Space Engineers

Space Engineers

TIO Industries Weapon Pack
559 Comments
Xythlord 28 Jun @ 4:41pm 
Any chance of getting this changed for Vanilla+?
ATF_Coldblooded Carebear || 11 Jun @ 5:48pm 
Oh well, had to ask.
Killerbee77  [author] 11 Jun @ 4:35pm 
Would be nice but I am not able to add something like that
ATF_Coldblooded Carebear || 11 Jun @ 1:20pm 
Well I was wondering if this is even possible and would it be hard to implement, the feature is to have the option to open/close turret without turning the power on/off like hangars doors.

Your thought?
ATF_Coldblooded Carebear || 10 Jun @ 10:30pm 
Dandg it since i was using them as pipeline continuity and since it within a mining ship, being able to retrack them while mining and extend them when attacked was the main selling point of using themso with this new info ... i gonna have lots or repiping to do with some engineering nightmare trowned in for added headach.
Killerbee77  [author] 10 Jun @ 10:23pm 
Still works. Weaponcore is required
the.radioactiveflare.n7van 10 Jun @ 10:06pm 
also dose this work with weaponcore installed
the.radioactiveflare.n7van 10 Jun @ 10:05pm 
is this still working? it looks awesome
Killerbee77  [author] 8 Jun @ 11:38am 
Wasn’t ideal but it’s intended. These weapons are technically conveyor sorters so powering them off stops the flow
ATF_Coldblooded Carebear || 8 Jun @ 12:35am 
this is new for me, when the retractable turret are power off they don't let anything pass from one conveyor side to the other side. only when power on they will allowed them to pass..
wonder if it was intended that way???
bigredfrog497 1 Jun @ 8:57pm 
Hello! do you plan to ad small grid weapons?
Killerbee77  [author] 21 May @ 10:25am 
Cheers 🍻
nilek 21 May @ 10:01am 
Heyo i found the issue. when doing further testing i realised that the isse was happening when i added other mods no matter what the mod. after some further testing i realised that this was because those mods were below Tio's on my mod list. ater making sure tio's is on the bottom of my list it no longer matters how many mods i have tio's will always show up.
Killerbee77  [author] 20 May @ 10:06am 
Shouldn’t really push it out though. You’d just have to use that scroll wheel. I can try tossing in some weapon mods into SP and see if I can recreate the issue
hmmm . . .
could maybee bee due to the gmenu page beeing limited and as the page that shows you all stuff is the one that shows the most of all pages it would be the first one to top out.
nilek 20 May @ 7:37am 
Another theory i have is, maybe it has something to do with its positing on the page as i noticed that "MWI weapon collection 3" pushed it out one mod earlier than any other and the only connection i could thin of is they like to appear in the same position in the subgroup page. Unfortunately this is something i only noticed but wasn't able to get any concrete info on it during my testing yesterday so i cant say if there is actually any correlation.
nilek 20 May @ 7:32am 
@abisius Im only using about 20, but about half of them are weapon core weapon packs.

some clarification on my previous post, i only get the Tio's weapons in the "Block Weapon" subgroup page, not on the main "everything" page. Also for some reason Tio's is the first to be "knocked off" this subgroup page no mater what other weapon mods i have installed. Also i installed a couple more weapon mods to test things and all of them came up correctly in the subgroup page no matter how many there were.
@nilek
how many mods do you use?

i for my part encountered some loading hickup probs once i go over 100 mods so i keep my modlist shorter than that but i so far didnt manage to make stuff disappear from the gmenu ba having many mods.
Killerbee77  [author] 19 May @ 2:42pm 
Hmm that’s a weird issue. Never heard of it before. The other mod might be doing something weird/improperly
nilek 19 May @ 11:46am 
So i am still haveing issues but i managed to naorw it down to haveing to many mods. when that is the case Tio's gets "Pushed" out of the G menu. An example is if i remove any one of my other weapon mods, Tio's will appear in the "Weapon blocks" section but adding that mod back removes Tio's from my list.
Panthera Leo 11 May @ 6:47pm 
Works for me!
Jonnyhawkeye 11 May @ 5:28pm 
FOR ME ITS fixed
Killerbee77  [author] 11 May @ 3:47pm 
Anyone else still have this issue? Seems to have fixed itself. May have been a bug on a dependency mod that's now been fixed.
Killerbee77  [author] 7 May @ 5:38pm 
Man I completely forgot
Jonnyhawkeye 2 May @ 9:10am 
GL with the Fix man. :)
Killerbee77  [author] 30 Apr @ 2:02pm 
I’ll look into the issue more when I can and try to have it fixed by this weekend. I was still able to find everything by searching for it but I noticed even vanilla weapons weren’t appearing in all of the proper tabs under g menu
nilek 30 Apr @ 11:03am 
i dont know if mabyu its one of the other mods i have but i cant get the weapons to show ip in the g menu even if i search them
Jonnyhawkeye 30 Apr @ 5:59am 
yea i wish it worked in G menu cause i cant be bothered trying to search them up.
Killerbee77  [author] 29 Apr @ 11:03pm 
That or the update broke weaponcore and weaponcore updated itself which then fixed mine
Killerbee77  [author] 29 Apr @ 11:02pm 
Seems to be working fine. Only thing I noticed is weapons weren't appearing in the G menu but still findable via search bar.
nilek 29 Apr @ 9:04am 
I am sad to report that with the most recent update to SE this mod no longer works. That said, knowing Killerbee, we will have an updated vbersion coming soon. cant wait this is one of my favorite weapon mods
gambler01omega 17 Mar @ 8:35pm 
By far still one of my fav turret modders!
MamboFloof 7 Mar @ 10:57am 
Any chance you'd be able to make a version that doesn't have the status lights, or make them disable/color-able? They mess with the look of the ship, and interfere with the positioning lights since they are either all red or all green.
Leo Dicookie 25 Feb @ 12:11pm 
Hi KB I'm having issues with your VXM-08 in both SP and MP, it's not tracking properly and misses almost every time.
Is this block broken or is it a bug?
Love your work by the way :)
Mass 23 Feb @ 10:36pm 
is there any way to increase the range on the torpedoes to have a torp first coil/cannon second weapon setup?
@糖酱今天又在摆烂
the ctc itself is not capable to fire multipart weapons and you will still need to manually fire it yourself, though you can use a ctc assembly to have a platform from which you can aim it.
糖酱今天又在摆烂 17 Feb @ 6:34pm 
also MACs on custom turret controllers can't find targets
糖酱今天又在摆烂 17 Feb @ 5:37pm 
The MAC gun only consumes power and don't need ammo?
OniNoHanzo 17 Feb @ 9:09am 
sorry killer, thought i messaged...i resolved my issue. lets just say ... it was a case of operator error. >.> (had a one to many shots to the head moment)
@Erufen Rito
the camerachanel is if you want to manually target and/or fire weapons via keyfire or mousefire while looking through a camera, atleast to my understanding.

as for the gunner pilot thing that one wont work in coop due to how se handles coop (heck even if the host has no wepaon on keyfire or mousefire but a client has the host can fire them in coop) but could work on a keen or torch based server.
Erufen Rito 6 Feb @ 10:41am 
Appreciate the help!
Killerbee77  [author] 6 Feb @ 10:06am 
I’d direct your questions to weaponcore. I don’t really use most of these features myself
Erufen Rito 6 Feb @ 8:27am 
*3 control seats, 1 of them is the pilot, each weapon group has its own group ID and camera channel.
Erufen Rito 6 Feb @ 8:25am 
Ok so working as intended on both instances. Having the option to make the cannons burst fire caused a lot of confusion and wasted time researching :( A note somewhere would be nice.

One last thing. What is the camera channel thing for? I understand the idea of tying a camera to a weapon group, but i havent figured out the purpose of it.

I have placed 3 control seats. 1 of them is the pilot, and 2 are supposed to be the gunners. the pilot has no weapons on the toolbar, yet only the pilot can fire the weapons. If the pilot changes seats to any of the gunners, only the pilot can fire, and all guns fire.


Am I doing it wrong or misunderstanding its purpose?
Killerbee77  [author] 5 Feb @ 7:59pm 
Crash logs would be helpful Hanzo
Killerbee77  [author] 5 Feb @ 7:58pm 
That’s just how the cannons operate. For fixed missile systems they are manually used. Most people group them and put them on “mouse click to fire”. Only turreted missile systems will auto target
Erufen Rito 5 Feb @ 3:46pm 
I'm having 2 issues and im not sure if they are issues or just working as intended.

For the Mk3 Battleship guns, I cannot get them to fire one barrel at a time. I havent attempted any of the smaller variants.

For the VXM-08, I can fire it Manually, and Painted, but not on AiShoot/Auto. Is this intended?
OniNoHanzo 4 Feb @ 4:18pm 
hey killer, not sure if it's an unseen conflict but the vulan and small small grid weapons crash my game as soon as they fire. tried it in a fresh start and got the same result.
Kaika13 1 Feb @ 5:39pm 
Ahh ok
Killerbee77  [author] 31 Jan @ 11:14am 
You can’t control them in the same way you control vanilla weapons. You can have them all follow your mouse and such