Space Engineers

Space Engineers

(NEW UPDATE) L.Y.N.X Industries (Fixed and rebalanced) - Weaponry [WeaponCore]
DaysofKnight 16 May, 2023 @ 9:55am
Bugs list
L.Y.N.X Industries - Weaponry [WeaponCore] - Personally confirmed bugs.

This is a list of bugs that have been reported spanning back over slightly a year that I have personally tested and confirmed each one stated below.

General bug: These weapons do not show up in Progression tab if in survival with Progression active. - Confirmed.

HRC-450 GARMR: 400mm Railgun Ammo isn't in the Assemblers. - Confirmed

HFC-1000 RAGNAROK: Won't accept its own ammo. - Confirmed
Note: Re-tested - This weapon accepts and takes on its own the "Flak Cannon 1000mm RTKEP Shell", but will not accept Flak HE 1000mm, if this ammo is even for this weapon. Unsure.

LTL-4 Light Torpedo Launcher MUNIN & SM-10 Light Torpedo Rack: Item Thumbnails broken. - Confirmed
(Side Note: The weapon itself still works just fine. Though, very confusing how to properly use. Had to just force it to shoot to make sure it fired. Not sure how to actually use this weapon. Please test for yourself. - I don't have any DLC, so I could not test the SM-10 Light Torpedo Rack.)

Personal test - Capital Gauss Cannon HGC-1200 HEIMDALL: (Firstly, this weapon takes a ton of energy to fire.) Either the round from this weapon moves too fast to do damage to ground voxels, or this weapon just doesn't do damage. Tested by trying to take out a small hill 400m away.
Note: This weapon's maximum is 10Km. Perhaps this could be the cause of not functioning at such short ranges.

Heavy Ballistic Missile MBM-3: Requires an "N/A" material of 3.33. - Confirmed

SML-7 Swarmer Missile Launcher HUGIN: Deletes all ground on the planet it's used. Causes laggy mess and crash as a result. - Confirmed. (Crashed before seeing ground deleted. Going off comment for what actually happened.)

Personal observation: Many weapons don't even state what ammo they use.

HTL-3 Torpedo Launcher YMIR: Weapon PeakDPS says "93,225,010.0" and Construct DPS says "9.32e+007". This doesn't seem right to me. - Confirmed - Via comment that says the files state it should be 36,000 DPS or 750,000 damage per shot.
Note: Weapon doesn't state which ammo it uses. Assumed "Heavy Torpedo B10", was correct.

HTL-1 Torpedo Launcher YMIR: Weapon's PeakDPS says "46,612,500.0" and Construct DPS says "4.66e+007". Again, just like HTL-3, this doesn't seem right to me? I'm unsure, perhaps check the files for this weapon, too.
Note: Same issue as HTL-3, doesn't state which ammo it uses. But uses the same "Heavy Torpedo B10"

Separate note about HTL-1 and HTL-3: Are these like Nukes? Is that the reason for the absurd damage?

Heavy Rotary Cannon HRC-185 AVENGER: This weapon will accept Autocannon 185mm HE ammo, but won't accept Autocannon 185mm AP ammo. Even after switching ammo types. - Confirmed.
Note: In the sub-menu for this weapon in K menu, Pick Ammo - Both ammo types have the same text "autocannon185round" despite one being HE shells and the other being non-HE shells. Might want to correct this.
Second note: The ammo for this weapon: "Autocannon 185mm AP Box" once created via Assembler, creates "Autocannon 185mm" - Might want to find that and add AP to the end so people know it's AP ammo.

Railgun Turret RTP-250 STALLION: Camera for player control is inside the gun. - Confirmed.
Note: Turret fires just fine otherwise.

Personal observation 2: With every missile/rocket I fired from any weapon that uses missile/rocket ammo; the explosion/ammo didn't cause damage to voxels/ground.

HBL-3 Bomb Launcher Jotnar: Oh boy, this one was a doozy.
The comment stated, and I quote "the big bombs dont explode."
So, that's all I had to go off of.
At first I thought the entire weapon was broken. But just for my own sanity, and to make sure I didn't waste your time having to mess with it, I tested it again - multiple times.

The only thing I could note about it, was that it does no damage to voxels/ground.
However, for a sanity check, I put some light armor blocks in its way to see if it does damage to those. Oh boy, does it ever. I was near the explosion after placing the blocks and it launched me at 4,500ms. 67km away from where I was.

Personal observation 3: You pointed out the Loki's beam and sound issues. From looking at newer comments after yours, it seems Lynx never fixed this issue.

HPA-500 Particle Accelerator LOKI: There's a bit of confusion with this weapon. People assume it needs ammo to fire, but all it needs is energy. Should probably add to it's G-menu description that it uses energy.

Bug from comments: "The MJONIR and the YMIR aren't targeting grids, they just fly straight."
I don't know how to test this because I don't really know how to spawn hostile grids while in survival with creative controls turned on.
Perhaps have a look at these?

Personal observation 4: Dec. 10th, 2021 - Lynx posted a comment on their own mod saying they're halting the development of this mod "indefinitely." Though, they seem to update it from time to time? They're looking for someone to take the reins, I think you should.

I would rather have someone that can respond and adapt to the bugs of a mod, rather than just let a good mod die out. You seem to be able to handle fixing this mod.
Last edited by DaysofKnight; 16 May, 2023 @ 1:19pm
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Showing 1-8 of 8 comments
masterbuilder1016 17 May, 2023 @ 8:15pm 
In Lynx's mod, the Loki has a much longer wind-up time between charging and firing the gun.

In this mod, the Hofund EVO's camera is partially obstructed by the turret.

The SM10 Light Torpedo Rack is a decoration. Why? I dunno.

About your note on the HTL-1/HTL-3; they're the heaviest missiles that you can affordably spam. The nuke is the ballistic missile. The ballistic missile deleted my Red Team Ramming Frigate when I was testing it, so... yeah.

Also a note on the Jotnar: I was building a ~90000 block, 500 meter long ship and was testing the Jotnar from Lynx's mod. The mirroring was broken, and I believe I launched one into the side of my ship accidentally because a second after I fired my entire ship disappeared. I don't know how big the blast radius is, but it's at least like 200 meters.
Daimonfire  [developer] 16 Sep, 2023 @ 1:34am 
Thank youuu! I am aware of some of the bugs you listed, and those I mostly fixed, but there's a bunch of em which I didn't know of. Especially with WeaponCore advancing I have no clue if this mod still works, but since I now have more free-time irl I will resume development very soon (today)
DaysofKnight 16 Sep, 2023 @ 2:07am 
Real life comes first of course. Glad to have gotten and update.

It's been a while since I've played, so I'm unaware of any new bugs that may have popped up from the game updating with a new DLC, and just general updates.

Lync finally responded on the original mod, but hasn't really said much other than bugs were fixed, and that an update was "coming soon."

However, he's said that an update has been coming soon that he's been working on since Janurary.

@Daimonfire - I don't know how to code or anything, but if you need someone to test anything let me know. I, unfortunately, have more time on my hands than I know what to do with currently (lack of a job, and I don't do anything)
Last edited by DaysofKnight; 16 Sep, 2023 @ 2:09am
Couple to add from testing in Survival. The Munin Light Torpedo Launcher, Ymir Heavy Torpedo Launcher and Mjölnir Ballistic Missile Launcher don't pull ammo from connected inventories. A quick fix is, apparently, to increase the inventory volume, but they only fill up to about half the max. Something to look into more, but I don't have the know-how to do it myself. The Ymir triple variant loads only two of its three tubes for the same reason.
Last edited by Smutt Bibblebember; 7 Jan, 2024 @ 4:02am
DaysofKnight 7 Jan, 2024 @ 8:42am 
Originally posted by Bimfred Tunberry:
Couple to add from testing in Survival. The Munin Light Torpedo Launcher, Ymir Heavy Torpedo Launcher and Mjölnir Ballistic Missile Launcher don't pull ammo from connected inventories. A quick fix is, apparently, to increase the inventory volume, but they only fill up to about half the max. Something to look into more, but I don't have the know-how to do it myself. The Ymir triple variant loads only two of its three tubes for the same reason.

I saw this issue with the recent patch Daimon did when I finally got around to testing yesterday. It happens with some other weapons, too, but I assumed that was just because I was in creative mode
the original creator of the WeaponCore mod recently retired but a replacement is already out. the only thing you would have to do is to list the new WeaponCore as a dependency and remove the old and retired one. thank you in advance <3
i also sent you a friend request in case you arent seeing this here, if you do and fixed the dependencies you can ignore it.
OverlordMGC 18 Feb, 2024 @ 5:12am 
Currently I have the problem that my YMIR torpedo launchers aren't automatically reloading in survival, despite being connected to an ample supply of ammo. I have to reload every tube manually. It worked fine before so I have no idea what happened.
OverlordMGC 21 Feb, 2024 @ 1:41pm 
Okay for some reason it's like this now. The YMIR can fire 2 shots in succession but after that the reloading bug happens again. It pretty much makes things very meh.

I hope that will be fixed eventually. If that report is even heard at all.
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