Space Engineers

Space Engineers

Battlestar Galactica Mod Pack 2.9
449 Comments
Qarannia  [author] 13 Jul @ 10:03am 
@Crysis Revelation Thanks for that; that's the one I was thinking of.
Crysis Revelation 13 Jul @ 4:30am 
the mod you're looking for is called: Chaotic Spawning Settings
You're welcome.
Qarannia  [author] 13 Jul @ 4:19am 
@bubblebutt If you're referring to the spawn rate of the Cylons from my other BSG mod, then there is a mod on the workshop that will do that. It's not my mod though and I don't recall the name. It's something like Insane Pirates or Insane Spawn or something like that.

Most likely someone on Keen's Discord will be able to point you in the right direction.
bubblebutt 13 Jul @ 2:19am 
dose any one know how to increase the spawn rate
Acherion 1 Jul @ 6:54pm 
Ah alright
Qarannia  [author] 1 Jul @ 2:15pm 
@Acherion Hmmm, they were working the last time I checked, which was quite a while ago. I've stepped back from SE modding for a while now due to RL. I will go and have a look and see if something's up with them.
Acherion 1 Jul @ 8:45am 
For some reason, flak batteries do not target missiles or projectiles. Is there something I am missing?
TheWonderer 26 May @ 5:35am 
Ok thanks ill try it out and see what happens
Crysis Revelation 26 May @ 4:59am 
The PDCs only target drones and small grids. it's the flak batteries that target missiles and rockets.
B.R. NortherlyRose 25 May @ 6:16pm 
or I'm high and being dumb
B.R. NortherlyRose 25 May @ 6:16pm 
Point defence turrets only target projectiles, you want flak batteries
TheWonderer 25 May @ 6:13pm 
Point Defence battery dont seem to work it has power and ammo it just says not in range so i move it like right up to its face and nothing i have moved it around and it wont attack it at all i can make it fire but i have to go into the option and do it is there somthing im doing wrong with it ???
Qarannia  [author] 6 May @ 1:25am 
@jamstraz Yeah, If you fire missiles with mouse click and no target then they will just go straight ahead.
jamstraz 5 May @ 9:54am 
That explains that one then. I had them selected and then...waited for them to fire and nothing happened. Yet I did fire with mouse click still they just went straight to nowhere. I'm thinking I have too many weaponcore packs going.
Qarannia  [author] 5 May @ 4:58am 
@jamstraz The missiles are guided but you have to have a target selected using the mouse scroll wheel. They won't fire automatically with AI because they're fixed weapons and WeaponCore doesn't allow fixed weapons to fire with AI.
jamstraz 4 May @ 10:42am 
Am I not understanding things? missiles don't seem to fire with AI and they don't seem to be guided even though they say they are. Maybe a mod conflict???
Qarannia  [author] 29 Mar @ 7:11am 
@Rex It stops missiles (mostly) as long as they're not fired at point blank range. That's all it's designed to do. Not sure what non-WC variant you're talking about; I assume it's another mod in which case it's not a variant since it's made by someone else with a different idea of what balance is. Such is life with these mods.

In any case, if you're not happy with how much damage it does to missiles (it's not meant to damage other things) you can always change that in the WC server config file for your game.
Rex 29 Mar @ 1:29am 
the flak is pretty under whelming compared to the non wc varient kinda a shame
Qarannia  [author] 8 Feb @ 7:13am 
@Galax I have the prefabs in my BSG Encounters mod but that's basically just the Cylon Basestar for now, Apart from that I'm afraid I don't have anything on the workshop.
Galax 7 Feb @ 8:33am 
Hi, do you have ships and stations (prefabs) based on this mod?
Qarannia  [author] 22 Jan @ 12:27pm 
@wArLock Lol, it's no problem. I think landing gear are weird in SE anyway; this is the only kit where I use them. The Raptor and my Star Trek shuttle use connectors which are more reliable.

I'm glad if it works 99.9%; I reckon that last 0.1% is just Klang.
wArLock 22 Jan @ 11:48am 
Works 99.9%! lol only weirdness now is the landing gear lights will look like it is unlocked when you reload but it actually is locked. I'm willing to declare Good Enough if you are :D

You're great Q! Sorry I had to be the bringer of bad news
Qarannia  [author] 20 Jan @ 2:54am 
@wArLock I think I've found a solution. I'll try to get it uploaded in the next day or two. Once updated, landing gear "should" remain locked on game start. Using autolock should also be more consistent in catching the event where one of the gear isn't locked on game load.

This one was a proper pain to track down.
Qarannia  [author] 19 Jan @ 2:45am 
@wArLock Hmmm, I'll have to check with the author of Animation Engine since it's his implementation of the landing gear that these blocks use.
wArLock 18 Jan @ 10:56pm 
Reposting here because I don't know why I originally put it in the Encounters discussion. Derpyderp. Apologies for that.

"The Landing Gear on the Viper Kit don't remain locked on a game reload so turn off autolock at your own peril."

I've since done more testing. In an empty world with only modpack, animation engine and weaponcore loaded I still get the same result. I have half a dozen Vipers in here in various configurations with some built while others admin created, some done fresh and some from blueprints and they all exhibit the same behaviour reliably.

Lock down, save, exit to menu, reload: everyone is detached. If autolock is left enabled then they will sometimes (but not always) manage to relock themselves. The only reliable way to keep these things from floating away and coring carriers is to give them a looping Timer that spams lock

I haven't tested the Raptors
Qarannia  [author] 19 Dec, 2024 @ 3:09am 
@Agent Revan Lamey Not in the immediate future; those models take a huge amount of time to put together and I just don't have the time for that right now.
Rylan "Revan" Cadera 18 Dec, 2024 @ 9:57pm 
Do you ever plan on making a viper MKVII or Mk 7 like the player piloted Raptor and Mk2 Viper?
Crysis Revelation 12 Dec, 2024 @ 12:31am 
@Tgot It did. But due to the unstable nature of that type of targeting, and Weaponcore updating to 2.0, that block was removed. The same can be said about every WC mod that used the same targeting method.
Tgot 12 Dec, 2024 @ 12:22am 
I swear this mod had a Dradis for weaponcore targeting
Z4CKZ33D 25 Nov, 2024 @ 9:25pm 
@Qarannia Oh.. lol well hopefully this was somehwat insightfull then.
ATF_Coldblooded Carebear || 25 Nov, 2024 @ 8:14pm 
and also since i don't know the effect toolcore will have on my other mod like mexplex heavy drill and the tier ship tools and also by what i see on the toolcore mod comment it have quite a few bug and issue to fix to make it stable, so till then it hard pass for me. but i will keep my eyes on then and see what the futur hold for the mod.
ATF_Coldblooded Carebear || 25 Nov, 2024 @ 8:10pm 
will do, since my sight are only the LG/SG weapon themself and not the raptors, viper or raiders
B.R. NortherlyRose 25 Nov, 2024 @ 7:45pm 
but you could try it out nontheless
B.R. NortherlyRose 25 Nov, 2024 @ 7:44pm 
No I believe in order for the tools on the raptor to work you need toolcore, they may be 'vanilla' tools but the code is all toolcore
ATF_Coldblooded Carebear || 25 Nov, 2024 @ 7:42pm 
so unless it used a toolcore dependent tool mod i can ignore the toolcore mod all together?
B.R. NortherlyRose 25 Nov, 2024 @ 7:24pm 
Toolcore is for the Tools on the Raptor I believe
ATF_Coldblooded Carebear || 25 Nov, 2024 @ 5:16pm 
What is the toolcore for?
Qarannia  [author] 25 Nov, 2024 @ 12:31pm 
@Z4CKZ33D Yeah, I'll add it in to the guide I think, otherwise the mod page becomes cluttered. In almost two years though, you're the first to actually experience the minimum distance and report it.
Z4CKZ33D 25 Nov, 2024 @ 10:19am 
Seems so, they started blasting as soon as I pasted the target further away, just over 1km.
Thanks for the info! I'm glad I know how they work now.
You might want to add that information to the mod page, so other people like me won't be confused in hte future =)
Thank you again!
Qarannia  [author] 25 Nov, 2024 @ 8:29am 
@Z4CKZ33D Seems I may have forgotten another detail in the guide; the KEW turrets have a minimum distance of 500m, to stop them pointlessly trying to track targets that are too close because they move so slowly. Do they work from say 1km away?
Z4CKZ33D 25 Nov, 2024 @ 7:48am 
I'm also using the workshop version of the mod (was there another one...?) and I spawned in two different ships in front of the turrets. One was ~200m away and the other ~500m.
Both ships where set to the sprt faction so it would be considered hostile.
Both Manual and Painter modes work, but Auto mode does not want to work.
Do the Turrets not have typical AI were you don't have to do anything, or am I missing something.
Qarannia  [author] 25 Nov, 2024 @ 6:38am 
@Z4CKZ33D So I've just tested it and all the guns fired no problem. I was in creative mode and was using the Steam Workshop version of this mod.

As I was watching the shooting though, something occurred to me. I never updated the guide when I did the April 30 2.3 update. In that update I changed the rotational firing arc of the KEW batteries to 240°. This means if they're outside that arc from the target they're not going to engage. That's honestly the only thing I can think of as they all work as intended for me.
Z4CKZ33D 25 Nov, 2024 @ 4:57am 
I have no clue either. I created a new world with only the BSG mod, plus the required mods, and still nothing. I can't for the life of me figure out what's wrong.
I Am testing in a creative world but there shouldn't be any difference...
Do turrets Need to be in a certain ID group...? Idk. I think I tried everything that I can think of in terms of settings and such but I'm lost at this point.
If you could give any kind of insight then I would very muich appreciate it.
Qarannia  [author] 25 Nov, 2024 @ 1:47am 
@Z4CKZ33D I'm not sure why they're not firing for you. Nothing has changed with this mod for months. I'll take a look and see if I can replicate the issue but last time I used it (a while ago, I don't play SE at the moment) it was working fine.
Z4CKZ33D 24 Nov, 2024 @ 9:45am 
Alright, sorry to be one of those people but, what is it with WC or this mod and the AI not shooting at all? I did atleast try out several combinations in the settings for the KEW turrets but to no awail.
Am I missing something? Is there an additional block that is required? Aren't default settings on a turret supposed to be working like Vanilla turrets, I mean when it comes to the AI.
I know how manual mode and all that works but the AI does not want to work.
Oh and Vanilla turrets work as intended, that's why writing this here in the first place.
And lastly, I play with several mods but none of them change weapons in any way or the AI.

Sorry for being a bother. Other than that I very much appreciate this mod/modpack so you have my thanks!
Qarannia  [author] 18 Oct, 2024 @ 2:00am 
@Nova Astral I'll double check this when I get the chance but last I checked they were working.
Weighted Sensory Kitty 18 Oct, 2024 @ 12:05am 
It could just be me, but the conveyors on the salvager for the raptor kit dont appear to actually connect to the connector, I haven't been able to pull anything out of it
Qarannia  [author] 5 Sep, 2024 @ 1:58pm 
@B.R. NortherlyRose Indeed.
B.R. NortherlyRose 5 Sep, 2024 @ 1:57pm 
Oh god, heart attacks anytime you move, lords have mercy
Qarannia  [author] 5 Sep, 2024 @ 1:55pm 
@B.R. NortherlyRose Not just guns either; I know of a particular thruster mod that when you stacked more than 3 of them the noise was intolerably loud.