Space Engineers

Space Engineers

Laser weaponry (Weapon Core)
64 Comments
lAimBotl  [author] 12 Jul @ 11:33am 
just power
Yopsergio 12 Jul @ 9:50am 
do they need ammo or just power?
lAimBotl  [author] 31 Mar @ 3:03pm 
There is, but you have to do it manually in the weapons settings, since I can't make them default to manual/mouse control on the mods end.
jamstraz 30 Mar @ 4:57pm 
Am I blind or is there no way to control these manually?
The Erubian Warlord 11 Aug, 2024 @ 1:32am 
i think the flat ones your doing look good
lAimBotl  [author] 11 Jul, 2024 @ 12:00pm 
I will try, do you prefer barreled lasers over non, like cannon barrels or "flat" lasers
(like in this mod currently)
Pufferfish 120 11 Jul, 2024 @ 12:47am 
Space engineers Warfare style please
and can you remove or resize the largest turreted lasers Is to large for normal use
note Warfare style can be combined with modern technologi like a laser ciws and some eve online Calgary, ammar style aperance sound as good idea.
lAimBotl  [author] 10 Jul, 2024 @ 1:29pm 
Sure, thou it might take a while, I have been wanting to try it in the SE style (though I ain't that good at it currently, but as they say practice makes perfect), thou idk what style ya looking for.
I will prob release it as a alt style mod.
Pufferfish 120 6 Jul, 2024 @ 4:11am 
Mod concept Is good but turreted weapons Is too ugly for personal use need total redesigns for all weapons can you make it?
lAimBotl  [author] 17 Jun, 2024 @ 7:55pm 
Oh I forgot to mention I also fixed the mirroring for the tiny (left/right) lasers.
slipcasedrock2 17 Jun, 2024 @ 4:23pm 
awesome!
lAimBotl  [author] 17 Jun, 2024 @ 4:21pm 
I finally added SG weapons, yay.
Hirmikss™ 30 Apr, 2024 @ 7:46am 
Only yellow turrets target stuff thats behind armor blocks other turret just sit idle till a thruster or a weapon gets into view,

unrelated note laser turrets do not prioritise decoys but it might be just due to WeaponCore and not the turrets themselves
Katarina [WolfCraft Industries] 11 Feb, 2024 @ 3:48pm 
no problem ^^
thank you for updating the dependencies, much appreciated <3
lAimBotl  [author] 11 Feb, 2024 @ 2:56pm 
Ah thanks for the notice!:steamthumbsup:
Katarina [WolfCraft Industries] 10 Feb, 2024 @ 7:36am 
the original creator of the WeaponCore mod recently retired but a replacement is already out. the only thing you would have to do is to list the new WeaponCore as a dependency and remove the old and retired one. thank you in advance <3
lAimBotl  [author] 1 Jan, 2024 @ 8:25am 
These weapons work, but some mods can break Weapon Core, which can make all Weapon Core guns not fire.
Entropy 23 Sep, 2023 @ 7:38pm 
@mikestewart395 Same problem, It could be one of the 600 mods I have going, I'll do more testing.
KEJWII 10 Jun, 2023 @ 3:14am 
as always i support mods that add more energy turrets instead of more (unneeded for me) turrets that require physical ammo
Ice 18 May, 2023 @ 9:56am 
Did we ever get a small grid version?
mikestewart395 26 Mar, 2023 @ 7:10am 
Weapons not firing for me at all.
Tuckerbag87 20 Feb, 2023 @ 6:38pm 
nice job mate:steamthumbsup:
c0de 14 Feb, 2023 @ 12:20am 
hi my friend, have you happened to make one that does not require core?
lAimBotl  [author] 6 Feb, 2023 @ 1:03pm 
Thanks :) .

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hmm I am thinking of making the fixed lasers more or a high damage pulse rather than a continuous beam, since I think that would make them more fun to use,
or I could have a pulse and continuous version . . .
Stardust 4 Feb, 2023 @ 3:06pm 
11/10 Amazing thumbnail and neat laser models
lAimBotl  [author] 17 Jan, 2023 @ 11:01am 
hm, I do know that sometimes my collisions turn to boxes for newly placed weapons (in survival), until you reload, then they are corrected, though idk why it does it yet. . .
RachoClato 16 Jan, 2023 @ 9:23am 
Also just saying its nothing with the mods because I have the same mods and its working.
RachoClato 16 Jan, 2023 @ 9:21am 
It seemed to be a weird bug where it made it face the wrong way and today when I rebooted my game it seemed to be fixed and it was the first time I was using the mod so I wasn't sure but thanks for replying anyways it's now fixed here is the image of what I get after rejoining.

https://ibb.co/bH6j08J

I honestly think it was just a bug with the mods I was using or it was a keen problem.
lAimBotl  [author] 15 Jan, 2023 @ 6:47pm 
Weird, let me know if it shows up again, I did make sure that it points the right way in game when I tested before release, though I also would like to know how it be doing that. . .

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hmm that does sound like an interesting idea, guess I can go see how that would look.
RachoClato 15 Jan, 2023 @ 2:38pm 
Is it me only or is anyone getting this bug where the laser is facing backwards?

https://ibb.co/bXmPhb0

It could be my mod list if the laser is ok.
FallenShadow 9 Jan, 2023 @ 6:06am 
Can i recommend you make a larger turret format that takes the light or medium turret, and makes it a turret that shoots 3 or so inaccurate beams? Put simple, a beam shotgun. Inaccurate, but insanely damaging at close range. It should have the same range, and be more costly to make and power.
lAimBotl  [author] 8 Jan, 2023 @ 9:42am 
My current plans are kinda like :
Fixed weapons will be stronger (probably around 1.5x, guess I will see when I test them),
small grid will have shield pierce (mostly to let small grid fighters be useful),
and of course like the turrets so far, larger weapons will have a worse efficiency for the hp of damage they do, but they will be more efficient block size wise.

I don't mind increasing damage more to keep the range,
would be nice if wc had different ranges for in planet and out, then I could have the best of both worlds,
nice range (only in space) but also less in atmo so if ya like to play with a bunch of cargo ships with the wep replace mod (like me) ya won't just get nuked by them at the start (I indeed have had that happen) . . .

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You technically could, but the turrets wouldn't work without Weapon Core.
EnjoyCoke 8 Jan, 2023 @ 7:17am 
Can this be used without weaponcore?
Xandrii 8 Jan, 2023 @ 6:41am 
Anyway: we all needed that mod! We all need more energie weapons!! :DDD
Great mod, love it :P


One balance suggestion: light should consume a bit more power, like 20MW and have a slightly reduced damage, like 2000DPS, else light would be a bit too OP.

(needed to split it in 2 messages, because 1000 char limit, sorry)
Xandrii 8 Jan, 2023 @ 6:40am 
fixed would be very interesting!


My ideas about "fixed weapon" would be:
1. longer but smaller weapon, about the same material and energy cost, but 2 or 3 times stronger
2. smaller weapon, but same length, much cheaper material cost (usefully for early game), this would be great to create a new modular and compact turret, or a costly early game energy turret defense, for your base
3. same as 1 or 2, but instead reducing the material cost/increasing the damage, the rang for the fixed are higher (instead of 3000m each, i would suggest 5000m?)

Another idea, related to 3 would be:
Changing the rang of the 3 weapons, either high damage, high rang and high power consume and visa vesa or high damage, lower rang, normal power consume and visa vesa.
(you could also add another row of weapon tier (turrets), making those "larger" but bundling more power, for endgame stuff, heavy might be a bit too OP? Not fully sure)
lAimBotl  [author] 7 Jan, 2023 @ 10:52am 
yeah, I have a few models in the making
CaveDweller 7 Jan, 2023 @ 9:19am 
I'm looking forward to trying your mod =). Do you also have any plans on creating a stationary (non turreted) version?
KEJWII 21 Dec, 2022 @ 11:40pm 
I know of some energy weapons that are energy and for obvious reasons, they generate their own ammo when energized. If not for this update, directed energy weapons mod would still work
lAimBotl  [author] 21 Dec, 2022 @ 10:41am 
But then maybe it is possible with vanilla?
Though I haven't seen a energy weapon mod that uses vanilla for it's weapons without a script for the visuals, damage and ammo. . .
lAimBotl  [author] 21 Dec, 2022 @ 10:38am 
That's mostly because you have to know how to write scripts yourself from scratch to make energy weapons that are not WC
KEJWII 21 Dec, 2022 @ 9:59am 
it's a pity that most mods that add energy weapons are for weapon core
lAimBotl  [author] 15 Dec, 2022 @ 3:32pm 
The damage type of most of my weapons is "Energy" (though I do plan on making my solid light weapons be a combination of both, like the main strike will be "Kinetic" and the explosion after will be "Energy" since I think that makes the most sense)

No problem, I do like to make sure my mods work lel, and feedback is always nice.
Undertacker1976 15 Dec, 2022 @ 3:05pm 
the other mods i use do damage to armor, for the shield module i believe it is due to the type of damage your mod causes it. I solved it by combining other types of weapons with yours (given the power I was hoping to use only yours and remove the others.... never mind.) Thanks for your availability!
lAimBotl  [author] 15 Dec, 2022 @ 11:30am 
Thanks, also thanks for telling me about the bug, though idk if I can do anything about it since Weapon Core handles the damage,
(though of course it technically is possible that it is on my end)
I would see if other Weapon Core weapons also do no damage to be sure though.

In my test world I was able to damage the armor, so it isn't the duramax mod that is the problem at least.
Undertacker1976 15 Dec, 2022 @ 11:22am 
anyway it's a great mod! compliments
Undertacker1976 15 Dec, 2022 @ 11:21am 
duramax yes that's it
Undertacker1976 15 Dec, 2022 @ 11:11am 
Let me explain better for the shields (Defense Shields), the shields take damage but not the emission module but maybe it's a problem with the mod.
lAimBotl  [author] 15 Dec, 2022 @ 9:36am 
I will be buffing the damage next update, along with adding hit particles, and some minor animation adjustments
Undertacker1976 15 Dec, 2022 @ 9:26am 
pity that the damage to the shields is practically non-existent