Space Engineers

Space Engineers

Tiamat - Gilgamesh Devastator Laser (fixed on 20 aug 2020)
29 kommentarer
xdevourx 22. juli 2022 kl. 18:10 
Does this work?
MadWolfZade 25. mar. 2022 kl. 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 18. feb. 2022 kl. 4:48 
its broke again it refuses to shoot
HummingbirdMoth 21. dec. 2021 kl. 22:47 
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 29. aug. 2020 kl. 2:33 
Weapon core is great, battles are better/more realistic, and it offers so many different avenues for modders and their creations.
Tobias 29. aug. 2020 kl. 1:21 
weapon core is broken
Chaos Uncensored 28. aug. 2020 kl. 21:04 
Could always make a weapon core version, the weapon scripting in there has some beautiful effects.
-=KptKosmit91=-  [ophavsmand] 21. mar. 2020 kl. 9:56 
Yes, all energy weapons are broken now. Waiting for Lucas to upload a fix
Lord'Lcp.oman 21. mar. 2020 kl. 9:37 
Hi, seems to not be working since last update (at least in my game) just letting you know
remethep  [ophavsmand] 21. jan. 2020 kl. 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 18. jan. 2020 kl. 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=-  [ophavsmand] 18. jan. 2020 kl. 10:55 
no conveyor needed
the ace 18. jan. 2020 kl. 10:20 
nm i checked the stats derp :P
the ace 18. jan. 2020 kl. 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 18. jan. 2020 kl. 10:18 
1 dose it need covayer 2 how far can it shoot and 3 good job that thing looks dope
The Nameless 15. jan. 2020 kl. 17:38 
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=-  [ophavsmand] 15. jan. 2020 kl. 17:17 
@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 15. jan. 2020 kl. 17:02 
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=-  [ophavsmand] 14. jan. 2020 kl. 15:44 
@DustyDust I am working on a new powerful laser cannon, stay tuned :)
DustyDust 14. jan. 2020 kl. 13:35 
3900MWh? how about an energy weapon using 1.21GWh, could name it "Doc cannon" :cozyspaceengineersb:
Kreeg 13. jan. 2020 kl. 16:35 
Ooooh, I see, that's understandable then
-=KptKosmit91=-  [ophavsmand] 13. jan. 2020 kl. 15:43 
@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 13. jan. 2020 kl. 15:29 
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=-  [ophavsmand] 13. jan. 2020 kl. 14:05 
@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 13. jan. 2020 kl. 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 12. jan. 2020 kl. 18:32 
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=-  [ophavsmand] 12. jan. 2020 kl. 16:18 
wdym @N1Ran ?
N1Ran 12. jan. 2020 kl. 14:29 
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  [ophavsmand] 12. jan. 2020 kl. 12:10 
I cannot wait to try this out!