSteal 10 Feb @ 7:38am 
i am having a problem with the YarHarr turret i have redownlaoded the mod
here is a pic https://imgur.com/a/Tw28gUr
Zehiro 27 Jan @ 2:06pm 
Will this version have guided missiles like the vanilla+ version?
Veratisu 27 Jan @ 3:45am 
This Mod Author is nice. He seems like the kinda guy that would fight me in a waffle haus for the right reasons. 10/10
Th3bigM00se 23 Jan @ 8:20pm 
Cant wait for the decoy launcher to make it to this version.
bub1881 14 Jan @ 2:13pm 
jan 14 2025 seems to be working fine for me, the range maxed out at 800m for the 155mm cannon is depressing, the hull mounted AP laser can fire 1000m at 100%, and goes to 2500at 50%
seems this cannon should, at a minimum, hit at least to 3000m
that cannon looks great and everything else seems to be okay, sure wish it could reach out and touch someone, i saw the addon to adjust weapon ranges its still not an improvement
the largest weapon on a tank is dwarfed in its capability by the point defense weapons oooooooooooooooooooooooooooooooooooookay
Icarus 13 Jan @ 11:50pm 
Is this mod currently not working with weaponcore? None of the missiles are guided.
Hikari 14 Nov, 2024 @ 11:22am 
So... It's not working with the current version of WeaponCore.
GetRaccD2004 10 Nov, 2024 @ 8:05am 
is it right that point defence cant target suits?
Z0mbie 18 Oct, 2024 @ 7:55am 
hey ace small question for you
do you have any plans to update this version of the mod any further?
i only ask because im currently wanting to remove weapons core from my game to instead get vanilla+ but theres a few weapons i havent been able to find replacements for thats holding me back (mainly a capital class missile/torpedo launcher)
an alternative would be to stick with weapons core but this version of your mod isnt updated enough to include some of the weapons i enjoy most and frankly i dont want to play space engineers at all without your weapons so im kind of stuck weighing my options
Chad The Menace 14 Oct, 2024 @ 5:45pm 
is this mod balanced like damage wise
Phistandantilus 18 Jul, 2024 @ 1:59pm 
I don't have much experience with weaponcore content, so I have some questions...

is the 30mm chain gun meant to be an independent turret, or does it require something else? I've built a few and gave it conveyor access to plenty of ammo, but they don't activate and there's no control button in their console... am I missing something or is this a bug?

I really want to see more <5x5 small grid turrets. I feel like the vanilla assault cannon should be 3x3 based on its model, but its still 5x5.
Barteg 4 Jul, 2024 @ 4:54pm 
Hey how soon could we be expecting an update to bring in the new weapons already present on the Non-weapocore version ?
Demonik 15 Jun, 2024 @ 10:39pm 
Is anyone else having issues using these weapons when on the water? as in they just shoot at the water while targeting enemies. they don't shoot over the water? i'm using the Water Mod in the Ares At War scenario. the older version had no such issues.
nickforgie 10 Jun, 2024 @ 9:26pm 
Nope
♥♥♥♥ Eater 7 Jun, 2024 @ 1:50am 
Hi. I have troubles with this mod (or not?). Everytime im trying to place smtn a message pops up "incompatible with WC) it does it even if i turn WC off. Does anyone have any suggestions what to do with that? :/
PooPooCreed 5 Jun, 2024 @ 4:18pm 
So, I have been around SE for a long time and Assault Weapons have been among my fav weapons mods around so thanks for making such a great mod set.

Question for you - I am to understand WC mods are made either as or not as Sorters - Doing so takes away the control function. Would it be possible to create a weapons core version of this that is not set as sorters. I run a community server on the weekends and we want to use manual or player-fired turrets only as part of the Role Play. As such we are having to find another weapons pack to use wich is proving to be frigin hard.

Again I understand this might be a big ask, but if its possible and ur willing to it would be much appreciated.
KarlThorsten89 30 May, 2024 @ 4:00pm 
There is one problem with the original mod and this reborn one...
The ENDBRINGER guns are so insanely powerful that when they impact something, the game freezes a little bit.
PickleGamer7381 10 May, 2024 @ 10:48am 
Hey, whenever y'all get the chance could y'all add the 60mm from the non-weaponcore version, i'm working on a ship and want to add the 60mm onto it. Just asking, whenever y'all can. Thank! :)
VS-lockon 4 May, 2024 @ 6:45pm 
woot
CosmoCody 4 May, 2024 @ 8:05am 
Harbinger Ace, and other modders who help make this mod alive again. I thank you all for the hard work and dedication to create these mods and bring our gameplay experiences to another level. You guys keep this game fresh and alive and honestly one reason I cannot stop playing it! Thank you again!
Szymon XII 4 May, 2024 @ 4:24am 
This is still updated, right?
If yes, when is the pirate cannon coming?
Charlie 30 Apr, 2024 @ 6:15am 
Sick! glad to see this is back and you're working with weaponcore again!
Thundercraft 15 Mar, 2023 @ 7:59pm 
@Omega
I see that someone just released an updated fork of this mod. Have you checked whether the range of the artillery is just as short in the new version? If you have, then perhaps you should post your complaint there, since this original version has been labeled as "Discontinued"?
Imperialer Offizer 88B 15 Mar, 2023 @ 10:24am 
wow ...a 1.5km artillery.... lame most low to mid damage weapons have atleast 2 - 3.5 km range
-Data- 31 Dec, 2022 @ 11:57am 
does this still function?
VS-lockon 15 Dec, 2022 @ 3:57am 
TRX_Lucas DEVELOPMENT HAS ENDED. meaning he will not update this or fix bugs and that why im tell ever one just to unSub
76561199092865690 22 Nov, 2022 @ 6:05pm 
Hi friend, all right, a question, will you still finish making this mod? because there is something in this mod that I really want (the part that I know returns to the original position)
xYenza 8 Nov, 2022 @ 4:54pm 
Cope
VS-lockon 4 Oct, 2022 @ 12:40pm 
@ATF_Coldblooded Carebear || yep this mob has been abandoned Harbinger Ace thanks for abandon this mod instead of taking my money
because i just bought $900 worth of other things
ATF_Coldblooded Carebear || 29 Sep, 2022 @ 2:40pm 
@captain _uzziah... NOPE!!
VS-lockon 29 Sep, 2022 @ 1:29pm 
hey 7,138 Current Subscribers you might want just leave
VS-lockon 8 Sep, 2022 @ 7:00pm 
when se take multiple fuck code languages not just c-sharp 3D modeling code language and lot more it shocking that se made it out of Early Access when the code is so unrefined
VS-lockon 8 Sep, 2022 @ 6:58pm 
but then again game dose only take c-sharp and 2D image to code
VS-lockon 8 Sep, 2022 @ 6:55pm 
that just one of the item in the mod i made and that only took me 1hr to type and test
VS-lockon 8 Sep, 2022 @ 6:55pm 
# ## Reaper Laser
weapon_component_template = {
type = instant
key = "Small_Reaper_Kinetic_Cannon"
size = small
entity = "small_laser_gun_entity"
static_rotation = no

damage = { min = 136 max = 200 }
windup = { min = 10 max = 30 }
total_fire_time = 200
range = 90
tracking = 1
accuracy = 1
power = -30
resources = {
category = ship_components
cost = {
alloys = 7
red_energy = 1
reaper_tech = 1
}
upkeep = {
gold = 1
}
}
ship_modifier = {
ship_shield_penetration_mult = 0.10
ship_shield_damage_mult = 0.10
ship_armor_damage_mult = -0.10
VS-lockon 8 Sep, 2022 @ 6:54pm 
also making mod is really just requires is patience and time after all 4 year a go just just learning the code language I made one of the massive mods in Stellaris
Kevin!!! 8 Sep, 2022 @ 6:50pm 
Sure buddy, sure.

I'm done arguing since you obviously don't even try to read anything i said.
enjoy missing this mod.
VS-lockon 8 Sep, 2022 @ 6:49pm 
again go get a PhD because you really do not know what happens 2 kinetic Force impact each other at the same speed and velocity