Space Engineers

Space Engineers

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Properly Rebalanced Vanilla Weapons (1.207.021) Performance Friendly
   
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Type: Mod
Mod category: Modpack, Animation, Other
Tags: NoScripts
File Size
Posted
Updated
693.293 KB
30 Aug, 2024 @ 8:32pm
8 Sep @ 12:38pm
5 Change Notes ( view )

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Properly Rebalanced Vanilla Weapons (1.207.021) Performance Friendly

In 1 collection by Jonathan Torres
Better Vanilla Weapons
8 items
Description
This mod brings more common sense to vanilla weapons; this is a conservative realistic rebalance, which aims to make the battles less arcade and more dangerous, more like real life...
Bullets, cannon projectiles and missiles now travel at realistic speeds, with the exception of the railgun's projectile speed, which I left at 2000 meters per second (vanilla), because it seems to be near the limit of the game engine; above that value it might not calculate properly, so, to be safe I left it at 2000. (Experimental railguns in real life are faster than that...)
Now, assault cannon, artillery cannon and railgun projectiles cause damage to voxels, and no longer they act like a glorified sniper rifle...
Now, because of the fire rate, gatling guns are TERRIFYING! Just like in real life...! And the warfare gatling gun has now a REAL purpose; instead of only being a cosmetic thing, now the warfare gatling gun has less fire rate (1800 rpm) and high accuracy, and meanwhile, the normal gatling gun has more fire rate (3600 rpm) and less accuracy.
Now, turrets have a higher detection range.
Now, flares no longer damage blocks, so now you can use them in your base without worrying about damaging your grids.
The damage of all weapon projectiles continues to be vanilla, except (kind of) the assault cannon, artillery cannon and railgun projectiles, which now also cause explosion damage, which allows them to damage voxels like missiles!
The explosion radius of missiles has been increased a bit, but nothing too out of the ordinary.
The welding time of weapons has been increased a bit, but nothing too out of the ordinary, and I couldn't put the technical information down into the description, because the description is already near its character limit.

Here are technical changes of this mod:

Pistols fire a red tracer of value: x="0.35" y="0.2" z="0.2"
Rifles and interior turret fire a red tracer of value: x="0.45" y="0.2" z="0.2"
Gatling guns fire a red tracer of value: x="0.60" y="0.3" z="0.3"
Autocannons fire a red tracer of value: x="0.9" y="0.3" z="0.3"

Pistols have a Projectile Trail Scale of: 0.2 (In vanilla it was 0.05)
Rifles and interior turret have a Projectile Trail Scale of: 0.3 (In vanilla it was 0.05)
Gatling guns have a Projectile Trail Scale of: 0.5 (In vanilla it was 0.1)
Autocannons have a Projectile Trail Scale of: 0.8 (In vanilla it was 0.5)

Interior turret has a maximum detection range of: 1000 meters (In vanilla it was 600)
Small gatling turret has a maximum detection range of: 1600 meters (In vanilla it was 600)
Large gatling turret has a maximum detection range of: 2000 meters (In vanilla it was 800)
Autocannon turret has a maximum detection range of: 1600 meters (In vanilla it was 600)
Small missile turret has a maximum detection range of: 1600 meters (In vanilla it was 600)
Large missile turret has a maximum detection range of: 2000 meters (In vanilla it was 800)
Small assault turret has a maximum detection range of: 1600 meters (In vanilla it was 600)
Large assault turret has a maximum detection range of: 2000 meters (In vanilla it was 800)
Artillery turret has a maximum detection range of: 3000 meters (In vanilla it was 800)
Small Turret controller has a maximum detection range of: 1600 meters (In vanilla it was 600)
Large Turret controller has a maximum detection range of: 3000 meters (In vanilla it was 800)

Pistols have a projectile range of: 1000 meters (In vanilla it was 250)
Rifles have a projectile range of: 3500 meters (In vanilla it was 800)
Gatling guns have a projectile range of: 3500 meters (In vanilla it was 800)
Autocannons have a projectile range of: 4000 meters (In vanilla it was 800)
Missile launchers have a projectile range of: 5000 meters (In vanilla it was 800)
Assault cannons have a projectile range of: 5500 meters (In vanilla it was 1400)
Small railgun has a projectile range of: 5500 meters (In vanilla it was 1400)
Artillery cannons have a projectile range of: 6000 meters (In vanilla it was 2000)
Large railgun has a projectile range of: 7000 meters (In vanilla it was 2000)

Pistols' recoil was not changed and continues to be 0.5.
Rifles' recoil was not changed and continues to be 1.5.
Gatling guns have a recoil of: 400 (In vanilla it was 200)
Autocannons have a recoil of: 1500 (In vanilla it was 1000)
Missile has no recoil and continues to be so.
Assault cannons have a recoil of: 100000 (In vanilla it was 50000)
Small railgun's recoil was not changed and continues to be 30000.
Artillery cannons have a recoil of: 200000 (In vanilla it was 150000)
Large railgun has a recoil of: 300000 (In vanilla it was 120000)

Fireworks' projectile travels at: 180 m/s and leaves the muzzle at 180 m/s (In vanilla it travels at 180 but leaves the muzzle at 60)
Pistols' projectile travels at: 370 m/s (In vanilla it was 300)
Rifles' projectile travels at: 910 m/s (In vanilla it was 300)
Gatling Guns' projectile travels at: 1219 m/s (In vanilla it was 400)
Autocannons' projectile travels at: 800 m/s (In vanilla it was 400)
Missile travels at: 1100 m/s but leaves the muzzle at 100 m/s with an acceleration of 200 m/s² (In vanilla it travels at 200, leaves the muzzle at 100 and has an acceleration of 600 m/s²)
Assault cannons' projectile travels at: 772 m/s (In vanilla it was 500)
Small railgun's projectile travels at: 2000 m/s (In vanilla it was 1000)
Artillery cannons' projectile travels at: 827 m/s (In vanilla it was 500)
Large railgun's projectile was not changed and continues to travel at 2000 m/s.

Normal pistol continues to have a fire rate of 450 rpm.
Fully automatic pistol has a fire rate of: 1400 rpm (In vanilla it was 1000)
Elite pistol continues to have a fire rate of 450 rpm.
Normal rifle has a fire rate of: 700 rpm (In vanilla it was 450)
Precision rifle continues to have a fire rate of 300 rpm.
Rapid rifle has a fire rate of: 970 rpm (In vanilla it was 550)
Elite rifle has a fire rate of: 800 rpm (In vanilla it was 600)
Interior turret has a fire rate of: 970 rpm (In vanilla it was 600)
Warfare gatling gun has a fire rate of: 1800 rpm (In vanilla it was 700)
Gatling guns and gatling turrets have a fire rate of: 3600 rpm (In vanilla it was 700)

Warfare gatling gun has a precision of: 0.1 (In vanilla it was 0.15)
Small gatling turret has a precision of: 0.5 (In vanilla it was 0.3)
Gatling gun has a precision of: 0.4 (In vanilla it was 0.15)
Large gatling turret continues to have a precision of 0.3.
Autocannon turret has a precision of: 0.08 (In vanilla it was 0.25)
Autocannon has a precision of: 0.05 (In vanilla it was 0.15)
Small assault turret continues to have a precision of 0.5.
Small assault cannon has a precision of: 0.03 (In vanilla it was 0.2)
Large assault turret continues to have a precision of 0.35.
Artillery cannon has a precision of: 0.05 (In vanilla it was 0.15)
Artillery turret continues to have a precision of 0.3.

Missile has an explosion radius of 7 but continues to have the vanilla explosion damage of 500. (In vanilla the explosion radius was 4)
Assault cannons continue to have an explosion radius of 2 but have an explosion damage of 200. (In vanilla the explosion damage was 0, and that is why it couldn't destroy voxels in vanilla, but now it can!)
Artillery cannons continue to have an explosion radius of 3 but have an explosion damage of 300. (In vanilla the explosion damage was 0, and that is why it also couldn't destroy voxels in vanilla, but now it can!)
Large railgun has an explosion radius of 15 and an explosion damage of 3000. (In vanilla the explosion radius was 1 and the explosion damage was 0, and that is why it also couldn't destroy voxels in vanilla, but now it can!)
Small railgun has an explosion radius of 4 and an explosion damage of 400. (In vanilla the explosion radius was 0 and the explosion damage was also 0, and that is why it also couldn't destroy voxels in vanilla, but now it can!)
Popular Discussions View All (1)
0
12 Sep @ 7:08am
Data, formatted
andersenman
26 Comments
尤利 23 hours ago 
Steam does actually pull mods from the workshop even if you change the workshop files before loading. That is good as otherwise malicious code could be snuck in - for the same reason they will not let me play multiplayer with a local mod, it has to be uploaded first. I'll do that eventually after some heavy tuning! Thank you again :)
Jonathan Torres  [author] 26 Sep @ 12:29pm 
尤利 I'm not sure if steam would undo the changes, to be safe, I'd recommend you to turn it into a local mod.
I believe you already know that but just in case: Search for a folder called "3321233916" after you have downloaded the mod and rename it with the mod's name so that you can easily recognize it later. Place the folder into AppData\Roaming\SpaceEngineers\Mods so this local mod will be visible to be added ingame.
And thank you for your kindness!!
尤利 25 Sep @ 2:42am 
You're the man. Thank you for your reply. :steamhappy:
Will steam undo my changes to your files? Should I download it and then make it into a local mod instead of workshop mod?
Jonathan Torres  [author] 24 Sep @ 8:32pm 
尤利 And by the way, there is no copyright to my mods, you are completely free to republish it! (I only made mods for myself to have fun with, and after having fun, I decided that others should too, so I shared)
Jonathan Torres  [author] 24 Sep @ 8:32pm 
尤利 You can disable that which causes the bug.

Open the file "Ammos.sbc", then look for "LargeCalibreShell" in order to change the following line: "<MissileExplosionDamage>300"

Change 300 to 0 so it disables explosion damage to the artillery shells.

Do the same for "MediumCalibreShell" and "LargeRailgunSlug" and "SmallRailgunSlug" by changing the explosion damage to 0 for each of them.

By doing this, the artillery/assault/railgun shells will no longer damage voxels, which disables this bug. I have been playing with this mod since the day I made it, and this bug was, and still is, unnoticeable to me. I guess if I did some testing, I would notice the difference, but my point is that this bug isn't much of a big deal—so much so that I haven't noticed it myself, someone had to tell me: The vanilla shells would penetrate and the modded shells will just explode the first block that it touches... for me, at least, it isn't a big deal.
尤利 23 Sep @ 4:39am 
can you fix the bug? Then I will gladly use this because the tracers and balance changes are cool
Jonathan Torres  [author] 9 Sep @ 10:34pm 
TheRebornAce, this will definitely help me if I decide to fix it in the future. No need to write it up for me (To be completely frank, I'm not good at coding so I only deal with code when I have a very strong motivation) but I really appreciate your offer, thank you very much! :)
TheRebornAce 9 Sep @ 9:13pm 
it's simple but not that simple haha. but you will need to create a vanilla+ ammo definition script which, honestly, is pretty easy especially for your case. no joke, at most 10 lines of code...or around there. if you would like i could write it up for you. should be very quick. i can then either give it to you via discord or workshop and you can paste it in. up to you, no pressure :)

to have gatling turrets to target missiles by default, you just need to add in the following line in the cubeblocks_weapons.sbc definitions:
<EnabledTargetingOptions>Missiles Enemies</EnabledTargetingOptions>

you can add in more default options by referencing this list of targeting options
https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/CubeBlocks/LargeTurretBase_Definition#EnabledTargetingOptions

hopefully this helps
Jonathan Torres  [author] 9 Sep @ 8:11pm 
TheRebornAce, I'm very glad to have answered your questions. Thank you for letting me know about this bug, which I don't know how to fix, and to be completely frank, I don't think I will have the motivation to try to fix it.

I'm guessing that just loading Vanilla+ together with Properly Rebalanced mod would solve the bug, would it? I may try it sometime in the future.

I had forgotten to add in my last reply that I don't know if the npcs' turrets are set to target missiles, and also to add that this mod doesn't change any settings on npcs' turrets. (I had guessed that you would figure it out by the fact that I don't know how to change npcs' turret range, that's why I didn't add a fourth reply.)
TheRebornAce 9 Sep @ 7:10pm 
i took a look at your ammo sbc file and, for example, the assault cannon shell contains both of these lines:

<MissileExplosionDamage>200</MissileExplosionDamage> (high-explosive setting)
<MissileHealthPool>4000</MissileHealthPool> (armor-piercing setting)

therefore, the bug as described will occur. will require a script to mitigate the bug like Vanilla+. but no big deal just a FYI for future mods you may bring. still a great mod. and thanks for the additional info about the max ranges. found out the 600m default value is hard-coded so nothing we can do there anyways. thanks again.