Space Engineers

Space Engineers

Tiamat - Gilgamesh Devastator Laser (fixed on 20 aug 2020)
29 条留言
xdevourx 2022 年 7 月 22 日 下午 6:10 
Does this work?
MadWolfZade 2022 年 3 月 25 日 下午 12:27 
I am having the same problem as deathbob1, the gilgamesh no longer seems to generate its own energy and seems to be treating its ammo like a physical inventory object that needs to be in its inventory rather than just a count inside the block (guessing Keen changed the coding for ammo and ammo types when they launched warfare and this might be interfering) I hope that this info helps and we can get them up and running soon, I love my Gilgamesh Defensive array on my base and would hate to replace it I love watching pirate ships explode in red mist <3
deathbob1 2022 年 2 月 18 日 上午 4:48 
its broke again it refuses to shoot
HummingbirdMoth 2021 年 12 月 21 日 下午 10:47 
Anyone else have the problem where energy weapons that build up charges won't reload on their own? I have sufficient power but they will only build charges after firing when I exit and reenter my game or cut/paste the grid they are on. This is happening to me on all my similar mods: this one, death star superlasers, etc.

Also I am playing survival with creative options enabled if that makes a difference.
Chaos Uncensored 2020 年 8 月 29 日 上午 2:33 
Weapon core is great, battles are better/more realistic, and it offers so many different avenues for modders and their creations.
Tobias 2020 年 8 月 29 日 上午 1:21 
weapon core is broken
Chaos Uncensored 2020 年 8 月 28 日 下午 9:04 
Could always make a weapon core version, the weapon scripting in there has some beautiful effects.
-=KptKosmit91=-  [作者] 2020 年 3 月 21 日 上午 9:56 
Yes, all energy weapons are broken now. Waiting for Lucas to upload a fix
Lord'Lcp.oman 2020 年 3 月 21 日 上午 9:37 
Hi, seems to not be working since last update (at least in my game) just letting you know
remethep  [作者] 2020 年 1 月 21 日 上午 3:44 
AI breaking is not the mod, that is most often caused by a mod conflict @michael.horner2005
The smart turret mod for instance will break the AI for this.
the ace 2020 年 1 月 18 日 上午 11:25 
cool also is the ai ment to controle this thing or a player becase if it has ai it dosnt seem to work
-=KptKosmit91=-  [作者] 2020 年 1 月 18 日 上午 10:55 
no conveyor needed
the ace 2020 年 1 月 18 日 上午 10:20 
nm i checked the stats derp :P
the ace 2020 年 1 月 18 日 上午 10:20 
im starting a playthrough with lots of drones with 800 meter range it tends to get to expensive to repair stuf
the ace 2020 年 1 月 18 日 上午 10:18 
1 dose it need covayer 2 how far can it shoot and 3 good job that thing looks dope
The Nameless 2020 年 1 月 15 日 下午 5:38 
It's not about flanking, it's about the damn thing locking on a free-floating gyro that you blew off one ship, and now it's floating behind you while you try to hit the next one, so the turrets won't work again until you find out WHICH damn free-floating gyro they want to shoot and blast it with your fixed guns... Yeah, I've been there. Never, ever again! Lol
-=KptKosmit91=-  [作者] 2020 年 1 月 15 日 下午 5:17 
@The Nameless, I know that can happen sometimes, but this weapon is probably best to use from as large distance as possible, to unload all 6 charges from distance and run away to recharge them all. No one should be able to flank the weapon if you fire far enough from the enemy
The Nameless 2020 年 1 月 15 日 下午 5:02 
You do know that when you limit the firing arc on a turret in this game, it tends to obsess over something it can't actually shoot at and generally just quit on you in the middle of a fight, right? I learned from very annoying experience never to use a turret weapon with a limited firing arc.

However, that may well be the awesomest weapon model I've seen. <looks for fixed version>
-=KptKosmit91=-  [作者] 2020 年 1 月 14 日 下午 3:44 
@DustyDust I am working on a new powerful laser cannon, stay tuned :)
DustyDust 2020 年 1 月 14 日 下午 1:35 
3900MWh? how about an energy weapon using 1.21GWh, could name it "Doc cannon" :cozyspaceengineersb:
Kreeg 2020 年 1 月 13 日 下午 4:35 
Ooooh, I see, that's understandable then
-=KptKosmit91=-  [作者] 2020 年 1 月 13 日 下午 3:43 
@Kreeg not what I meant, I know that it works that way. I didn't want to have skins because they would totally break the texturing if they're applied, due to how the model was made
Kreeg 2020 年 1 月 13 日 下午 3:29 
That's inaccurate.
Skins don't relay on Vanilla assets - it relies on Material name.

So you can have a custom CM, NG, and ADD, just name your Material "SquarePlate", and the skin system will automatically be enabled
-=KptKosmit91=-  [作者] 2020 年 1 月 13 日 下午 2:05 
@Kreeg it's due to how the model was textured, it doesn't use vanilla textures, only custom textures, so I can't make it work with skins
Kreeg 2020 年 1 月 13 日 上午 3:39 
Hello, I am curious why Skins don't specifically work?
Is it a design choice, or an mechanical issue
It looks beautiful as a model, regardless, just idle question
N1Ran 2020 年 1 月 12 日 下午 6:32 
I believe you were planning on making others, correct? The 3 Tiamat weapons mod will house each accordingly. Projectile mod will have all the Tiamat branded ammo using weapons. The Energy will have all the laser Tiamat branded weapons and Combination mod will combine the 2. That way, it won't be single mod for each weapon created.
-=KptKosmit91=-  [作者] 2020 年 1 月 12 日 下午 4:18 
wdym @N1Ran ?
N1Ran 2020 年 1 月 12 日 下午 2:29 
Why not create 3 weapon mods
-Energy
-Projectile
-Combination

This would make them future proof and you can add to each as you go
remethep  [作者] 2020 年 1 月 12 日 下午 12:10 
I cannot wait to try this out!