Space Engineers

Space Engineers

Assault Weapons Pack (April 1 Update)
603 Comments
Meya 20 Aug @ 6:38am 
is range supposed to be at 800m? or is my game messing with it >>
VanHengel 15 Aug @ 11:00pm 
Are the stats such as turret health, weapon damage, etc. listed somewhere?
Mog 21 Jul @ 1:38pm 
I want to change the target projectiles, meteors and biological on some of the turrets, but I cannot find where to do that in the mod. Can anyone help?
TheRebornAce 17 Jul @ 4:25pm 
@Martha what you described is a default feature that only works when in creative mode. In Survival mode the hold distance is static. There was a mod for it but doesn't work anymore
Martha_Farquaar 17 Jul @ 6:26am 
@WAFFEL E100 - I think I know what you mean but I'm not sure which mod I have does it. It could be Build info, or it could be Improvised Experimentation. But if I hold Alt and scroll, I can adjust the distance from my character the block places at, allowing me to actually place the huge turreted guns.
WAFFEL E100 11 Jul @ 10:32am 
anyone have a mod that increases block placement range? cant place the 1500mm turret thing on existing ships and having to use merge blocks is annoying
Dziwo 19 Jun @ 3:48am 
Honestly, if this mod fixes the grating SFX on automatic weapons this will be the best vanilla+ all-rounder mod
XY78 13 Jun @ 3:28pm 
@Mellie
Yes, but not to nearly the extent of many other weapon mods. For small grid I'd say assault cannons outperform their closest cousin, the 150mm rifle. On large grids you can fit a 400mm assault turret into the space of an assault cannon turret, and the 400mm is a decent chunk better. Vanilla turrets also take extra explosive damage and pretty much everything here deals explosive damage so you'll be able to defang enemies easily.

If we don't care about matching size profiles, there's some really big guns in this pack that easily outperform vanilla.
Mellie 6 Jun @ 7:34pm 
If I add this will it "break" the fights against AI factions with MES, thinking since maybe they wont get them
YamiKevin 1 Jun @ 11:39am 
Some of the Turrets dont Fire automatically but still fine if you manually fire them
Warhound_No2_Last_laugh 25 May @ 10:12am 
I love this pack, i use it on every survival world i ever had and even on our new server, my 1 and only critique is the ranges on them, every weqpon at 400mm and above i think should have some extrs rsnge beyond 2000 meters, im not talking about insane 17-20 km just like 4-5 km so there would be a point to aim them manually, is there a version where they have extra range, or could it be done?
G-Lew 10 May @ 11:10pm 
For some reason some of these weapons don't seem to work properly anymore, They just simply dont aim or shoot automatically but still work manually. Like the 640mm turrets and some of the 400mm ones. Not sure whats the cause of it
Kaede Shinomiya 2 May @ 7:31pm 
some how, the best vanilla style weapons pack has gotten EVEN BETTER, props to you Ace, you MAD LAD
DrKartoffelsalat 2 May @ 4:34am 
@SEALxPIERRO this is not the WeaponCore version of the mod and is incompatible with WC (as is any other non-WC weapon mod)
SEALxPIERRO 1 May @ 7:46am 
error message : "Sadly WeaponCore mods are not compatible whit any p)arty weapon mods, you must use one or the other Incolmpatible weapons : ACE_Turrets_400mmVanquisher,Ace_Turrets_43RAC
the incompatible weapons listed above have been SCHEDULED FOR REMOVAL IN 60 SECONDS if this not acceptable either type/wc unsupportedmode or QUIT WHITHOUT SAVING and uninstall all WC related mods"
Jonnyhawkeye 30 Apr @ 5:40pm 
Yo the Batista XD!
Templar 30 Apr @ 7:03am 
Never really tried this pack before but this with vanilla+ framework is pretty cool. Are these weapons intended to be used without any shield mod?
DRACO_THE_RIDER 29 Apr @ 10:49pm 
update broke all of your fixed guns and alot of guns arent as loud as they shuld be plus chain guns break shots have no sound just letting you know
VanLabyrinth 24 Apr @ 12:28am 
hay can you please add a blahaj launcher?
Autumn 18 Apr @ 1:48pm 
@comandante wolf You can auto-target-lock with an AI defensive block. As a warning, it's borderline overpowered once you can start hitting things without manually aiming at 2km.
comandante wolf 9 Apr @ 12:54pm 
Is there any passive way to expand the range of the turrets? it feels a little odd to see the AI shooting me with smaller guns from afar while i still have to get by his side to get in range with the bigger guns
GigaCars 2 Apr @ 12:45pm 
lol nice april fools joke

now we can play Medieval Engineers in Space Engineers XD
Artorias 1 Apr @ 6:19am 
10/10 April fools joke ace, love the new medieval gun lol
ElderRocket6268 23 Mar @ 5:59pm 
Could we get any EMP weapons that can temporarily disable a ship without doing damage?
Z0mbie 20 Mar @ 9:35pm 
it depends what mods your using
i play a very heavily modded game with changes to most areas of gameplay and different several weapon mods (though this one is my favorite by far) and i dont have any issues with this mod or crashing
the only issue i encounter is weaponscore trying to auto delete non weaponscore weapons and breaking ranges but im hoping to leave weaponscore behind entirely eventually once i find a good replacement for the rest of the weapons i need
point is this mod has been very stable for me even in my heavily modded game so if you are having issues its likely a conflict issue with another mod
The Chrome-Diver 19 Mar @ 7:49pm 
There seems to be an issue when I load any mod that extends the fire range for this mod, not sure if its a me problem
The Autistic Page 17 Mar @ 5:23am 
Must conflict with other mods because it crashes my game.
Harbinger Ace  [author] 17 Mar @ 4:09am 
Wait I lied. WC version doesn't have working flare launchers, nor meme guns.
Harbinger Ace  [author] 10 Mar @ 10:31pm 
@CM:D
WeaponCore branch has all content present in this one.
CM:D 28 Feb @ 10:57pm 
Yes the link to the weaponcore version is in the description, however, it seems to have significantly less content in it than the non-weaponcore counterpart if the screenshots are to be believed
Z0mbie 18 Feb @ 7:44am 
people you gotta read the description
the link to the weaponscore version is right there marked by big blue letters
mr.westbrook 16 Feb @ 11:14pm 
300mm Paladin Turret is an artillery piece with an 800m range! Even with a defensive AI block it will only target out to 1000m. The fluff even boasts its artillery so, please give it at least the standard 2000m range of the basic artillery in the game. Otherwise, love the mod, its allot of fun to use.
toyotatad 15 Feb @ 12:25pm 
HELP! i cant get the tech components for the progression nodes in survival, help please!
Auto Noob 13 Feb @ 8:47am 
Подскажите, в какую пушку залазиет раскладушка?)
CosmoCody 10 Feb @ 4:10pm 
Is the 800mm Torpedo bugged? it doesnt seem to explode on impact with target.
Snake Beater 1 Feb @ 5:27am 
Are there any plans to port AWP to SE2 when mod support comes out?
DRACO_THE_RIDER 28 Jan @ 11:22pm 
alot of the guns have no sound or a shoop sound like a thing getting luanched threw a tube thith air can you add alot of sound for the guns like the miniguns add an a10 warthog auto cannon sound the 400mm guns need a big boosh with eco the 1000mm+ guns need to sound like railroad cannons from wwII and add rotory cannons like 3oomm 3 berals of corse but 2 shits per second so they are balenced large stationary catling gun too please
Roboman5e15YT 25 Jan @ 5:14pm 
i even removed all weapon mods
Roboman5e15YT 25 Jan @ 5:03pm 
i dont have this subscribed but its showing up in my build menu and i cant figure out what mod adds it
miku567 23 Jan @ 2:37am 
Wish there was a WeaponCore compatible version.
Star1337_online 5 Jan @ 7:47am 
you really cant switch to the other catagories?
Edelweiß-Krapfen 4 Jan @ 9:29pm 
The progression terminal does not show anything else other than 30mm, I can not unlock any 20mm or anything below 30mm at all, considering how much resources this gobbles up and that I cant find any information in the comments here or elsewhere on how to fix this, I will remove this mod until I get information on how to actually fix it
TheJackk 2 Jan @ 2:37am 
Would it be possible to make Large Grid variants for the Static Autocannons?
thesnowfox84 30 Dec, 2024 @ 2:45pm 
@MeraDMG I'm setting up A Loot progression mod. So I may see if it will still work if I don't have progression on It'll be a pain if I can't use a weapon because I haven't came across the node. :steamfacepalm:
meraDMG 24 Dec, 2024 @ 7:39am 
@remethep Use the mod Build Info, it adds a small overay with information about the weapons, it even shows their range, damage and other special things like airtightness of a block while you're' placing it
meraDMG 24 Dec, 2024 @ 7:36am 
@thesnowfox84 just disable progression in the world you're playing, however the Nodes and the progression terminal are always going to be listed on the blocks
meraDMG 24 Dec, 2024 @ 7:34am 
@MikeCDAMMIT1990 Theres a specific Assembler used to make the techs used to build the nodes, search for "Progression Terminal", this one needs to be connected by converyors to draw resources (and get ready beacause tech is expensive)
JunJr 22 Dec, 2024 @ 3:46am 
I'm struggling to get the ammo for this mod to show up with Automatic LCDs 2...anyone else got this working?
For example, I would have expected "Inventory -all +Ace_800mmTorpedoStrike" to work, but doesnt... ? I've tried pulling the ammo strings from the .sbc..
MikeCDAMMIT1990 19 Dec, 2024 @ 6:22am 
do the nodes need to be conveyed
MikeCDAMMIT1990 19 Dec, 2024 @ 6:21am 
How do i craft the tech? i have built the node blocks that i can, the rest require tech, how do i make the tech?