Space Engineers

Space Engineers

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Q-Tech Weapons 1.4
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Type: Mod
Mod category: Block
File Size
Posted
Updated
45.663 MB
25 Feb, 2024 @ 2:48am
29 Jun @ 3:14am
5 Change Notes ( view )

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Q-Tech Weapons 1.4

Description


Welcome to Q-Tech Weapons. This mod contains a set of general purpose energy weapons and missiles. 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.

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. If you really need to make a modified version specifically for your server then ask first. I've never said "no", as long as the modified version is unlisted.



The description of each block in this mod can be found in the Q-Tech Weapons Guide. Please refer to the guide for information about each block.



This mod contains the following blocks:
    Heavy Beam Turret
  • Heavy Pulse Turret
  • Light Beam Turret
  • Light Pulse Turret
  • Beam Cannon
  • Pulse Cannon
  • Missile Launcher
  • Torpedo Launcher
  • Countermeasures Launcher
  • Starfury Drone



The Energy and Kinetic damage resistances in this mod are set to 1. This means that weapons will do 100% of their normal damage to the affected blocks. It is possible to customise these resistance values 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:



For convenience, clicking here[1drv.ms] will allow you to download a config snippet that can be inserted into the WeaponCore server configuration file. This config snippet contains overrides for the damage output of each weapon as well as overrides for the armor resistances of the blocks. Each <AmmoOverride> section can be copied to the config file between the <AmmoOverrides></AmmoOverrides> tags. Each <ArmorOverride> section can be copied to the config file between the <ArmorOverrides></ArmorOverrides> tags. You can then change the weapon damage output or armor resistance values to suit your gameplay.


  • Countermeasures Launcher - Netrunner_PL
  • Missile / Torpedo - Euvand
  • Starfury - Hangar.B.Productions



If you like this mod then please visit Qarannia's Space Engineers Workshop to check out my other mods. You can click here to go to my workshop.





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]
79 Comments
Qarannia  [author] 29 Jun @ 2:54am 
@GalliaRaxus Hmmm, they should rotate on their own to track the target. They do rotate quite slowly though and will definitely not keep up with small, fast moving targets.
GalliaRaxus 28 Jun @ 5:36pm 
How do you get the heavy pulse turrets to rotate?
平凡REN 10 Jun @ 8:31am 
Your weapon is excellent, and I don't want it to be lost in history
Qarannia  [author] 10 Jun @ 2:30am 
@平凡REN I've found the issue; I set the weapons to require a focus target. This means that they will only fire if a target is selected using the mouse scroll wheel. Of course, an NPC can't do that so NPCs using these weapons won't fire at players. When I get the chance I will make a change that should hopefully fix that issue so weapons will auto-fire on enemies.

As an aside, I have no idea why removing the drone would have any effect. It's config isn't even linked to any of the other weapons. But I gave up trying to understand this game years ago.
平凡REN 9 Jun @ 9:03am 
https://www.youtube.com/watch?v=fz8s8Rs87RQ
You can discover the problem through this video
When the player sits in the cockpit and enters the enemy's automatic weapon attack range, the enemy's automatic weapon will not launch an attack, and the player will become normal after leaving the cockpit
This issue may even affect other weapon mod
Through testing, if I remove the drone from your mod, this phenomenon will not occur
Qarannia  [author] 9 Jun @ 3:09am 
@平凡REN I'm not sure what you mean by this. The drone is not meant to launch automatically, whether on a friendly or enemy grid. If you mean something other than this then my apologies, but I don't quite get your meaning.
平凡REN 8 Jun @ 4:21pm 
I helped you test it. The issue caused by the drone was resolved after I tried removing it
平凡REN 8 Jun @ 4:17pm 
Your drone is damaged
Install this mod, and enemy weapons will not launch automatic attacks when players are seated in the cockpit
RuralTowner 1 May @ 7:35pm 
I see Whitestar I Sub...
SILVER 1 May @ 5:30pm 
@Qarannia Thank you for letting me know.. Much respect. Love your mods.