Space Engineers

Space Engineers

Star Trek Module 8 - Reinforcement 1.2
30 Comments
Dj Afton 3 Jul @ 11:46pm 
nevermind i see the sheilds (kinda why i said it was a stupid question sorry)
Dj Afton 3 Jul @ 9:17pm 
uhh stupid question but do any of your mods add the sheilds?
Qarannia  [author] 15 Dec, 2024 @ 7:56am 
@бенджамин You're welcome. :selike:
бенджамин 15 Dec, 2024 @ 6:27am 
thx you so much :)
Qarannia  [author] 15 Dec, 2024 @ 6:20am 
@бенджамин Those lines are generated by default in the config file. You will need to add the appropriate lines for each module if you want to change the resistances. The lines you need to add are in the text file linked in the description above.

Yes, you can use the Q-Tech Vanilla Reinforcement mod to increase the resists of any BP made with light armor.
бенджамин 15 Dec, 2024 @ 5:45am 
should i keep those line in the log <SubtypeId>Subtype1</SubtypeId> ? .
other question if i use a blueprint ship but made with vanilla light armor and not with tritanium in this case can i still made the armor more resistant by adding the line with like the QT tech vanilla reinforment code lines ? thx
Qarannia  [author] 15 Dec, 2024 @ 5:43am 
@бенджамин This module is only for use with the Star Trek Module mods. You won't need it if you're using the Star Trek Mod Pack 5.8 which already has this all integrated.

And yes, you've got the idea correct that a value of 2 will give the armor and other blocks 200% resistance (so 2x) against WeaponCore weapons.
бенджамин 15 Dec, 2024 @ 5:19am 
hello, i just started SE so i just wanted to confirm.
This module (already integrated in the modpack i guess) allow to modify the resistance of the armor block. So if i understand well 1 = 100% so if it s setup to 2, the armor will be twice resistance that would actually make all big ship bp more valuable since most of them are made with light armor for a question of mass i guess.
should i keep this one in the log or replace them by all the St_module_number_armor <SubtypeId>Subtype1</SubtypeId> ? thx
The Doctor 3 Nov, 2024 @ 5:04pm 
no i read it just saying the name doesnt make sense
i was merely making a point about the name of the mod
Qarannia  [author] 1 Nov, 2024 @ 1:18am 
@Masterbuilder2.0 Anyone who doesn't bother reading the mod description hasn't earned the right to ask questions in the comments. That might sound harsh but I'm not here to do other people's work for them.

In any case, it does give reinforcement to the modules. It can be used to increase the kinetic and energy resistance of blocks in the Star Trek Modules, thereby increasing their effective HP against incoming damage.
The Doctor 31 Oct, 2024 @ 10:20am 
it sounds like it should give me re inforcements so anyone that doesnt read descriptions would be confused
The Doctor 31 Oct, 2024 @ 10:19am 
what does this do?
Qarannia  [author] 5 Aug, 2024 @ 6:25am 
@NathorusLP Yeah, that was my fault; I forgot from further down the comments that you used the original. Similar file, though as you found. I've not used Mod Adjuster but I can't imagine it would be too hard to make this change through that.
NathorusLP 5 Aug, 2024 @ 5:03am 
I found Mod Adjuster V2, which also contains a guide. Many thanks for your help. I am looking forward to further updates of the StarTrekModPack :)
NathorusLP 5 Aug, 2024 @ 4:54am 
Many thanks for your effort, but since I use the modpack from you and not the individual ones, I did not find them of course, but the file in the modpack is ST_CubeBlocks_Industry.sbc.
So I need the mod from BDCarillo, without it I can't change them, did I understand that correctly?
Qarannia  [author] 5 Aug, 2024 @ 2:21am 
@NathorusLP Edit to last: The file you'd be looking to adjust is in Module 6 - Interior Modules and is called ST_6_CubeBlocks_Production.sbc.
Qarannia  [author] 5 Aug, 2024 @ 2:19am 
@NathorusLP The efficiency is 1.0 but the good news is that you can change this if you want to. I never really bothered with the efficiency because by the time you build this thing you can already mine more than you'll ever need. However, I understand the requirement to change it.

I may look at a complete overhaul of the industry modules in the future, including efficiency modules, but for now there is a quicker solution. There's a mod called Mod Adjuster by BDCarillo, one of the WC devs, that allows values in the SBC (XML) files to be altered. I would imagine you could use that mod to change the <MaterialEfficiency>1.0</MaterialEfficiency> value in that XML tag for now until I can come up with a way to add efficiency modules in.
NathorusLP 4 Aug, 2024 @ 1:48pm 
I have now tried it myself, can you set this? I haven't found a file yet.
NathorusLP 4 Aug, 2024 @ 1:38pm 
@Qarannia I have one more question, unfortunately this is not included in the guide, what is the efficiency of the Matter Converter? Or have I overlooked something? Since it cannot use modules, it is fast, but what about efficiency?
Qarannia  [author] 4 Aug, 2024 @ 3:27am 
@NathorusLP You're welcome; enjoy the mods. :selike:
NathorusLP 4 Aug, 2024 @ 3:26am 
@Qarannia Thank you very much for your quick reply :)
Qarannia  [author] 4 Aug, 2024 @ 3:22am 
@NathorusLP Welcome back to SE. Yes, this mod is included as part of the original Star Trek Mod Pack. This one here is for those using the vanilla armor version which is broken into functional modules.
NathorusLP 4 Aug, 2024 @ 3:20am 
Qarannia, since I have been using your modpack for years and have started again with SE, I wanted to know if this mod "Reinforcement" is already included in your big modpack:
I'm looking forward to more new mods and customizations from you.
Federation Cosmic-Bolt 27 Apr, 2024 @ 3:54am 
:D Yay
Qarannia  [author] 27 Apr, 2024 @ 3:38am 
@Federation Cosmic-Bolt I'd say a strong "probably" for the fixed Disruptor. Got some other things that have priority at the moment but I'm hoping to get back to that one soon.
Federation Cosmic-Bolt 27 Apr, 2024 @ 3:36am 
idk... i do expect them to... but i also did replace it with the Modular mods so... also... please tell me the Disruptor Fixed weapons will be added into the Mod Pack and not just Modular Weapon mod Exclusive
Qarannia  [author] 27 Apr, 2024 @ 3:30am 
@Federation Cosmic-Bolt Hmmmm, that is perplexing. When you remove the mod from your list, do the blocks from that mod that are already placed disappear? They should; at least that's from my experience of removing the mod.
Federation Cosmic-Bolt 27 Apr, 2024 @ 3:27am 
1: ahh, while admittedly a shame i can understand those not being added into the Trek Mod

2: nope, im in a Completely Creative building world... and have no need for that Star Trek Encounter mod
Qarannia  [author] 27 Apr, 2024 @ 3:22am 
@Federation Cosmic-Bolt Do you have my Star Trek Encounters mod in your world by any chance? It has the Mod Pack as a dependency and will load it automatically. Other than that, I can't think why it would still be there.

Those other blocks won't be coming to the Module system. Some of them were duplicated in my Q-Tech Utilities mod which is smaller and can be used in non-ST environments as well. Others I wouldn't have included from the start if I was beginning over with the experience I have now. They were made primarily as a way to make functional blocks that were tougher than vanilla. Now, with the ability to reinforce vanilla blocks via WC's armor system they have become surplus to requirement.
Federation Cosmic-Bolt 26 Apr, 2024 @ 4:00pm 
hi @Qarannia so... i have something interesting happening where, even tho i removed the Mod Pack from the mod list and replaced it with the modular Mods... its still in my world... also will the Tritanium Gyro, Grav Generator's, Remote Control, Projector, Long Range Sensor, Camera and others be coming into those one of the Modular's or in a Separate one?