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sounds like you have wc incompatible weapons in your world you want to use.
any non wc weapons (so weapons not made to work with weaponcore) wont have a working ai due to se only beeing able to use one weaponframework at a time and thus a modded weaponframework will force the vanilla weaponframework to go to sleep.
this does not happen with weaponframeworkaddons (for example vanilla+, rearths advanced combat system) as these just extend the functions of the vanilla weaponframework instead of replacing them.
if you are only using wc compatible weapons and it still happens it could be a case of file corruption or another mod causing a mod conflict, i postet the "standard first aid list" designed to handle such stuff a few posts down the line.
not as far as my informations go, though we had some cases where the se update caused file corruption on the se end of things and thus in turn problems with mods.
depends on the weapon you use, though if its just the vanilla weapons replaced by the ionternal replacer of wc itself it shouldnt differ much from vanilla.
some moddes setup weapons so they are more effective against small grids than large grids or vise versa and without more informations on it its hard to tell what is going on.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
that can have multiple causes ranging from file corruption over mod conflict and f1error up to using the wrong version of se itself.
if you can provide more informations it can atleast be tried to narrow it down.
i would suggest going over the "standarf first aid list" to sort out mod conflcit and file corruption and if that one doesnt help put together logs and an example world (a world with no mor mods than absolutly neccessary to reproduce a problem and with a premade situation for problem reproduction) and provide them via the discord linked inside the moddescription.
to make the ctc compatible with wc it needed a complete rewrite from the ground up due to restriction from keen that prevented the neccessaary access to it without a rpelacement rewrite which had some changes to it.
so some stuff works different and that would for example be that the elevation must be build on the azimuth and you need a camera on it.
i attempted this and it seems to force me to use the camera connected to the ctc, without the camera connected, the turrets don't track to cursor, or painter, not sure if thats a bug or something keen did but is there like anyway around this?
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
please go over the "standard first aid list" and if that doesnt help report in on the discord with logs and exampleworld so that a look into what is causing it can be started.
Just posting so if anyone else is running into this issue
Thanks!
the wc ctc is not working with tools but you can work around that by manually activating the tool before using it so that you just need to move the tool arm.
to make the ctc compatible with wc it needed a complete rewrite from the ground up due to restriction from keen that prevented the neccessaary access to it without a rpelacement rewrite which had some changes to it.
WC dose not automaticly populate the CTC with the tools (drill, welder or grinder).
The CTC is on the "main" grid. Aka the grid with the AZ rotor.
When adding a camera it still dose not populate.
When adding another weapon to the same subgrid as the tool, it is recognized but will not "fire".
It stays recognized after weapon removal but tool again still dose not "fire".
Anyone else having this issue? (Note, has been tested with empty world and weaponcore as only mod issue still persists.)
did you give them one of the vanilla cameras as well as using vanilla rotor/hinge as well as vanilla weapons replaced by the wc internal replacer as well as havin no mods besides wc and requirements in the world to countercheck if it might be related to a specific mod you use?
wc based weapons dont have idle animations
so its different than how i did understand it first.
still if you did make sure you do the same thing than your friends and you did tell steam to verify file integrety and did make a clean modreadownload and it didnt help i would suggest joining the wc discord and provide an example world and logs from a test in that example world so that a look can be taken.
However. I have found a workaround in the meantime. It looks like when pasting the drone grid, sometimes the AI offensive combat block will get the gun that's on the MAIN GRID on the list by WC. If this is the case, then all the guns will work. If either the left or the right gatling are the ones to get put on the list however, none will work.
make sure you convert the gridtype either via the rotor or the hinge, that the ctc is on the grid where the azimuth is placed on and that the azimuth is placed on the elevation.
also if i understand it correctly you want to use 2 different weapontypes (railgun, gatling) on the same ct which wont work and is even said to not do in vanilla and keep the ct to just one weapontype mounted.
I have a drone with 2 subgrids, a gatling on each (retractable arms) and one in the main grid.
No matter what I do, WC will only recognize and populate the list with 1 of the weapons, making the AI unable to fire 2 of the gatlings automatically (sometimes none will fire).
I can fire them manually but AI firing simply doesn't work well when the 2 subgrid gatlings are present.
if it isnt helping let steam verify file integrety and make a clean redownload of wc and the mods from which are the weapons which you have trouble firing after deleting all related files from the workshop folder of the steam library in which you did install se and the main storage folder (i usually would add the world specific storage folder but as others have no probs in the same world its unlikely that the files there have a prob) before triggering a redownload by resubscribing to one of the mods and letting it run without touching it (so no pause, no changing downloadorder . . . i think you get it).
if that is still not helping please report in on the wc discord with logs and an example world (world with no more mods than absolutly neccessary to reproduce a problem and theyre requirements in addition to a premade situation for reproduction of the problem).
if it works for others but not for you i would say its either a case of file corruption or a user error.
did you already look if there is something inside the linked guidestuff that might help you?
please crossreference with your friends what you do different as from your explanation it works for them and thus should be able to minimize a user error that way, think its easier to do it with your friends as you are already using the same world.
there is nothing that can be done about it from modderside as its caused from either se side or steam side or the conneciton between server and workshop servers or th efiles handling the communication.
i linked to some additional steps that can be done to alleviate it that are pinned on the wc discord, though if its a third party host you might need to go through the support for them.
the "2025-08-17 11:05:07.100 - Thread: 28 -> Workshop item with id 3154371364 download finished. Result: k_EResultFail" is usually caused by a connection problem and in rare cases by file corruption but in that case it happening with all mods as it would be a serverside file corruption of the files facilitating the mod integrety check or connection to the workshop servers.
it is usually gone after a while, but if that isnt the case you will need to do some more steps that aree inside a pinned post on the wc discord https://discord.com/channels/804196269072711720/805169009384226866/998607335889051668 , just keep in mind that if its via a third party host its possible you need to do them via the support.
Mod query successful
2025-08-17 11:05:01.939 - Thread: 12 -> Downloading: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-08-17 11:05:07.100 - Thread: 28 -> Workshop item with id 3154371364 download finished. Result: k_EResultFail
2025-08-17 11:05:07.100 - Thread: 28 -> Error during downloading: Fail
2025-08-17 11:05:07.100 - Thread: 12 -> Mod failed: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-08-17 11:05:07.100 - Thread: 12 -> Failed to download mod: Id = 3154371364, title = 'WeaponCore - 2.5'
2025-08-17 11:05:07.100 - Thread: 12 -> Downloading mods failed
as its always a possibility:
did you check for file corruption?
if you already did that please take logs and an example world and report in on the wc discord with an as good as possiblke explanation of what isnt working.
please try again as a quick fix has been deployed.
there was a wc update today so maybee something got wrong with updating the files, so please verify they have been updated properly.
if that doesnt help please take logs and an exampleworld and do a report on the wc discord.
the multiple thread thing is a false detection that comes up now and then and can be ignored.
if anyone still has probs with massive simspeedkill or a parallel thread warning please report in on the discord.
errors can be caused by a bunch of stuff and without having the full pictures its impossible to tell what the cause it, so please take the complete log and provide it on the wc discord.
the one about parallel threads you postet comes up every now and then even though wc doesnt use parallel thread stuff, so it isnt something new just something that doesnt hit always and usually not everyone.
the logs are capable to show if everything works as it should and what could maybee cause probs du to conflicts and thus can help sort it out.
its always possible that a modupdate introduces new probs due to the changes or due to other stuff involved in that update.
the logs are the absolut minimum that is needed to sort through that.