Space Engineers

Space Engineers

447 ratings
Star Trek Mod Pack 5.8
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
1.531 GB
23 Oct, 2021 @ 1:20am
22 Oct, 2024 @ 3:15am
51 Change Notes ( view )

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Star Trek Mod Pack 5.8

In 1 collection by Qarannia
Space Engineers Mods
102 items
Description


Welcome to the Star Trek Mod Pack by Q-Tech. This is a collection of all my Star Trek themed mods assembled together into one pack. This mod requires WeaponCore and Animation Engine to function, so make sure you have both mods loaded in your world. They are listed as dependencies so they should load automatically but if there are issues it may help to add them manually to the mod list.

IMPORTANT: Update information for this mod can be found in the Change Notes tab.

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason! Many of the weapons' characteristics can be modified using the WeaponCore server config file.

Update information for this mod can be found in the Change Notes tab.



Q1. How do I use all this stuff?
A1. Read the Star Trek Mod Pack Guide. Please refer to the guide for information about each part of the mod. Please do not post questions or complaints if you have not read the guide. If you have read the guide and your question / concern has not been addressed then feel free to post it in the comments section. Special thanks to NathorusLP for his work on translating the entire guide in German. The Star Trek Mod Pack Guide (German) can be found by clicking the link.

Q2. Can you split up the mod pack and make different parts available separately?
A2. Check out the Star Trek Modules collection. It's a re-make of this mod (mostly) but in smaller modular format.

Q3. Can you add [insert name here] block or function?
A3. This mod will no longer have new items added to it, but will continue to be maintained should something break.



It is possible to customise the damage values for many of the weapons in this mod using the WeaponCore server configuration file. This file is automatically created when a world loads with WeaponCore in the mod list, and can be found at:



The WC Server Config[github.com] details what can be customised for each weapon. Using the <AmmoOverride> section between the <AmmoOverrides></AmmoOverrides> tags you can change many of the weapon damage output values to suit your gameplay.

Note: Some weapons, such as the Disruptor, use WeaponCore's EWAR system which is not open to change using the server config file.



Due to space constraints on Steam mod description pages I have had to move the credits to image format. They are now the first images displayed in the image section at the top of the mod page. My thanks and credit to all those whose creations have contributed to this mod pack.

A special thanks goes to fellow modder Sherbert for allowing the use of his teleporter code for the turbolift. He is the author of the excellent Atlantean Transporters mod.

A special thanks also to Gwindalmir for allowing the use of his ramscoop script which allows the Bussard Collectors to work properly.



If you like this mod then please visit Qarannia's Space Engineers Workshop to check out my other mods.





If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
2,690 Comments
Qarannia  [author] 26 Sep @ 1:35am 
@Whitefire I've stepped away from modding SE for the time being due to RL. The best suggestion I can make is to use my thruster pack, my Q-Tech utilities pack which has a number of gyros in it, and my Q-Tech Reinforcement pack which will allow you to modify the resistances on vanilla blocks. The last one allows for different resists for light and heavy armor as well as the functional blocks. It's the easiest way I can think of to mimic the Tritanium Armor, albeit without the custom ores.

If you want custom ores then you'll have to use someone else's armor mod I'm afraid.
Whitefire 25 Sep @ 7:15pm 
any possibility of getting just the armor in a pack? trying to cut down mod sizes and we were looking for just the Gyro, Armor, and Thrusters but you only have a Thruster pack seperate
Qarannia  [author] 12 Sep @ 2:43am 
@amw Hmmmm, the Disruptors are set to penetrate shields if I recall correctly. There is possibly a way to reduce the shield penetration % using the WC config file. It's been so long since I've actually done anything in SE that I'm not 100% sure. You can check https://github.com/Ash-LikeSnow/WeaponCore/wiki/CoreSystems-Server-Config-Options and maybe ask on the WC Discord; the folks there are probably more up to speed than I am.
amw 12 Sep @ 2:12am 
Thank you very much for creating this fantastic mod!

Is there a method to make defense shields more effective against Klingon Disruptors? Currently my ship will get decimated in about 5 disruptor shots with shields up xD
Qarannia  [author] 3 Jun @ 1:58am 
@jivaii Oh, now I understand what bay windows you mean. I don't have any plans for those; I'd have to make completely new models and I just don't have the time these days that I once did for modding SE.
jivaii 2 Jun @ 8:22am 
Ah. Ok. The Signals DLC added new windows that are called "Bay Windows". I was wondering if getting tritanium reinforced ones would be an option
Qarannia  [author] 2 Jun @ 1:44am 
@jivaii I'm not entirely sure what you mean by that. Which bay windows are you referring to? As it stands though, I'm not actively modding SE at the moment; only fixing stuff that breaks.
jivaii 2 Jun @ 1:08am 
Any chance that we could get the bay windows as STMP variants?
Qarannia  [author] 19 May @ 4:28am 
@Demistari So a few points regarding these weapons and most WeaponCore based weapons in general.

1. The turreted weapons (phasers, PD, some Disruptors and Polaron turrets) should be plug-n-play. Just placing them on a powered grid "should" enable them to charge up and fire at any valid target in range. Try putting an armed "dummy target" ship 2km from you and placing a phaser turret. Unless they've changed WC dramatically in the time i've been away from modding, the weapon should auto fire.

2. PD will only target incoming WC based projectiles and only if they are allowed to be targeted. My torpedoes are not targetable so PD won't shoot at them.

3. Fixed weapons (torpedoes and fixed disruptors and phaser cannons) will not auto-fire and must be fired manually.

There is more obviously but if these basic aren't working then something is wrong at a grass roots level.
SpiderFoxx 18 May @ 8:46pm 
@Demistari Are eyou firing them manually or attempting automatic fire?