Space Engineers

Space Engineers

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Tiamat - Gilgamesh Devastator Laser (fixed on 20 aug 2020)
   
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
61.314 MB
12 Jan, 2020 @ 11:40am
20 Aug, 2020 @ 6:55am
3 Change Notes ( view )

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Tiamat - Gilgamesh Devastator Laser (fixed on 20 aug 2020)

In 1 collection by -=KptKosmit91=-
KptKosmit91's SE1 Workshop
24 items
Description
A power laser weapon that inflicts high damage with a decent max range.
Shooting the weapon resets accumulated power, and causes the next charge creation to be delayed.

Mod spotlight + insight on why this name was chosen can be found here: https://www.youtube.com/watch?v=2NDwC7gIMhQ
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Stats:
Max turret traverse: 150 degrees
Damage: High
Reload time between charges: 5.7s
Max Targetting Range: 1150m
Max Beam Range (for manual fire): 1250m

Charges:
Max Charges: 6
Power Usage: 150MW or 105MW
Charge creation time: 26s or 37.1s
Accumulated Power needed for charge: 3900MW

NOTE: Block skins don't work on this block! It is paintable though.
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Credits
ZB3D - Rail Cannon model
Meridus_IX / Lucas - Energy Weapon Script
Shooting sound: https://freesound.org/people/dpren/sounds/440147/

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29 Comments
xdevourx 22 Jul, 2022 @ 6:10pm 
Does this work?
MadWolfZade 25 Mar, 2022 @ 12:27pm 
I am having the same problem as deathbob1, the gilgamesh no longer seems to generate its own energy and seems to be treating its ammo like a physical inventory object that needs to be in its inventory rather than just a count inside the block (guessing Keen changed the coding for ammo and ammo types when they launched warfare and this might be interfering) I hope that this info helps and we can get them up and running soon, I love my Gilgamesh Defensive array on my base and would hate to replace it I love watching pirate ships explode in red mist <3
deathbob1 18 Feb, 2022 @ 4:48am 
its broke again it refuses to shoot
HummingbirdMoth 21 Dec, 2021 @ 10:47pm 
Anyone else have the problem where energy weapons that build up charges won't reload on their own? I have sufficient power but they will only build charges after firing when I exit and reenter my game or cut/paste the grid they are on. This is happening to me on all my similar mods: this one, death star superlasers, etc.

Also I am playing survival with creative options enabled if that makes a difference.
Chaos Uncensored 29 Aug, 2020 @ 2:33am 
Weapon core is great, battles are better/more realistic, and it offers so many different avenues for modders and their creations.
Tobias 29 Aug, 2020 @ 1:21am 
weapon core is broken
Chaos Uncensored 28 Aug, 2020 @ 9:04pm 
Could always make a weapon core version, the weapon scripting in there has some beautiful effects.
-=KptKosmit91=-  [author] 21 Mar, 2020 @ 9:56am 
Yes, all energy weapons are broken now. Waiting for Lucas to upload a fix
Lord'Lcp.oman 21 Mar, 2020 @ 9:37am 
Hi, seems to not be working since last update (at least in my game) just letting you know
remethep  [author] 21 Jan, 2020 @ 3:44am 
AI breaking is not the mod, that is most often caused by a mod conflict @michael.horner2005
The smart turret mod for instance will break the AI for this.