Space Engineers

Space Engineers

TIO Industries Weapon Pack
563 条留言
GK111 10 月 20 日 上午 11:05 
I love how these weapons look, but the amount of power they need is insane. in the files it says
<RequiredPowerInput>0.00002</RequiredPowerInput> which should be less than 1WH of consumtion but in reality it is 10MWH, is there any way I could change it for my server?
Rysten 10 月 11 日 下午 10:32 
Second that, I would love a vanilla/vanilla+ version. Or would that be too difficult to decouple from weaponcore?
CrazyCracker 9 月 13 日 上午 7:58 
My battleship cannons are not consistently shooting
OniNoHanzo 7 月 21 日 下午 12:54 
just glad you're keeping this updated!
Xythlord 6 月 28 日 下午 4:41 
Any chance of getting this changed for Vanilla+?
ATF_Coldblooded Carebear || 6 月 11 日 下午 5:48 
Oh well, had to ask.
Killerbee77  [作者] 6 月 11 日 下午 4:35 
Would be nice but I am not able to add something like that
ATF_Coldblooded Carebear || 6 月 11 日 下午 1:20 
Well I was wondering if this is even possible and would it be hard to implement, the feature is to have the option to open/close turret without turning the power on/off like hangars doors.

Your thought?
ATF_Coldblooded Carebear || 6 月 10 日 下午 10:30 
Dandg it since i was using them as pipeline continuity and since it within a mining ship, being able to retrack them while mining and extend them when attacked was the main selling point of using themso with this new info ... i gonna have lots or repiping to do with some engineering nightmare trowned in for added headach.
Killerbee77  [作者] 6 月 10 日 下午 10:23 
Still works. Weaponcore is required
the.radioactiveflare.n7van 6 月 10 日 下午 10:06 
also dose this work with weaponcore installed
the.radioactiveflare.n7van 6 月 10 日 下午 10:05 
is this still working? it looks awesome
Killerbee77  [作者] 6 月 8 日 上午 11:38 
Wasn’t ideal but it’s intended. These weapons are technically conveyor sorters so powering them off stops the flow
ATF_Coldblooded Carebear || 6 月 8 日 上午 12:35 
this is new for me, when the retractable turret are power off they don't let anything pass from one conveyor side to the other side. only when power on they will allowed them to pass..
wonder if it was intended that way???
bigredfrog497 6 月 1 日 下午 8:57 
Hello! do you plan to ad small grid weapons?
Killerbee77  [作者] 5 月 21 日 上午 10:25 
Cheers 🍻
nilek 5 月 21 日 上午 10:01 
Heyo i found the issue. when doing further testing i realised that the isse was happening when i added other mods no matter what the mod. after some further testing i realised that this was because those mods were below Tio's on my mod list. ater making sure tio's is on the bottom of my list it no longer matters how many mods i have tio's will always show up.
Killerbee77  [作者] 5 月 20 日 上午 10:06 
Shouldn’t really push it out though. You’d just have to use that scroll wheel. I can try tossing in some weapon mods into SP and see if I can recreate the issue
Abisius Xarvenius Carbensius 5 月 20 日 上午 7:45 
hmmm . . .
could maybee bee due to the gmenu page beeing limited and as the page that shows you all stuff is the one that shows the most of all pages it would be the first one to top out.
nilek 5 月 20 日 上午 7:37 
Another theory i have is, maybe it has something to do with its positing on the page as i noticed that "MWI weapon collection 3" pushed it out one mod earlier than any other and the only connection i could thin of is they like to appear in the same position in the subgroup page. Unfortunately this is something i only noticed but wasn't able to get any concrete info on it during my testing yesterday so i cant say if there is actually any correlation.
nilek 5 月 20 日 上午 7:32 
@abisius Im only using about 20, but about half of them are weapon core weapon packs.

some clarification on my previous post, i only get the Tio's weapons in the "Block Weapon" subgroup page, not on the main "everything" page. Also for some reason Tio's is the first to be "knocked off" this subgroup page no mater what other weapon mods i have installed. Also i installed a couple more weapon mods to test things and all of them came up correctly in the subgroup page no matter how many there were.
Abisius Xarvenius Carbensius 5 月 19 日 下午 9:31 
@nilek
how many mods do you use?

i for my part encountered some loading hickup probs once i go over 100 mods so i keep my modlist shorter than that but i so far didnt manage to make stuff disappear from the gmenu ba having many mods.
Killerbee77  [作者] 5 月 19 日 下午 2:42 
Hmm that’s a weird issue. Never heard of it before. The other mod might be doing something weird/improperly
nilek 5 月 19 日 上午 11:46 
So i am still haveing issues but i managed to naorw it down to haveing to many mods. when that is the case Tio's gets "Pushed" out of the G menu. An example is if i remove any one of my other weapon mods, Tio's will appear in the "Weapon blocks" section but adding that mod back removes Tio's from my list.
Panthera Leo 5 月 11 日 下午 6:47 
Works for me!
Jonnyhawkeye 5 月 11 日 下午 5:28 
FOR ME ITS fixed
Killerbee77  [作者] 5 月 11 日 下午 3:47 
Anyone else still have this issue? Seems to have fixed itself. May have been a bug on a dependency mod that's now been fixed.
Killerbee77  [作者] 5 月 7 日 下午 5:38 
Man I completely forgot
Jonnyhawkeye 5 月 2 日 上午 9:10 
GL with the Fix man. :)
Killerbee77  [作者] 4 月 30 日 下午 2:02 
I’ll look into the issue more when I can and try to have it fixed by this weekend. I was still able to find everything by searching for it but I noticed even vanilla weapons weren’t appearing in all of the proper tabs under g menu
nilek 4 月 30 日 上午 11:03 
i dont know if mabyu its one of the other mods i have but i cant get the weapons to show ip in the g menu even if i search them
Jonnyhawkeye 4 月 30 日 上午 5:59 
yea i wish it worked in G menu cause i cant be bothered trying to search them up.
Killerbee77  [作者] 4 月 29 日 下午 11:03 
That or the update broke weaponcore and weaponcore updated itself which then fixed mine
Killerbee77  [作者] 4 月 29 日 下午 11:02 
Seems to be working fine. Only thing I noticed is weapons weren't appearing in the G menu but still findable via search bar.
nilek 4 月 29 日 上午 9:04 
I am sad to report that with the most recent update to SE this mod no longer works. That said, knowing Killerbee, we will have an updated vbersion coming soon. cant wait this is one of my favorite weapon mods
gambler01omega 3 月 17 日 下午 8:35 
By far still one of my fav turret modders!
MamboFloof 3 月 7 日 上午 10:57 
Any chance you'd be able to make a version that doesn't have the status lights, or make them disable/color-able? They mess with the look of the ship, and interfere with the positioning lights since they are either all red or all green.
Leo Dicookie 2 月 25 日 下午 12:11 
Hi KB I'm having issues with your VXM-08 in both SP and MP, it's not tracking properly and misses almost every time.
Is this block broken or is it a bug?
Love your work by the way :)
Mass 2 月 23 日 下午 10:36 
is there any way to increase the range on the torpedoes to have a torp first coil/cannon second weapon setup?
Abisius Xarvenius Carbensius 2 月 17 日 下午 7:16 
@糖酱今天又在摆烂
the ctc itself is not capable to fire multipart weapons and you will still need to manually fire it yourself, though you can use a ctc assembly to have a platform from which you can aim it.
糖酱今天又在摆烂 2 月 17 日 下午 6:34 
also MACs on custom turret controllers can't find targets
糖酱今天又在摆烂 2 月 17 日 下午 5:37 
The MAC gun only consumes power and don't need ammo?
OniNoHanzo 2 月 17 日 上午 9:09 
sorry killer, thought i messaged...i resolved my issue. lets just say ... it was a case of operator error. >.> (had a one to many shots to the head moment)
Abisius Xarvenius Carbensius 2 月 6 日 上午 11:05 
@Erufen Rito
the camerachanel is if you want to manually target and/or fire weapons via keyfire or mousefire while looking through a camera, atleast to my understanding.

as for the gunner pilot thing that one wont work in coop due to how se handles coop (heck even if the host has no wepaon on keyfire or mousefire but a client has the host can fire them in coop) but could work on a keen or torch based server.
Erufen Rito 2 月 6 日 上午 10:41 
Appreciate the help!
Killerbee77  [作者] 2 月 6 日 上午 10:06 
I’d direct your questions to weaponcore. I don’t really use most of these features myself
Erufen Rito 2 月 6 日 上午 8:27 
*3 control seats, 1 of them is the pilot, each weapon group has its own group ID and camera channel.
Erufen Rito 2 月 6 日 上午 8:25 
Ok so working as intended on both instances. Having the option to make the cannons burst fire caused a lot of confusion and wasted time researching :( A note somewhere would be nice.

One last thing. What is the camera channel thing for? I understand the idea of tying a camera to a weapon group, but i havent figured out the purpose of it.

I have placed 3 control seats. 1 of them is the pilot, and 2 are supposed to be the gunners. the pilot has no weapons on the toolbar, yet only the pilot can fire the weapons. If the pilot changes seats to any of the gunners, only the pilot can fire, and all guns fire.


Am I doing it wrong or misunderstanding its purpose?
Killerbee77  [作者] 2 月 5 日 下午 7:59 
Crash logs would be helpful Hanzo
Killerbee77  [作者] 2 月 5 日 下午 7:58 
That’s just how the cannons operate. For fixed missile systems they are manually used. Most people group them and put them on “mouse click to fire”. Only turreted missile systems will auto target