Space Engineers

Space Engineers

SSC Tech Division - WIP Pack
69 Comments
[TSF] Mason 1290 10 Oct, 2016 @ 11:43pm 
so... i got. working Reactive Armor in SE. spaced armor. and reinforced hulls. including SABOT, Cluster munitions. printers for the munitions. and a bunch of ships ready to go.
all im looking for is a contractor and hands.
[SSC]ShadowRune  [author] 2 Aug, 2016 @ 8:55pm 
Hey all! just letting everyone know, the SSC Tech Division pack will remain in its current state. However, I am starting work on a new mod to take over TD's legacy. Will update with further progress!
Bored Potato 12 Jun, 2016 @ 3:55pm 
can you maby mod a lag remover cause i cant play NOW.
[SSC]ShadowRune  [author] 3 Mar, 2016 @ 5:46pm 
Hey there, internet is not currently working at home, at a friends house currently. Modifying this in my downtime and will upload once I have a decent amount of progress made. Thank you for the comment swordartguardian
Guardian 20 Feb, 2016 @ 12:11am 
Hi ShadowRune I enjoy using this mod and was checking back if things are going ok as you have not done much since August
Bored Potato 19 Aug, 2015 @ 4:19pm 
good idea
[SSC]ShadowRune  [author] 19 Aug, 2015 @ 4:17pm 
i only recently got back from a long hiatus, i had been unable to do anything for the past 2 months. I'm going to look into updating the videos and such
Bored Potato 19 Aug, 2015 @ 4:11pm 
you might want to get someone to make more videos for your stuff... you only have one and it only shows one weopen.
Bored Potato 19 Aug, 2015 @ 4:10pm 
that sounds good
ive been looking for a weopen to destroy enemy ships that are moving towards me and are still far away.
[SSC]ShadowRune  [author] 19 Aug, 2015 @ 4:09pm 
i believe one or two of the weapons in this pack are able to hit past 3000m
Bored Potato 19 Aug, 2015 @ 4:08pm 
now i ive bean looking for laser weopens on the workshop and there is no long ranged weopens you can use over 3000M
Bored Potato 19 Aug, 2015 @ 4:07pm 
ok
[SSC]ShadowRune  [author] 19 Aug, 2015 @ 4:06pm 
Myself and my partner, ShadowFang, are starting a development team and we are starting out with a text-based rpg.
Bored Potato 19 Aug, 2015 @ 4:05pm 
what game?
...
[SSC]ShadowRune  [author] 19 Aug, 2015 @ 4:04pm 
the next set of blocks i had been planning was actually a set of lightweight durable armor :) I am now able to take up work on this mod again, but time will also have to be spent developing my game as well
Bored Potato 19 Aug, 2015 @ 3:52pm 
like a super heavy armor block
Bored Potato 19 Aug, 2015 @ 3:52pm 
you made a powerful missile/ocket but could you make a even stronger block that is resistent to make it so you can protect yourself
[SSC]ShadowRune  [author] 21 Jun, 2015 @ 8:23am 
I will be updating the description to bring it up to date on the last few updates I pushed in the past few days. After tomorrow this mod will be on hiatus for roughly 4 months as I have Air Force training. I hope it survives and is not broken by the updates in that time. When I am able to come back to this mod I will finish adding survival compatibility for all blocks, as well as add in armor once I can figure out how to chance the effects of deformation.
[SSC]ShadowRune  [author] 3 Jun, 2015 @ 4:17pm 
Possibly. This mod may be going on hiatus for awhile in several weeks in about 20 days.
KingObliv 3 Jun, 2015 @ 2:24pm 
Maybe it's because I shot the Easy Start 2 station, and it damaged the asteroid.
[SSC]ShadowRune  [author] 3 Jun, 2015 @ 11:17am 
@EmperorHelios Sorry to hear that, I havent run into the issue. Normally I would look into lowering the radius, but my laptop doesn't have an issue and its relatively low end. I will look into it and see what I can do.
KingObliv 3 Jun, 2015 @ 7:41am 
My only problem with this is that the Type-87 freezes the game, even on my (really good) rig.
[SSC]ShadowRune  [author] 16 May, 2015 @ 9:54pm 
Thank you everyone for the attention this mod has received. I never expected to hit 1000 subscribers and am glad I have. To celebrate an update has been pushed, adding a custom component to help balance out the Type-87, as well as an extremely powerful gatling turret that will be updated with blueprints and components shortly
jimlore78 4 May, 2015 @ 3:58pm 
much appreciated, in your free time could i ask that you take a look at pandemic, im starting down that line of building and im unsure if it would be worth publishing items no one would use
[SSC]ShadowRune  [author] 4 May, 2015 @ 2:07pm 
Thank you for your feedback jimlore, Sektan is working on a whole new model for the launcher. In my brief experience missiles are only moddable in explosion radius and damage, I could not find a way to set specific depth and width. I may have missed something however. Lately this mod has fallen by the wayside due to my obligations to keep in fit shape for my enlistment in the Air Force, however I will work on adding new features as time allows :)
jimlore78 4 May, 2015 @ 11:14am 
i would like to see multiple warhead types. for instance "shaped" charges that funnel through 40 blocks in a 5x5x40 pattern, or a bloom that does like 40x40x3 that desimates the sides, that would allow for a variety of play, but also mean for more cost in fielding a good arsenal. also, perhaps give it a pulsing light to make it more interesting? itd cause the enemy to know he done fucked up. i would ask if you could modify it ever so slightly, as im trying to make a Star Wars Empire at War Intercepter IV frigate, it would be nice to have the same everything with just a minor tweak to the appearance as just a blue orb. Many thanks for the wonderful mod though, and great job!
[SSC]ShadowRune  [author] 22 Apr, 2015 @ 3:45am 
Thank you for your comments Cupcake Goat, in the next update damage will be increased due to an upcoming change in size of the weapon when Sektan gets the plans for the model. Resource cost will also be adjusted, and I just might make a custom component.
Drug Cyborg, FBI 21 Apr, 2015 @ 7:41pm 
I've got a concern that the high uranium cost might not be enough to offset the power this has for groups with large-scale mining ops going on. You might consider multiplying the other resource requirements by two or three times as well, or even including some kind of special component designed specifically for the launcher that "controls" the nuclear detonations of the projectiles. Obviously not something that would matter in practical usage, just an excuse to make the launcher itself more expensive. Other than that, I think this is a pretty fair weapon for its speed, especially as missiles have no tracking ability and something this big would be fairly easy to avoid.
[SSC]ShadowRune  [author] 20 Apr, 2015 @ 1:14pm 
Sektan will most likely be working on a new model for this weapon, provided he has the time. As soon as the model is made the mod will be updated.
SupraSenpai 20 Apr, 2015 @ 12:56pm 
Can't wait for future updates. My Battleship and cruiser need some of these on board!
maxwellccm 8 Apr, 2015 @ 1:17pm 
perfict for a colonial battlestar v/s basestar fight
[TSF] Mason 1290 26 Mar, 2015 @ 8:22pm 
it wont be limited if we get one of them on it. and. a NUKE
[SSC]ShadowRune  [author] 26 Mar, 2015 @ 5:35pm 
I had considered it, just havent wanted to bother em with a low-key mod that really has a limited audience lol xD
[TSF] Mason 1290 26 Mar, 2015 @ 4:00pm 
:p you could always ask ISP or Darth Biotech or the such to help you out. theyve done third party (group) projects before. all you need to do is add them in the credits under "created by:"
[SSC]ShadowRune  [author] 26 Mar, 2015 @ 2:46pm 
Those are currently on hiatus until I can find a modeler to do it, as I cannot use 3D modelling software to save my life :)
[TSF] Mason 1290 26 Mar, 2015 @ 2:12am 
i think its fine. just change the launcher model and the location of the place its fired from.
SpectreA19 15 Mar, 2015 @ 9:49pm 
[SSC]ShadowRune  [author] 15 Mar, 2015 @ 5:26pm 
It is a custom item Spectre, it does not load into the default launcher
SpectreA19 14 Mar, 2015 @ 8:44pm 
So I tried loading this rocket into a standard large rocket launcher, but it said wrong type of ammo. Did I miss something?
[SSC]ShadowRune  [author] 8 Mar, 2015 @ 4:04pm 
Np feastblade, credits go to Drakkenstein for the great review.
feastblade 8 Mar, 2015 @ 2:03pm 
thank you for adding a vid, that helps alot more with the thaught of this item, I will pick it up to play with it now that I see it in action.
Entropy 4 Mar, 2015 @ 8:57pm 
Fantastic threat to try to avoid!
MrEvan312 4 Mar, 2015 @ 1:34pm 
Too bad you can't slow down the explosion animation and enlarge it, have kinda this smoke and firestorm for about 5-10 seconds. I love the cinematic value of a slow-moving rocket!
[SSC]ShadowRune  [author] 2 Mar, 2015 @ 9:30pm 
I am looking for a modellerwho would be willing to make one for it, and balancing will be updated in the coming days
The Legacy 2 Mar, 2015 @ 8:01pm 
My recommendation is that if you want to make such a powerful weapon, it should only be able to hold and fire one missile at a time. In creative, rate of fire should be reduced to 1 per 15 seconds. And, yes, once you can model a (much!) larger model for this mod, it'll make a good balancing feature.
[SSC]ShadowRune  [author] 27 Feb, 2015 @ 2:29pm 
Not a waste at all :)
Drakelton 27 Feb, 2015 @ 5:35am 
I was stupid. I figured it out, sorry for wasting your time
[SSC]ShadowRune  [author] 26 Feb, 2015 @ 6:22pm 
In all my testing it does not appear in the weapons tab of the Gmenu, it should show in the all tab though. I will look into it however.
Drakelton 26 Feb, 2015 @ 5:18pm 
I cant get this to appear in my blocks. Is there a way to fix this
[SSC]ShadowRune  [author] 26 Feb, 2015 @ 2:01pm 
I have little experience with the scripting I assume a diminishing yield would require, and as I have mentioned warhead yields are hardcoded so far as I know.