Space Engineers

Space Engineers

Consolidation Armament - Definitive Weapon Pack
393 Comments
Foltast  [author] 8 Jul @ 11:19pm 
Mr. Pestbird, for plasma - yup, for kinetic only on small grid for now (but there will be static railgun soon!)
2417532098 thank you! Yes, we have some ideas for bigger weapons and some prototypes, it's just right now we want to do focus on different kind of blocks :)
2417532098 6 Jul @ 5:00am 
I really like this series of weapons. I hope there will be larger turrets, such as 10*10 long-range energy turrets.
Mr. Pestbird 12 Mar @ 2:43am 
Has Consolidation Electronic Technologies also single barrels for plasma and kinetic in their portfolio for manual turret construction? Kind regards, a satisfied customer.
RVB 5 Feb @ 5:27am 
would the ai attack block not trigger an otherwise manual fire weapon? worth testing at least.
Erufen Rito 4 Feb @ 7:31pm 
I'm sure this question has a simple answer to, but throughout everything I've read in the past two days, I can't find an answer. I am using the VMX-08 Multi Launch Missile System. Everything on it works, except it wont auto engage targets. I must click to fire, or manually paint something. I assume this is by design. I'm attempting to make it auto fire at any "Enemy" targets within range, and I can't find a way to do it. I want to avoid scripts, and i'm not opposed to timer blocks, but im wondering if i'm doing something wrong and skipping or missing a step somewhere. I see they have the target lead group, and I cant help but wonder if i can somehow use that along the TR100C Oko?

Also, since I'm here I figure I might as well make sure. The "Painting" mode, I assume works with the "Camera Channel" right? If so, can it be used to simultaneously multi-crew a ship based on weapon groups matching that camera channel, from multiple control seats on the same grid?
Foltast  [author] 4 Feb @ 3:10pm 
Ashes Vargrand, I'm not sure that buildinfo can show Weaponcore stats, so they probably wouldn't see it there
Ashes Vargrand 27 Jan @ 4:03pm 
Hi Foltast,

thanks for the Hint. But its the change only in Weaponcore, or can my players also see that in the Info Panel in the Buildmenu?
Dercaixr  [author] 18 Jan @ 5:06pm 
hi! press P to open color panel!
theben2111 18 Jan @ 8:37am 
hi there this sounds stupid but ive only just started playing on pc, how do i change the colours?
Foltast  [author] 13 Jan @ 7:52am 
Ashes Vargrand, you can change it via config options (https://github.com/Ash-LikeSnow/WeaponCore/wiki/CoreSystems-Server-Config-Options)

RVB that highly possible, yes, but would depends on what would we see in the coming months
RVB 13 Jan @ 5:30am 
Are there plans to make a SE2 version of this mod? when the tools are available?
bub1881 13 Jan @ 4:48am 
large block or small block?
Ashes Vargrand 13 Jan @ 1:52am 
is it possible to slower the ranges?
Foltast  [author] 18 Dec, 2024 @ 7:37am 
A slightly better version of basic shells with a bit higher cost of production
andrew.wimmer0 16 Dec, 2024 @ 6:11am 
Any info on what the enhanced shells do for the railguns?
Dext3r09 13 Dec, 2024 @ 5:25am 
Thank you very much Foltast - very good job with that mod - looking forward for next items!
Foltast  [author] 12 Dec, 2024 @ 8:03am 
Dext3r09 StoreTargets is fixed with the current patch, and we'll think about broadcasting

Echo_4089_Raven Oko allows you to see targets with radar scripts, lock targets via RMB click on a greater distance than weapons allows and it also stores targets for other weapons on the grid
Echo_4089_Raven 11 Dec, 2024 @ 9:27am 
how does the "OKO" work exactly? does it let your weapons target beyond their range?
Dext3r09 9 Dec, 2024 @ 9:44am 
Best Wepon Mod for WC I've tested so far (all suggested was tested by me).
Only issue I have is target detector TR100 which do not share targets with default radar scripts. I found solution: edit "StoreTargets" to true. So I'm asking if it's possible to add that into mod or better ad option in config to broadcast targets?
ezinga07 10 Nov, 2024 @ 6:56pm 
also having issues with ancile not working
RaiderLeader666 6 Nov, 2024 @ 9:40am 
Gives me a loading error when loading a world
isGoose 28 Oct, 2024 @ 9:45pm 
were would i find them?
Foltast  [author] 21 Oct, 2024 @ 7:40am 
The ancile is working for me (at least in my worlds). Can you send me a copy of logs (including WC logs) and/or the world where their behavior is unpredicted via our discord server? At this moment I'm not sure what can cause this so any help would be precious

OPC_TEB101L_DisplayName_LID - yeah it's a localization ID for the weapon name. Keen aware of this problem and as far as we know are working on the solution. So we are waiting for fix. You can manually rename weapons (just copy/paste the name from the field when the weapons is installed), it's the only workaround at this moment :(
Mr D Grim 20 Oct, 2024 @ 6:02am 
the renaming thing is not limited to the colourless version. just double checked.
and the string name = OPC_TEB101L_DisplayName_LID
Mr D Grim 20 Oct, 2024 @ 5:45am 
I can confirm @IsGoose report. the ancile turrets are incredibly wonky i've seen it shoot once at meteors. then never worked again.
I've also noticed that after placing it. the name seems fine. but out of nowhere a bit later maybe after a server restart the name changes to a weird one that looks more like a string in a piece of code. with lots of _
isGoose 16 Oct, 2024 @ 12:15pm 
it only happens with the color-able ones dont know why that makes the Ai work or not lol
Foltast  [author] 14 Oct, 2024 @ 9:38am 
We didn’t change anything regarding ancile
But I’ll check it
isGoose 11 Oct, 2024 @ 8:35pm 
hey I was recently using some of my ships that Use the Ancile Pd form this mod and they refuse to fire they will kind of look at threats sometimes but never engage is there something im missing they used to work just fine
Foltast  [author] 10 Oct, 2024 @ 1:10pm 
It's balanced against Northwind and AWP, I can't tell about other WC mods, but aryx probably will be too powerful for it
Azerin 10 Oct, 2024 @ 12:42pm 
How balanced are these weapons in comparison to vanilla weapons or if you know off the top of your head like ARYX weapons
Foltast  [author] 5 Oct, 2024 @ 6:59am 
kurama, can you send us a copy of game logs with a crash?
Airplane ;), as McCloud Jr suggested, try to redownload the mod
McCloud Jr 5 Oct, 2024 @ 6:52am 
@airplane

Very stupid question but do you have WeaponCore installed on your world?

If not make sure it is since its required for this mod to work

If you do, then chances are you may have a corrupted download. This is fairly common and easiest way is to delete the mod and have Steam auto download it again. The path to get to the mod list is here:

[Drive Letter] :\SteamLibrary\steamapps\workshop\content\244850

[Drive Letter] is wherever Space Engineers is installed, I have several HDD's so my letter will be different than others.

after that scroll until you find 2809355711, this is the mod number, simply Shift+Del (or Shift-Command-Delete on MAC), this is just a way to skip the Recycle bin altogether.

Steam will download the mod again, once its complete try again.


Hope it helps, I have done this several times with other mods and have a VERY high success rate of fixing the issue
Airplane ;) 4 Oct, 2024 @ 3:29pm 
are the railguns and turrets supposed to be vanilla targeting, or did i do something fucky with my download somehow?
kurama 16 Sep, 2024 @ 2:11pm 
Getting a Crash when destorying the following Block - OPC_TEB101
Duster71 7 Sep, 2024 @ 11:18am 
Myself and a buddy use these weapons,and absolutely love them.
Firm Donut The Oppressor 9 Jul, 2024 @ 11:34pm 
Ngl its all pretty weak guns do barely any damage
Templar 7 Jul, 2024 @ 9:25pm 
I meant a weaponcore replacement for the vanilla weapons. lol. If this mod is also balanced along the lines of the vanilla weapons then I assume a replacer wouldn't be necessary anyway, asking just in case.
Dercaixr  [author] 6 Jul, 2024 @ 9:55am 
you wouldn't believe but we have just released a vanilla version
Templar 5 Jul, 2024 @ 7:01pm 
Hello. Is there any recommended vanilla weapon weaponcore replacer for this or is just weaponcore balanced well enough?
McCloud Jr 21 Jun, 2024 @ 7:37pm 
From my testing both packs are fairly to extremely well balanced.

The Energy weapons do very little damage to armor but work very well against shields

The Kinetic weapons are the reverse of that.

Missiles seem to on equal footing for Shield and Armor damage.


Good luck out there!
BattlestormTitan 21 Jun, 2024 @ 11:19am 
how well does the damage output balance to vanilla weapons or are defence shields a requirement with the CA weapons packs to survive any encounters against them?
Foltast  [author] 16 Apr, 2024 @ 9:25am 
Lecter, we are waiting for the fix from the game developers. You can help us speed that up on the official KSH bug report page https://support.keenswh.com/spaceengineers/pc/topic/24945-using-localization-in-a-custom-mod-causes-variable-to-name-components
Lecter 11 Apr, 2024 @ 4:23am 
Bag with names like OPC_TBC202L_DISPLAYNAME_LID did not fix ...
Foltast  [author] 26 Mar, 2024 @ 11:49am 
You can use Turret Alarm for example
tonone 26 Mar, 2024 @ 6:57am 
Foltast. Oh rly? where can i find that ? I am rly want this script
Foltast  [author] 26 Mar, 2024 @ 6:26am 
tonone, you can do it with scripts, yes
tonone 26 Mar, 2024 @ 6:15am 
Can i connect OKO with sound block ??
agent8gamingandvlogs 19 Mar, 2024 @ 7:37pm 
Big problem nothing will craft
Foltast  [author] 29 Feb, 2024 @ 12:56pm 
We'll think about it
Lecter 28 Feb, 2024 @ 2:35pm 
Please, make gatling turrets (TBG 101) for a large grid.