Space Engineers

Space Engineers

WeaponCore - Replace Vanilla Weapons
984 Comments
GadenKerensky 4 hours ago 
I figured out the issue: the large grid launchers will not track targets outside of 25 degrees off axis. Make it impossible to use them as VLS cells as they can only track targets in front of them.

Perhaps a future change to the large grid launchers so they can be used in such a fashion?
GadenKerensky 6 hours ago 
They do not appear to be, and I do have a target lock.

If you're in the Weaponcore Discord, perhaps we can figure out what I'm doing wrong there?
nukeguard  [author] 7 hours ago 
should have a target selected in HUD and they should home
GadenKerensky 14 hours ago 
Guidance is exactly what I want from them (as well as the fireworks launcher apparently able to launch flares, or at least that's an additional mod).

However, from a bit of quick testing, I haven't been able to get the large grid missile launchers to home in on a target. I could be doing something wrong, or the large grid launchers cannot do VLS-style launching. Which is what I was hoping for them to do.
nukeguard  [author] 26 Sep @ 10:19am 
That is correct, this one was originally the vanilla replacer, but then that got added internally to WC, now this is an improvement of range and makes the rockets, missiles that home to targets.
@GadenKerensky
to my understanding its one of the rebalancings this mod does while replacing the weapons.
if you want weapons closer to the vanilla ones you can use the wc internal replacer nowadays which doens tchange anything about them and just makes them wc compatible.
GadenKerensky 26 Sep @ 8:17am 
Are thee missiles supposed to be guided?
Naka Plays 24 Sep @ 3:52pm 
thank you Abisius Xarvenius Carbensius
@Naka Plays
while its nowwadays a alternate replacer that alters the balance of the weapons to the wc internal one which just makes them wc compatible it is to my information still working.
Naka Plays 24 Sep @ 3:37pm 
It is 09/24/2025 does this mod still works?
@Ryvius
in my experience so far the npc's did shoot on me while using wc based weapons, but i also usually mes based npc mods in my world.

turrets should definitly work fine, fixed weapons should also as wc based weapons can be fired from playermade drones as long as they dont require a player based lockon to be fired which can be part of the setup for a weapon made from modderside.
Ryvius 6 Aug @ 6:10am 
Will NPCs be able to shoot with these?
Captain Harlock 5 Aug @ 10:39am 
ok thanks
@Captain Harlock
you could try if a clean redownload of the mod helps otherwise if it doesnt cause probs i would say its one of the ones that are notable but can be ignored if no probs occure.
Captain Harlock 5 Aug @ 10:15am 
I discovered this error in our server log:

Thread: 1 -> MOD_ERROR: WeaponCore - Replace Vanilla Weapons
Thread: 1 -> in file: D:\home\sid_8154736\spaceEngineers\profile\content\244850\1931509062\Data\AmmoEnergy.sbc
Thread: 1 -> Resource not found, setting to null. Resource path: D:\home\sid_8154736\spaceEngineers\profile\content\244850\1931509062\Textures\GUI\Icons\component\BatteryComponent.dds

Thread: 1 -> MOD_ERROR: WeaponCore - Replace Vanilla Weapons
Thread: 1 -> in file: D:\home\sid_8154736\spaceEngineers\profile\content\244850\1931509062\Data\AmmoEnergy.sbc
Thread: 1 -> Resource not found, setting to null. Resource path: D:\home\sid_8154736\spaceEngineers\profile\content\244850\1931509062\Textures\GUI\Icons\ammo\Ammo_Box.dds

Can I ignore this?
YOYOMAN_MODDER 22 Jun @ 12:24pm 
Thank you Abisius!!!
nukeguard  [author] 22 Jun @ 11:41am 
Thank you Abisius for another assist :-)
@YOYOMAN_MODDER
for handweapons you would need a seperate mod, for example:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2882369004&searchtext=weaponcore
YOYOMAN_MODDER 21 Jun @ 3:15pm 
Hello! Mod changes only block weapons& no hand weapons?
Hunter 21 Mar @ 3:25pm 
[ERROR] Keen: Block-pair MyObjectBuilder_LargeMissileTurret/SmallMissileTurretReskin MyObjectBuilder_LargeMissileTurret/LargeMissileTurretReskin is not in the same block-variant group
to my understanding io also alters stuff of the vanilla weapons and thus you would need an io specific wc replacer if you want to use io together with wc.

i dont run io and have no probs on my end.
nukeguard  [author] 17 Feb @ 1:52pm 
weapon core without this mod replaces all vanilla weapons, with this mod it replaces all vanilla weapons and add range and some seeking missiles
CHEWBACCA 17 Feb @ 1:50pm 
Yes but my question is do i now no longer have access to vanilla rail guns or have they been replaced with new ones?
nukeguard  [author] 17 Feb @ 1:45pm 
yes, weapon core disables all vanilla turret logic, you should see a warning on world load about that.
CHEWBACCA 17 Feb @ 1:06pm 
worth noting i do use industrial overhaul so could be the issue.
CHEWBACCA 17 Feb @ 1:06pm 
I had to disable this mod as it was causing massive issues with some vanilla weapons my rail guns where being recognised as a production block and had no weapon core properties at all.
Abisius Xarvenius Carbensius 17 Feb @ 10:38am 
@Jakeplayer
could be a case of file corruption or a mod conflict.

did you already try if it also hapens with the wc internal replacer to sort out on which mods end it is?
are you using an up to date version of se?
Jakeplayer 17 Feb @ 9:11am 
Even though I have the latest version of Weapon Core installed and the vanilla mod, I'm getting an error stating the current vanilla weapons aren't compatible? I don't have any other weapon mods installed. Any ideas?
CHEWBACCA 11 Feb @ 9:06am 
Does anyone know how to get my turrets from shooting into voxels? they target enemy grids that are behind mountains and waste a lot of ammo shooting at a wall bec they think they have LOS.
nukeguard  [author] 14 Jan @ 3:48pm 
It replaces core functionality to function with WC and increase ranges and improve AI. It still looks the same and you won't even know the vanilla guns have been replaced visually.
Mrooshoo 14 Jan @ 11:04am 
Does the mod actually replace the vanilla parts with brand new ones or does it just change the stats of vanilla parts so that in effect they're replaced?
Sakana 13 Jan @ 6:27am 
"Many mod authors have moved on and do not maintain their mods anymore." Damn, I guess this game is 12 years old now...
MomBasti 26 Dec, 2024 @ 8:46am 
I use the mod on my server. I use the Torch Launcher as server software. In the console I get the error message “Block-pair MyObjectBuilder_LargeMissileTurret/SmallMissileTurretReskin MyObjectBuilder_LargeMissileTurret/LargeMissileTurretReskin is not in the same block-variant group”.
nukeguard  [author] 10 Dec, 2024 @ 2:39pm 
have to edit ammo range
nukeguard  [author] 10 Dec, 2024 @ 2:33pm 
No, this is not required, this just extends the ranges and changes rockets to guided missiles.

Many mod authors have moved on and do not maintain their mods anymore.
ServTechnic 10 Dec, 2024 @ 6:51am 
I want to change the firing range of the weapons from this mod.
nukeguard  [author] 9 Dec, 2024 @ 3:10pm 
you want to make the ranges longer?
Abisius Xarvenius Carbensius 9 Dec, 2024 @ 4:59am 
@TheDave
wc itself has nowadays a integrated basic replacer which just makes the vanila weapons wc compatible but doesnt change any ranges or add more advanced stuff.

the replacers from the olden days are today a way to get these higher functionalities on vanilla weapons, an example would be making the rocket launchers fire guided munitions instead of dumpfire ones, or increase theyre ranges without needing to do a deep dive into the worldspecific cfg and alter stuff there everytime a world is made or saved under a new name.
NorfolkDave 9 Dec, 2024 @ 4:15am 
is this needed with weapon core 2.5?
ServTechnic 8 Dec, 2024 @ 12:35pm 
In which files can I change the firing range string of each weapon block?
JohnJ44 8 Dec, 2024 @ 12:00pm 
Feels like it, the errors almost always reference coresystems and a sound issue in regards to the 25mm nato gattiling sound. And the crashes happen when npcs spawn in and get into range of myself. I am hoping the author can figure it out and fix it since Cythlon stopped updating his SW weapons & energy shields mod a long time ago.
JohnJ44 8 Dec, 2024 @ 11:57am 
Modern Star Wars Weapon Pack v.0.70 [WeaponCore]

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3162229787
nukeguard  [author] 8 Dec, 2024 @ 11:46am 
I think there was an issue like that before, I don't remember what was the cause, but it might be a configuration issue on the weapons, or they have a sound file that is 0kb
JohnJ44 8 Dec, 2024 @ 11:33am 
@Nukeguard

I removed the weaponcore version Star Wars weapons mod and that fixed it. In the chat, the mod author said they do not know how to fix the crashing issue.
Captain Harlock 7 Dec, 2024 @ 12:45am 
Hi, can you please change the block descriptions that can be seen in the HUD? It still shows the vanilla weapon range, which can be very confusing, especially for inexperienced players with little experience with WeaponCore.
ServTechnic 1 Dec, 2024 @ 12:29pm 
How to change the firing range?
nukeguard  [author] 29 Nov, 2024 @ 10:29am 
you've been playing SE a while :-) glad you like the mods, hope you can narrow this down
JohnJ44 29 Nov, 2024 @ 10:24am 
@Nukeguard

Thank you for all your mods and contributions to SE by the way. I really appreciate it. It's been a ton of fun using your's, and other peoples mods since I got into SE back around 2013ish.
JohnJ44 29 Nov, 2024 @ 10:22am 
Thank you, I'd love it if the debug would specify the mod and make this a 5 minute fix. I got lucky on another crash I was having when it gave the workshop number for that one. I am just going through the list turning stuff off and seeing what makes it stop at this point.
nukeguard  [author] 29 Nov, 2024 @ 10:06am 
There's been no sound changes to this mod in the last 4 week or longer