Space Engineers

Space Engineers

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SpinalWeaponry
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
18.812 MB
11 May, 2018 @ 1:47am
25 Jul, 2018 @ 4:51pm
9 Change Notes ( view )

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SpinalWeaponry

In 2 collections by Kreeg
Kreeg's Mods
22 items
InspiredWeaponry Collection
7 items
Description
23/06/2018: New "Ancient" Set of Energy-Based Spinal-Weapons
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Stand-Alone pack of my Spinal-Based weapons.
This will include any plotted True Laser, Energy-Fueled, and additional spinal weapons to be slotted into it.
Which are few.

At present, this set includes:
The HS Spinal Laser, a 15,000 meter manual-fire weapon (with alternate Green ammo, instead of orange)
The HS Heavy Spinal Laser, a 20,000 meter manual-fire weapon, (with alternate Green ammo instead of blue)
The HS Harbinger , 35,000 meter manual-fire weapon
The Warp-Cascade (3x3x3), a 40,000 meter manual-fire weapon (with alternate Red ammo, instead of purple)
The Dark Lance (3x3x10), a 30,000 meter manual-fire (with alternate 'deep' Red Ammo instead of pitch-black)
The Plasma Spear, (1x1x3), a Small-grid manual-fire spinal, with self-genetating ammo.
The "Azuran Heavy Ion-Lance", (1x1x19) (Name is WIP), is a large-grid True-Laser that can cut through voxels & ships alike.
The "Ancient" set of 'Lances', with varied sizes & strengths.

Each is designed to allow a row to be placed end-to-end with conveyors built into the weapons themselves to allow this.
Due to design, the more of these weapons in a single row or space, the more potent the beam becomes.

Damage, Range, Weight, and other stats are Experimental, so feedback is a glorious thing.

The HS Spinal Laser, is the lighest & weakest of the spinals.
The HS Heavy Spinal is next powerful.
Harbinger Follows as the strongest Spinal in this size, shared by the HS Heavy Spinal.
Warp-Cascade, holds the longest range, and only is bested by the Dark-Lance is raw damage.
Dark Lance, holds the highest raw damage, and has the longest reload period (which is highly noticable unlike the rest)

Disclaimer:

All Rights to the content within, as per Steam statements & legal code, declare the original Author, IE Kreeg, owns their own model assets, code work, and all files of their own design & creation.
These ownership rights & controlling rights do not extend to Keen, nor any 3rd party, nor are invalided by any external force.
Your "usage" rights, are limited, and do not grant nor extended nor imply any rights to control, ownership or similar.
All code sections are owned by their respective parties: An example being scripter CS code, belongs to the scripters whom made it, and are referenced.
Keen has no rights nor ownership to any content or assets created by me or others involved this project.
Steam & Keen guidelines state this legal fact.

Anyone who fails to understand this, or attempts to illegally clone, acclaim ownership, illegally take control or similar to the mentioned assets in any manner,
Can, be DCMA'ed by Me, to legally take all such attempts down with legal force.
If you have a problem with this; You can go read Steam's exacting legal documents on the matter.
I am nicer than most, do not make me waste my time Going after theives.


882 Comments
PallyDanaRama 9 Mar @ 5:23pm 
Thank you; I keep saying WC *could* play nicely with other mods, but it just wasn't, isn't, and won't be written that way. I respect the hell out of modders for doing what I can't and making the game more interesting by adding more options, but my entire problem with WC is that it excludes all other options. I can't curate my own experience because any mod that works with their proprietary system, *only* works with their proprietary system. If I like a weapon mod that doesn't fit their design philosophy, then too bad. If I don't like a particular part of their design, then too bad. If I want to limit some of the scope of the project to minimize the extra jank it introduces to the game, then too bad. There are some seriously amazing mods on WC, but I would rather play with 50 modular, customizable mods that play well together.
Kreeg  [author] 25 Nov, 2024 @ 6:53pm 
The ancient line sadly died, as the only script-ones, they were running a specialized energy-weapon code.

I got distracted by WC lighting itself on fire, so I never removed or rebuilt them to standard vanilla code.
DarkWalf88 25 Nov, 2024 @ 4:38pm 
hei kreeg, i cant figure out a way to put ammo in my ancient weapons, the havent any port, i cant craft their ammo and the aren't self generated, how can i use them?
Kreeg  [author] 2 Nov, 2024 @ 1:17am 
As for stats : Every WeaponCore gun mod had their own entire table, and the framework insisted on modifying base damage so, SpinalWeaponry is static damage from years ago, tailored against Armour at worst and Cython-Energy Shields at the best of times.
If the damage is too good or bad, You can reupload a copy or use "ModAdjusterv2" to fix it.


A summary : This has no issues with anything, as this is Vanilla code, Vanilla projectiles. It can't have issues with scripts as it has none, it runs Vanilla.

WeaponCore Invented its own problems -- None of its problems involve the mods it yells at , everyone else uses Vanilla Code, Runs vanilla damage events, Runs Vanilla projectiles , Only WC demands everyone use their Custom code
Kreeg  [author] 2 Nov, 2024 @ 1:16am 
Mechanically, the functional weapons in this are Vanilla gatling-gun code and vanilla projectile code -- there's nothing to have issues on this end with WeaponCore, and until WeaponCore added their deletion code non-sense there was no problem.

The only problem they had, was their CTC wasn't coded to handled vanilla weapons that didn't have their own (WC) custom code send-off -- which is entirely their own fault, as they didn't code a handler for the Vanilla Basegame absence of their shit, IE 99% of weapon mods, and allowed their own code to crash. There was nothing reasonable Spinal Weaponry could do, given the entire problem was on their end down to How a problem could exist.

As for balance : Defense Shields was coded to ignore Vanilla Projectiles, and run specific API requests so you'd have to code your custom-script damage to call to Defense Shields. Which is something you have to do on purpose, as you're bypassing the Games actual handler for damage & projectile code.
JWickScari 2 Nov, 2024 @ 12:58am 
Going off what Sakura siad, will this have issues with WC generally speaking? I use a few WC weapon packs and the WC Defensive Shield. I’m more concerned about balancing in terms off damage.
Kreeg  [author] 21 Sep, 2024 @ 10:31pm 
The main ones are entirely without scripts, so for the most part. Yes.
Which was the primary reason I made most of them, was to avoid dealing with scripts bricking ironically.
DMMWolf 21 Sep, 2024 @ 7:09pm 
Wait, does this still work?
Malpherian 18 May, 2024 @ 2:53am 
I love the mod, I only have one real criticize to it.

I think this mod has the wrong name for what the weapon systems actually are.

Spinal Lasers (Or weapons) Generally refer to a weapon system which essentially is the ship. IE, the ship is built around the weapon making it literally it's "Spine". These weapon systems tend to be integrated into the ship as the ship itself. (Like the Death star from Star wars). Generally a spinal weapon system makes up about 60% to 70% of a ship and the only reason the ship exists is to move the weapon system along with a few other traits such as logistical transport or Command.

These seem to be more Modular or XL weapon systems. Rather then dedicated weapons you would build a ship around. (Maybe Dreadnought Weapon systems).
Sakura IO 1 Apr, 2024 @ 1:07pm 
Ah, ok. I think I understand. Very interesting! Maybe I'll setup Visual Studio for SE and have a go about it...