Space Engineers

Space Engineers

No Lasers CTG
82 Comments
nukeguard  [author] 25 Sep, 2018 @ 7:46pm 
yes, i am having issues updating this now, its corrupted, I have uploaded this mod new to my workshop
mirrorman24 25 Sep, 2018 @ 1:39pm 
u mean the mods folder of steam or of space engineers ? because there is still the bug
nukeguard  [author] 25 Sep, 2018 @ 12:23am 
delete this 347400064.sbm from mods folder and download it again, it loads fine for me from workshop, lmk if it still does this for you.
mirrorman24 24 Sep, 2018 @ 4:46pm 
plz fix it so awesome mod
mirrorman24 24 Sep, 2018 @ 4:46pm 
it doesnt load the mod during the loading of a system
mirrorman24 24 Sep, 2018 @ 4:45pm 
mate
nukeguard  [author] 4 Aug, 2018 @ 4:26pm 
if you refer to the colors of thruster, then that is obsolete, we use the recolorable thruster mod on our server, this mod is primarily for our server Hydro Survival
Titus 4 Aug, 2018 @ 11:51am 
Why are the non armored and the armored Tier 1's different shades of yellow?
Ben Shapiro 31 Oct, 2017 @ 10:57am 
alright ty
nukeguard  [author] 31 Oct, 2017 @ 10:44am 
I multiplied to get amount of small blocks in a large jumpdrive then divided that number by the amount of blocks in the smalldrive. With the result i then divided the distance by the amount of distance per small block and then multiplied by 12 to get the distance a small jump drive can go. That seemed a bit short, so I made them able to jump about 21km, which is reasonable, considering that they are .5% the size of a large drive. I didn't want them to trump large drives either, they can jump 100,000kg 21km max
Ben Shapiro 31 Oct, 2017 @ 8:53am 
Hey nuke, so I was wondering what the weight limitations are on the small ship jump drive; a regular J-Drive can jump 2000km max, and its maximum threshold is 1.5 million. Would this mean, for a small ship, the maximum threshold would be 15,000kg? And if so, how much does it scale down?
Titus 11 Feb, 2017 @ 3:36pm 
Hello! I was working on a small ship when I noticed that, while less noticeable, the problem is also with the smaller version of the 1x1x1 small slanted thruster. It appears to happen at the same distance as with it's larger ship counterpart.
nukeguard  [author] 4 Feb, 2017 @ 9:02pm 
must be a problem with LOD for that size, will check it out
Titus 4 Feb, 2017 @ 5:26pm 
(Part One) Hello again! So, I thought that this was just a problem with Space Engineers it's self (like a bug that the Devs caused) but I noticed it's not with all thrusters. It's with yours. Not all of them though, just one. The 1x1x1 slant tier1 large ship hydrogen thruster. It's a render problem, I think. When you're close enough, it looks fine. But if you move far away just enough the entire block goes black with the piped turning white.
Titus 4 Feb, 2017 @ 5:26pm 
(Part Two) This isn't a problem with my video card either. I just got a new, better one (considering mine was five years old) just a few hours ago (relative to this post). All the graphics have been fiddled with to see if I could trouble shoot it. I noticed that it's with just this thruster texture because I have set a tier1 1x1x1 normal thruster and this one side by side and the problem is consistant (I took a picture). I don't know if it's with any other of your thrusters, but this type makes up about 50% of all the ones I use. All mechanics for this thruster work fine.
Titus 5 Jan, 2017 @ 9:24pm 
Wonderful :) Almost all the ships use these thrusters. The series wouldn't be the same without it. It will most likely be called, "New Frontier". On YouTube.
nukeguard  [author] 5 Jan, 2017 @ 9:21pm 
you may @Orcbow, let me know about it so i can watch :-)
Titus 5 Jan, 2017 @ 7:07pm 
The director of the web series wanted to ask the developer(s) of this mod with his own account, but he can’t seem to comment for some reason. So I am posting it for him. The message goes: “Hello. I am creating a web series based in Space Engineers and would like permission from the creator(s) of this mod to use it in said series. Your mod and account name(s) will be credited in the credits at the end of each episode it is used in.”
Xeno 7 Sep, 2016 @ 4:51am 
thank you :)
nukeguard  [author] 7 Sep, 2016 @ 4:49am 
Tier 1 = 2x Tier 2 = 4x Tier 3 = 8x Tier 4 = 16x They all use the efficiency changes that are in visentenials mods
Xeno 7 Sep, 2016 @ 3:21am 
what is the difference between levels? how do these compare vs vanilla in power & efficency?
Office Hostage 4 Jul, 2016 @ 1:56pm 
that would be awesome. if possible
nukeguard  [author] 4 Jul, 2016 @ 6:44am 
that might be possible, it's looks really simple looking at the source code.
Office Hostage 3 Jul, 2016 @ 6:56pm 
I want a mod that adds back turret lasers. I like them for some reason.
nukeguard  [author] 2 Jul, 2016 @ 8:42pm 
this has now been updated with the new g-menu changes and may not work properly with stable version.
Ancient Demon 30 May, 2016 @ 7:19am 
Accurate picture...
Verlepte Henk 30 May, 2016 @ 7:17am 
I almost thought that this mod corrupted the files and the lasers didn't work anymore. And I was actually fine with that, I just found out recently that Keen removed them.
Cenuij 21 Dec, 2015 @ 6:41pm 
yeah.
nukeguard  [author] 21 Dec, 2015 @ 5:51pm 
I think Keen liked it too, they removed them from vanilla :-) that and I think they would have made lag even worse with planets.
Cenuij 21 Dec, 2015 @ 5:18pm 
This was a great mod until keen removed the lasers, it helped reduce my lag and made it more fun when playing with friends, thank you for this mod while it was needed
nukeguard  [author] 26 Sep, 2015 @ 4:18pm 
yea i did realize they were off until i joined an online server and didn't see them, then I got off and tried a new world and saw that they were gone.
DeAnti 26 Sep, 2015 @ 10:06am 
its funny because i didnt know they removed them cause i always use this mod lol
Tiger 9 Sep, 2015 @ 6:30pm 
It was indeed quite a useful mod. I never had a problem with the laser causing lag; I would get rid of them because it was so rediculous to have visible lasers in a vacuum.
nukeguard  [author] 9 Sep, 2015 @ 6:07pm 
I know this, but a good mod while it was needed. Wonder if they disabled them because of this mod or just because they caused lag. If the later is the case then they may re-enable them again and this mod will then be useful again.
Tiger 9 Sep, 2015 @ 4:48pm 
Obsolete, now that Keen has removed the aiming lasers from all turrets.
joemorin73 28 May, 2015 @ 6:54pm 
Excellent!
nukeguard  [author] 28 May, 2015 @ 5:35pm 
It is fixed for DX11
joemorin73 28 May, 2015 @ 5:04pm 
Is there a way to fix it for DX11?
Valtros 26 May, 2015 @ 9:15pm 
@itsTEOTWAWKI Fair enough I suppose, with the full source code we'll certainly see more options opening up. It would be very nice if modders started by making existing creations more flexible. I agree with you on the render distance for lasers though, there are times I would certainly want a laser. Overall, it would just be better to put the options there and allow users to customize for themselves.

I feel like it's more of a thing the community as a whole should get into depending on which route is more effective: Should there be one mod that recognizes which blocks are turrets/have lasers and adds options in the console? Or would it be better if each and every modder added the options to their turrets? Perhaps the better question, why not see if the Devs themselves could add in the option for all lazers?

Either way, I'm excited as anyone to see what doors it will open up.
MyTEO 26 May, 2015 @ 8:22pm 
@Valtros Oh I didn't say it shouldn't exist, I simply said I would rather have the option to limit view distance, but I appreciate where you're coming from.

@nukeguard Now that Keen opened the source, perhaps you could revisit the mod and see about limiting view distance, it would be useful to those of us that prefer not to eliminate them entirely.
nukeguard  [author] 26 May, 2015 @ 6:36pm 
Thanks Valtros for the support :-) nearly 7k subs I guess somebody is using this mod.
Valtros 26 May, 2015 @ 4:09pm 
@itsTEOTWAWKI

Ok? So... great, I guess? Glad you have an opinion but I'm sure many people have thought that through and still want this mod. I think it's pointless to go onto a mod's page and say you don't think it should exist because you wouldn't use it. Yes, there should be an alternative, like having it so you can manually turn the laser off/on, but until that happens this is the mod people plan to use, everyone has their reasons.
MyTEO 16 Apr, 2015 @ 10:54am 
While giving away one's position is never ideal, turret lasers are as much a warning as a beacon, and I would much prefer them over nothing. If there were a away to limit their view distance, that would be preferable, otherwise I wouldn't mod them at all.
nukeguard  [author] 30 Mar, 2015 @ 6:11pm 
That would be a kool effect
Rizack 29 Mar, 2015 @ 7:18pm 
im gonna also pair this with this mod http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=339831224 for a kool effect.
nukeguard  [author] 22 Mar, 2015 @ 5:02pm 
@BlackRedDead Ai controlled turrets is not op when both you and your enemy have them. I really just made this mod for dedicated servers to make it more difficult for raiders to raid your bases.
draeath 22 Mar, 2015 @ 12:43pm 
Thank you! This "feature" has always bugged me. I feel like it should be an option like you see for showing gravity field - and subject to all the same requirements (radio connectivity, access, AND 'show on HUD' enabled)
BlackRedDead 20 Mar, 2015 @ 4:57am 
:-(
i like the lasers, but i also dont like that my enemys can see them earlyer than my turrets can fire!
also an ai controled turret wich you cant notice is something op!^^
so a laser wich you can see but doesnt goes endless would be nice :-)
- even if lasers normaly not visible and goes endless far in space, but hey, its a game, you NEED to think in gameplay logics!
so a 800m long laser (wich is the range of the turrets!) where a nice compromise to endless lasers or no lasers^^
nukeguard  [author] 20 Mar, 2015 @ 4:39am 
not really, I tried that, and the only thing that seemed to work was 0 or 1000
BlackRedDead 20 Mar, 2015 @ 4:08am 
hmm... so it is also possible to just decrease the laser lenght?