Space Engineers

Space Engineers

[DX9 Only] Star Trek Disruptors & Phasers Cannons - Rebalanced
86 Comments
Nick The Duck King 1 Dec, 2020 @ 2:29pm 
weapons don't work :(
VS-lockon 2 Mar, 2020 @ 10:31am 
i wish aaagamer was back
maverick 15 Dec, 2019 @ 5:26pm 
dman all of the good mods are outdated the need to be fixed or be updated to latest verion
markoatonc 1 Apr, 2019 @ 10:02am 
any idea what happened to aaagamer's mods? they are all gone without a trace, not even legacy downloads.
SvenskyStinkyWinky 29 Jul, 2018 @ 5:17am 
when will dx 11 come out?
Nomad  [author] 7 Jul, 2018 @ 9:23am 
@Notorious You have my blessings.
Faceless 7 Jul, 2018 @ 9:05am 
I like everyones opinion. This is something I am working on and like some input!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1434321584

This is a Turret Not a static.
VS-lockon 1 Jun, 2018 @ 2:15pm 
can some up date this like be for
CaptPatrick01 3 Feb, 2018 @ 10:20pm 
What happened to the DX11 version? It just upped and disappeared from the workshop a while ago with no explanation. It had a bunch of phasers in it as well, as well as a red Klingon disruptor beam that just a month before the mod vanished, had its broken earrape sound effect fixed.
S.S.Mogeko 24 Nov, 2017 @ 11:13am 
Update?
DeRavi 11 Feb, 2016 @ 6:10pm 
same
[CoE] darkrhodes 26 Nov, 2015 @ 8:38pm 
would really appreciate a DX11 update so people playing the updated game can use this mod. thank you
Kira 7 Nov, 2015 @ 5:54pm 
Yeah, when you have a mod that refuses to do a very simple update that could allow people on windows 10 to actually use it and it doesnt, its very annoying. its been months, theres no excuse in this.
Clone 20 Sep, 2015 @ 2:33pm 
Kids these days. No dx11 whaaaa! Im going to throw a fit lol.
Kira 13 Sep, 2015 @ 11:54pm 
no DX11. Unsubscribed and thumbs downed.
Thwarted 25 Aug, 2015 @ 12:43pm 
If you add Photon torpedoes, then you could add tricobalt torpedoes. They should be slow and way easier to avoid in ship combat, but pack a big punch when they hit. Not even sure how you would fit the other torpedo types in but there is also Plasma, Chroniton, Transphasic, etc...

Also I hope you can add an NPC ship spawn into this, random Borg cubes here and there.
Veers16 7 Aug, 2015 @ 7:54am 
yes, dx11 update for textures and sounds would be nice, both isn't working atm.
Bane 31 Jul, 2015 @ 10:14am 
possible to make dx11 textures? (since they are already ingame)
Raven4K 29 Jul, 2015 @ 5:29pm 
a phaser turret that can shoot down missles and metiors extremely well would be nice cause hell it should be able to do simple tasks like that anyways shields should be a last resort if the turrets fail due to overwelming incoming fire
Raven4K 29 Jul, 2015 @ 4:02am 
yeah I agree with blue shield phaser and disruptor turrets would be nice so we can have a wider firing arc for said phaser's and disruptor's like the ones in star trek have
Nomad  [author] 28 Jul, 2015 @ 7:48pm 
Hmm, that's weird.
mighty 28 Jul, 2015 @ 5:44pm 
the game cant save my phasers-control group.. after reloading my map the group is deleted. anyone else got this problem ? otherwise very nice job !
Blue Moon 27 Jul, 2015 @ 10:52am 
needs phaser type turrets... as no one else has the phasers down :P
Raven4K 23 Jul, 2015 @ 4:24am 
lol to learn how to mod don't have the time to busy trying to find someone decent who speaks english to play se with and it's harder then you think
draeath 23 Jul, 2015 @ 12:59am 
I've half a mind to figure that out myself - then I could actually go "hey, here's this stuff for you" instead of whining :P
Nomad  [author] 23 Jul, 2015 @ 12:54am 
I've been employed by Valve. Update will be soon.­™
/s


In all seriosness, I have been sorta busy and I have no idea what to do when it comes to modeling and textures. I need to sit down and research that shit one of these days.
draeath 23 Jul, 2015 @ 12:52am 
Still waiting for DX11.
Raven4K 28 May, 2015 @ 5:47pm 
I can't wait for dx 11 update hopefully it will add a nice new look for everything my gtx 970 can handle it although I kinda wish they would just go for dx 12 when it comes out instead since it gives 50% increase to cpu preformance and 20% gpu boost
Nomad  [author] 28 May, 2015 @ 3:39pm 
So the DX11 update requires a texture update. Going to try and fix that soon.
Dai'khairai 17 May, 2015 @ 8:44am 
Safrguns & Raven4096 see these 2
(ship sheild) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=399121944&searchtext=ship+shield
(azimuth shield) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=326282818&searchtext=ship+shield

shields are doable, but somewhat complex compared to other mods and their are various ways to accomplish them
Raven4K 2 May, 2015 @ 2:46pm 
yeah a sheild system that protects till it's energy runs out to protect ships would make things more interesting
safrguns 29 Mar, 2015 @ 1:50pm 
I know this might sound like a tall order and a real challenge, but adding energy shields would give these weapons the OP balance you might be looking for.
Nomad  [author] 24 Mar, 2015 @ 7:19am 
Yeah, laser weaponry should totaly have a drain on your power systems. What I have right now is basicaly "energy packs" the guns use to fire instead of your ship's power grid. The roundabout solution proposed is fudamentaly the same, expect with different pacing in the supply chain. Why I believe that Keen will add power draw options to the weapon API, even if they have stated they would not do an Sci Fi stuff, is because its just a simple thing modders have requestion a lot. Its also worth mentioning the vanilla weapons need power as well. For example, the chain gun operates via electric motor.

However, I doubt they will get rid of the requirements for ammunition charges to be loaded before fire. For that, I will simply replace all the currect ammo with "Disposable Heatsinks" that will require a small amount of Iron, Ice and maybe Copper.
jake0149 24 Mar, 2015 @ 6:59am 
Yeah, but the real power drain is when they're actually being fired. Logically it actually makes sense for it to use energy and some minimal amount of a kind of ammo. A particle beam has to have some particles to throw... really fast.

We should probably avoid that discussion though. Technically, the thrusters should require tanks of reaction-mass. Sometimes, I'd rather have play-ability over realism. So, energy weapons that only use energy and thrusters without reaction-mass.

I do like the idea of energy weapons and slug throwers as separate classes of weapons too, each with they're own pros and cons. And homemade Artificial-G Mass-Drivers just add another whole dimension. So many ways to be constructive and destructive at the same time!

(Sound of maniacal laughter)
draeath 23 Mar, 2015 @ 2:39pm 
Hmm... a workaround is just high power use in general. Keep them turned off, turn them on to "arm" them when you are gonna use them.

Makes sense in Star Trek canon too - the various energy weapons always have to be onlined before use.
jake0149 23 Mar, 2015 @ 10:31am 
Where is the suggestion-box? I do like your workaround. But what I really want to see is the power usage spiking while the Phasers are firing.
draeath 22 Mar, 2015 @ 4:53pm 
Do we know that they'll ever give us that via API? If they've hinted for it, I'd say wait... but we may not get it?
Nomad  [author] 22 Mar, 2015 @ 4:44pm 
Oh I see now. I am just sort of hesitant to implement this as a complicated bandand to an issue that will probably be fixed when they update the API. I am not saying that it is a bad idea, its quite clever actualy.
draeath 22 Mar, 2015 @ 3:53pm 
My point is, as jake says, you shouldn't NEED rare resources, just energy. But, since you have to do use something, the raw product used to create energy can substitude. You should need nothing beyond uranium.

If you want overhead (for balancing, or whatever) then I suggest making it time consuming to manufacture. This way you use more energy per shot, overall. As said, you can explain it away with "charging the capacitors" or whatever.
Nomad  [author] 22 Mar, 2015 @ 1:58pm 
@draeath You can't create objects from nothing. Plus, the ammo already requires a decent bit of rare resources to make as well as power to be manufactured. At the end, there is little difference between having ammo stored on your ship or raw resources to manufacture ammo on the spot.
draeath 22 Mar, 2015 @ 1:43pm 
Workaround: a charging capacitor. Basically, it makes the ammo components "from nothing" - note the quotes... as you would provide it with a fairly beefy power requirement. Alternatively, if you can't actually make something from nothing, you could have it process either uranium ore or ingots. That's not perfect, but you could rationalize it away with the idea that the thing has an internal reactor for some reason or another.
Nomad  [author] 20 Mar, 2015 @ 8:58am 
@Jake0149 True, but the Modding API currenly doesn't support energy only weapons.
jake0149 20 Mar, 2015 @ 8:17am 
Shouldn't energy weapons use energy? Lots of energy? Instead of ammo? As in "divert power to the Phaser array!"

I'd like to see energy weapons that make you add more generators to your ship to make them work. Just a thought.
Silver Fox 8 Mar, 2015 @ 6:21pm 
My recommendation is add an array block as well as the pulse cannons. The cannons are nice, but they're not as effective for certain ship designs as an array would be.
Cpt Pillowy Giant 25 Feb, 2015 @ 5:54am 
Love this Mod but sadly the 'Phaser Array' mod by aaagamer dont go well with this one, I mean the Ideas yes but models of the Array's dont. Would you be able to add your own Array's and have a Ship Weapon pack?
Nomad  [author] 24 Feb, 2015 @ 11:00am 
@Madtom2000 That's a pretty creative idea, but I think this issue will be resolved as Keen updates their modding API. The main problem that I have with is that there i no way to prevent an assembler from being able to manufacture all blueprints that you have defined in your game/mod. So by implementing our "capacitor" we are effectively giving poeple acces to a tiny manufacturing plant.

Outside of that, you can totaly make it fit. Call it "*Weapon name* Capacitor" and feed it "*Weapon Name* charges". It then uses the charges to produce a the actual ammo for the guns from the charges you already manufactured. But there comes the second problem: these new ammo charges will also be manufacturable in normal assemblers, which might be confusing for people who downloaded the mod without spending a ton of time reading the instructions for it (I myself do that all the time).
Crebba 24 Feb, 2015 @ 9:58am 
Hi Nomad, I haven't tried to mod anything, so please don't be angry if my suggestion is not possible due to code restrictions: But maybe you could simulate the function of weapon capacitors with a minimized assembler (1x1x1) which can only create the ammunition, has very limited storage (~10 ammoboxes) and has a very high power demand in ideling and work. that way you could balance the ammo by changing the production time and storage volume. --> set the assembler to autobuild and watch your reactors run dry from the power demand, and as soon as your ammo is used up, the fire rate will drop drastically
Baleur 24 Feb, 2015 @ 2:03am 
Would be great, they are such a unique weapon in SE, actually firing a beam. But testing them vs vanilla weapons and around 10 other modded weapons, they were the undeniable winners in all cases (insane penetration of 4 layers of light armor with 4 layers of heavy armor behind after just 2 seconds of firing).
Nomad  [author] 23 Feb, 2015 @ 7:12pm 
@Baleur I guess I can. I can also make them usable in Suvival as currently they are using the thruster model and there is no way to actualy putting ammo in it.
Baleur 23 Feb, 2015 @ 3:48pm 
Any chance of rebalancing the phasers too, for a little less damage per "beam-bullet"? :D