Space Engineers

Space Engineers

Laser Emitter (Reflectable!)
29 Comments
The Erubian Warlord 22 Jul, 2024 @ 8:36am 
is this not compatible with weaponcore due to them force deleting non WC blocks or is there an actual issue with WC weapons not taking the shut down command?
SniffSniff125 9 Jul, 2024 @ 10:58am 
is it possible to add an option to scale the laser to make it bigger? im trying to create something like the quarantine enforcement platform from subnautica, but the other laser mods either have a very short firing time or they are too heavy, for example, 2cm is over 200Mb

thanks in advance!
CynicDragon 23 Feb, 2024 @ 3:26pm 
Power requirement?
kinngrimm 19 Oct, 2023 @ 4:26am 
cheers :)
Nerd e1  [author] 18 Oct, 2023 @ 8:10am 
Fixed.
kinngrimm 18 Oct, 2023 @ 3:45am 
the dependency to Vanilla+Framework seems not acceessible to me
Squidtank 6 Oct, 2023 @ 7:02pm 
Possible and done, I hooked it up to the old DX11 Phaser model, fixed the animations and it works great. Can't post it since its not my model, but I am sure someone else can fire one up. I did notice it goes right through the ever popular defense shields mod, but I imagine that would be some doings to make them compatible. Especially since they discontinued vanilla support! Anyway, looks great, will have fun with it thanks!
VS-lockon 19 Sep, 2023 @ 3:11pm 
okay but dose this work with weapon core if not then sad face no laser walls for me
Nerd e1  [author] 18 Sep, 2023 @ 12:15am 
@Squidtank hand weapons are very possible, idk if I'll make the mod that does it but the functionality is already there.

@Patrick model is just the vanilla autocannon, the screenshot is just all the different colors as I am still learning blender. It turns blocks off purely in order for hits to be detectable by script/event controller, and its potential for abuse is limited by the fact that you need practically a head on collision for the laser to not reflect.
TigersFangs 17 Sep, 2023 @ 10:45pm 
This is incredibly awesome! I really like the look of your framework too. Excited to mess around with this.
Patrick 17 Sep, 2023 @ 2:22pm 
Is this only small grid? Is the screenshot with the autocannon showing the emitters, i.e., the emitters look like SG autocannon, or is it just showing color possibilities? Can you post a picture of the actual emitter blocks?

Also, why does it turn blocks off? That's a weird mechanic and has high potential for abuse.
joe_frearson 17 Sep, 2023 @ 3:51am 
I've always set up timers on my ships for certain functions such as turning all weapons on every 10 seconds or so mainly against admin griefing in the past. Seems that idea would come in handy here.
Squidtank 16 Sep, 2023 @ 7:31am 
Those lasers look fantastic in game, great job! Any chance you can get this to work with character hand weapons, so we could have some proper laser/phaser type weapons?
Hikari 16 Sep, 2023 @ 3:34am 
This looks actually amazing.
Daniel_Nero_Drake 15 Sep, 2023 @ 7:49pm 
LOVE THIS XD
Nerd e1  [author] 15 Sep, 2023 @ 5:58pm 
It might work with WC unsupported mode, I wouldn't recommend it though and haven't tested it's behavior with WC at all. Pretty much it being in the same world with WC is entirely unsupported behavior as WC overwrites a ton of vanilla code which the Vanilla+ Framework relies on.

@Blank I won't have this one deal damage as it is meant more as a laser pointer/designator, however you can just modify the mod to deal damage, just change the vanilla damage values (in Ammos.sbc) to a nonzero quantity.
- Blank - 15 Sep, 2023 @ 11:00am 
Hey I was wondering if its possible to have this work with weapon core in the game for other mods but that this mod will "ignore" the weaponcore?? just asking because if it could work then i and other could use weapons mods with this grid.. and also.. does this mod have the ability to do dmg when hitting the laser? so its possible to have a defense grid of some sorts??
code 15 Sep, 2023 @ 9:23am 
Honestly, I'm most interested in this mod as a guide for mining so I can point it where I want and then mine in a straight line. Sadly, my server does run WC.
Vargali 15 Sep, 2023 @ 6:41am 
might not need to worry about WC if the emitters are designated as a sensor.. and have it capable of triggering things if beam gets broken/interrupted... just my frame of thought.. not even sure if this is possible...
Pufferfish 120 15 Sep, 2023 @ 1:39am 
:-(
Nerd e1  [author] 14 Sep, 2023 @ 10:21pm 
@SoulDragonWithFlow I don't think WC can handle beam reflects, so no.
Nerd e1  [author] 14 Sep, 2023 @ 8:04pm 
is the beam being reflected off of the block? If so then yes the block would not be turned off. Fixed the assembler issue, someone forgot to save a file... oops
SoulDragonWithFlow 14 Sep, 2023 @ 8:01pm 
WeaponCore compatible version, please. :)
Sensational Being 14 Sep, 2023 @ 7:21pm 
Interesting idea for a mod. I tested in creative and I do not see the emitter colors in the assembler, blocks are not turning off when struck by the beam, and I type emitter in the G menu and it shows up, but it's not listed any where otherwise. Maybe list it under block weapons?

I'm not understanding how you expect the laser to interact with the event controller as a detection system. I'd like to.

If you add "block" to your mod listing it might help discoverability.
Nerd e1  [author] 14 Sep, 2023 @ 9:16am 
Maybe... vanilla lacks a fixed gatling weapon and I cannot model (yet).
wingmaster 14 Sep, 2023 @ 9:08am 
that is very cool but will there be a large grid mount in the future for convenience sake?
Nerd e1  [author] 14 Sep, 2023 @ 9:07am 
@wingmaster somewhat, they act either as sensors as event controllers can detect a block on/off, so if you reflect it at a block and check if its off you can see if the lasers being blocked
50 COW 12 Sep, 2023 @ 3:46pm 
Cool!
wingmaster 12 Sep, 2023 @ 5:19am 
so no damage but acts as an EMP security grid?