Space Engineers

Space Engineers

Uprising: Core
61 Comments
50 COW  [author] 9 Oct @ 8:04am 
Thank you! Glad you liked the mod
Acouthyt 8 Oct @ 9:31pm 
Loving the mod so far, thanks for the hard work! The new cannons are cool too!
50 COW  [author] 2 Oct @ 10:44am 
lol you can make a fork of the mod and do it yourself if you want. :steamhappy:
DrakoMT 2 Oct @ 2:47am 
You should have streamlined the mod with vanilla weapons no need to make it so compilcated
with extra production and such. You can set the requirement to use prototech parts or make it very
expansive the weapons
50 COW  [author] 4 Sep @ 11:22am 
Go for it!
Fallenq 3 Sep @ 12:48pm 
Hey, i created a fix for the mod that is almost ready and almost functional, it's for the laser weapons, can i upload it on my profile when i fininsh it?
Lockheed Martin Engineer 22 Aug @ 8:53am 
yeah ik but to construct class-2 you need tactical computers
50 COW  [author] 22 Aug @ 8:31am 
@Lockheed Martin Engineer, Its produced in the Class-2 Research Manufacture.
Lockheed Martin Engineer 22 Aug @ 6:33am 
Where do i get tactical computers?
50 COW  [author] 20 Aug @ 7:01am 
It was for the custom progression system on the server, I just don't have time to complete it. :steamsad:
Spocku 19 Aug @ 9:01pm 
okay saw it, what are all these kits for? dont see anything that requires them. Do you have generators, etc that we dont know about lol
50 COW  [author] 12 Aug @ 6:32am 
You can build them using the new assemblers located under the mechanical tab, there is a different tier based on the color
Spocku 11 Aug @ 10:11pm 
where do you get access chips?
Meya 26 Jul @ 10:12am 
OH Okay now I understand :D working good now :)
50 COW  [author] 20 Jul @ 6:55am 
The "Slaving" Thing works best with the designator turret and this script: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=672678005
Jingleheimerschmidt 19 Jul @ 9:01pm 
Hi hi, was just wondering if there's a guide or something that explains how to use radar?
Trying to get turrets to automatically shoot targets past the 2.5km GridAI block range without subscribing to the AI block range extenders.

Any insight is appreciated, thanks.
Meya 19 Jul @ 1:41pm 
Reloaded the world that made them work lol
Meya 19 Jul @ 12:50pm 
Okay so I can't figure out how to make Titan turrets to fire without controlling if that what you mean by slave LOL I love most of the weapons though good job on sounds and models :) even effects are satisfying ^.^ good luck with your server!
Fallenq 19 Jul @ 12:45pm 
@Meya place it again
Meya 19 Jul @ 12:34pm 
Just got one question how do you get Titan turret to aim and fire at enemies? They do not seem to automatically aim and fire on their own I am in creative just to see how this works so probably doing something wrong here. Also they work while controlled :O not sure how to slave
Meya 19 Jul @ 10:07am 
This is wonderful mod, hate using Weapon Core for every single weapon mod good to see more of these out there
SCORPIONTECH 10 Jul @ 8:52am 
@Pufferfish_120 It uses the vanilla+ framework, which gives it guided missiles (I think shrapnel too but I don't remember for sure)
Pufferfish 120 10 Jul @ 4:43am 
nice mod, sadly useless on weaponcore worlds or servers do it have guided weapon or shrapnel frameworks?
Fallenq 9 Jul @ 2:57pm 
But still could be a huge limit
50 COW  [author] 9 Jul @ 2:38pm 
@Fallenq, the sabots are not produce-able (their spawned in from the high tier pallets).

Ill probably keep the damage the same, after all its a big fuck off cannon...
SCORPIONTECH 9 Jul @ 7:23am 
@Fallenq I have like 3 large grid ships made for the faction rn, and 2 of them are outdated. I have some pretty cool small grids but that doesn't matter without the fleet to support them. I really think I'm just not ready to publish them yet, I still have a lot to learn when it comes to game mechanics (such as layered armor and storing ammo efficiently) and while I can make some cool looking stuff, I have no idea if any of it works outside creative.
Fallenq 9 Jul @ 7:08am 
Hey, could you make the gatekeeper railgun not have almost infinite damage lol? I mean it drains up my shields completly.
Fallenq 9 Jul @ 1:58am 
Yeah but still, i made npc mods before.. @SCORPIONTECH
SCORPIONTECH 8 Jul @ 3:25pm 
@Fallenq They're just ships, not a mod. if you wanted to make them into npc ships you'd have to add ai and stuff to them (not to mention I've never tested most of them in survival). There are plenty of good mods that add npc factions though, you'd just have to do a bit of looking
Fallenq 8 Jul @ 9:03am 
@SCORPIONTECH can you upload it later? The pack? I'm looking for npc factions that are preety good.
SCORPIONTECH 8 Jul @ 8:55am 
This looks really cool!

The weapon models are incredible, easily on par with some of the best weapon mods.

After all the kinks are worked out I'm probably going to use this as the main weapon pack for one of my unpublished factions.
Fallenq 8 Jul @ 4:29am 
Hey, where do you make the titanic railgun sabot?
50 COW  [author] 7 Jul @ 6:32pm 
uh oh... Last time I checked nebulous radar worked with it but looks like I need to look into it, thanks for the heads up.
Leviathan 6 Jul @ 8:43am 
Maybe you are aware already, but just to let you know that as soon as I place the Phazed radar on my fighter, the game crashes instantly. Are radars broken as well and should be avoided for now or I'm missing something?
Fallenq 5 Jul @ 2:10pm 
nevermind i just placed it again and it works idk how.
Fallenq 5 Jul @ 2:08pm 
Hey, the gatekeeper railgun doesn't fire automatically, and the railgun sabots are too big to fit inside of it
Fallenq 5 Jul @ 10:08am 
I can give you the files chatgpt gave me if you want. The ones that made the mod work (without the visuals of weapons)
U.N. Gaming 5 Jul @ 9:50am 
Really cool mod with some kinks, i saw your post about lasers not having an effect rn so thats fine, but a lot of weapons do 0 damage in my testing with only this and required mods enabled (also why is the nebulous radar mod required?)
50 COW  [author] 5 Jul @ 9:41am 
@Fallenq, oooo thank you!

@KnightForEyes, no weaponcore because it would take another 4 months to convert :D if you want to make a wc version go for it just make sure to give credit
Xandrii 5 Jul @ 9:41am 
hmmmmmmmmmmmm ...... that one weapon "do not use, it will crash your game". Why is it there then? So lets use it!
city blackout
KnightForEyes 5 Jul @ 9:36am 
Honest question.
Why no weaponcore :((

Also do you allow players to MAKE ADDON that allows this mod to used with weaponcore?
Fallenq 5 Jul @ 8:21am 
Scratch that visuals of laser weapons are broken, they still work but....
Fallenq 5 Jul @ 8:04am 
So after anylising what he did it seems that it had something to do with vanilla+ updating and this:
<!-- OLD -->
<VanillaPlus>
<BeamWeapon>true</BeamWeapon>
</VanillaPlus>

<!-- NEW (API 0.16) -->
<VPlus>
<Logic Type="Beam">
<BeamWidth>0.4</BeamWidth>
<DrawParticles>true</DrawParticles>
</Logic>
</VPlus>

_________________________________________________________
| FILE | OLD NAME | NEW NAME |
| ------------ | --------------- | ------------------- |
| `Ammo_*.sbc` | `<Beam/>` | `<BeamProjectile/>` |
| `FX_*.sbc` | `<EmitterName>` | `<EmitterId>` |
Fallenq 5 Jul @ 7:58am 
Hey, so a funny thing happened, i used chatgpt and it fixed the laser weapons...
Macca 4 Jul @ 5:52pm 
Video alone worth max points
Fallenq 4 Jul @ 3:00pm 
Maybe a silent space engineers update? Or vanilla+ update
50 COW  [author] 4 Jul @ 2:54pm 
lasers suddenly stopped working after no changes to the mod... There was no update to V+ its just weird. I am assuming I have to rework all the ammo definitions for them to be functional again but that will take some time.
Fallenq 4 Jul @ 2:48pm 
Also if i may ask, what do you mean by "the issue is strange"? I'm just curious.
50 COW  [author] 4 Jul @ 2:38pm 
:steamthumbsup:
Fallenq 4 Jul @ 2:26pm 
Ok, thanks for responding. I also tested your other weapons, and i have to say, that this mod is the most balanced weapon mod on the market, i was always looking for a mod like that. Thank you for making it.