Space Engineers

Space Engineers

Properly Rebalanced Vanilla Weapons (1.207.022) Performance Friendly
26 条留言
尤利 9 月 26 日 下午 2:06 
Steam does actually pull mods from the workshop even if you change the workshop files before loading. That is good as otherwise malicious code could be snuck in - for the same reason they will not let me play multiplayer with a local mod, it has to be uploaded first. I'll do that eventually after some heavy tuning! Thank you again :)
Jonathan Torres  [作者] 9 月 26 日 下午 12:29 
尤利 I'm not sure if steam would undo the changes, to be safe, I'd recommend you to turn it into a local mod.
I believe you already know that but just in case: Search for a folder called "3321233916" after you have downloaded the mod and rename it with the mod's name so that you can easily recognize it later. Place the folder into AppData\Roaming\SpaceEngineers\Mods so this local mod will be visible to be added ingame.
And thank you for your kindness!!
尤利 9 月 25 日 上午 2:42 
You're the man. Thank you for your reply. :steamhappy:
Will steam undo my changes to your files? Should I download it and then make it into a local mod instead of workshop mod?
Jonathan Torres  [作者] 9 月 24 日 下午 8:32 
尤利 And by the way, there is no copyright to my mods, you are completely free to republish it! (I only made mods for myself to have fun with, and after having fun, I decided that others should too, so I shared)
Jonathan Torres  [作者] 9 月 24 日 下午 8:32 
尤利 You can disable that which causes the bug.

Open the file "Ammos.sbc", then look for "LargeCalibreShell" in order to change the following line: "<MissileExplosionDamage>300"

Change 300 to 0 so it disables explosion damage to the artillery shells.

Do the same for "MediumCalibreShell" and "LargeRailgunSlug" and "SmallRailgunSlug" by changing the explosion damage to 0 for each of them.

By doing this, the artillery/assault/railgun shells will no longer damage voxels, which disables this bug. I have been playing with this mod since the day I made it, and this bug was, and still is, unnoticeable to me. I guess if I did some testing, I would notice the difference, but my point is that this bug isn't much of a big deal—so much so that I haven't noticed it myself, someone had to tell me: The vanilla shells would penetrate and the modded shells will just explode the first block that it touches... for me, at least, it isn't a big deal.
尤利 9 月 23 日 上午 4:39 
can you fix the bug? Then I will gladly use this because the tracers and balance changes are cool
Jonathan Torres  [作者] 9 月 9 日 下午 10:34 
TheRebornAce, this will definitely help me if I decide to fix it in the future. No need to write it up for me (To be completely frank, I'm not good at coding so I only deal with code when I have a very strong motivation) but I really appreciate your offer, thank you very much! :)
TheRebornAce 9 月 9 日 下午 9:13 
it's simple but not that simple haha. but you will need to create a vanilla+ ammo definition script which, honestly, is pretty easy especially for your case. no joke, at most 10 lines of code...or around there. if you would like i could write it up for you. should be very quick. i can then either give it to you via discord or workshop and you can paste it in. up to you, no pressure :)

to have gatling turrets to target missiles by default, you just need to add in the following line in the cubeblocks_weapons.sbc definitions:
<EnabledTargetingOptions>Missiles Enemies</EnabledTargetingOptions>

you can add in more default options by referencing this list of targeting options
https://spaceengineers.wiki.gg/wiki/Modding/Reference/SBC/CubeBlocks/LargeTurretBase_Definition#EnabledTargetingOptions

hopefully this helps
Jonathan Torres  [作者] 9 月 9 日 下午 8:11 
TheRebornAce, I'm very glad to have answered your questions. Thank you for letting me know about this bug, which I don't know how to fix, and to be completely frank, I don't think I will have the motivation to try to fix it.

I'm guessing that just loading Vanilla+ together with Properly Rebalanced mod would solve the bug, would it? I may try it sometime in the future.

I had forgotten to add in my last reply that I don't know if the npcs' turrets are set to target missiles, and also to add that this mod doesn't change any settings on npcs' turrets. (I had guessed that you would figure it out by the fact that I don't know how to change npcs' turret range, that's why I didn't add a fourth reply.)
TheRebornAce 9 月 9 日 下午 7:10 
i took a look at your ammo sbc file and, for example, the assault cannon shell contains both of these lines:

<MissileExplosionDamage>200</MissileExplosionDamage> (high-explosive setting)
<MissileHealthPool>4000</MissileHealthPool> (armor-piercing setting)

therefore, the bug as described will occur. will require a script to mitigate the bug like Vanilla+. but no big deal just a FYI for future mods you may bring. still a great mod. and thanks for the additional info about the max ranges. found out the 600m default value is hard-coded so nothing we can do there anyways. thanks again.
Jonathan Torres  [作者] 9 月 9 日 下午 5:35 
TheRebornAce, and to answer your second question: Unfortunately, the npcs' grids don't have their turret range set to maximum. However, because of the higher range of all projectiles, if a npc's grid locks on you, then its guns will fire at you even if they are 2449 meters away from you. So, even if their turrets are set to 600 meters, they will fire at you at the moment that they lock on you within 2500 meters, which is the vanilla distance that you are allowed to lock on a grid.

To set the npcs' turret range to maximum, I only guess that I would need to edit the blueprints of the npcs' grids themselves. I don't know how to do it, and I know that I could know how if I wanted to, but I'm confident that it would take too much work and it wouldn't be worth it, because it would become too difficult to keep this mod up to date as the game developers change and add npcs' grids to the game.
Jonathan Torres  [作者] 9 月 9 日 下午 5:34 
TheRebornAce, here is an example of the changes for artillery projectiles:

<DesiredSpeed>827 (In vanilla it is 500)
<MaxTrajectory>6000 (In vanilla it is 2000)
<BackkickForce>200000 (In vanilla it is 150000)
<MissileInitialSpeed>827 (In vanilla it is 500. Though this vanilla script sounds redundant for artillery projectile, it is necessary.)
<MissileExplosionDamage>300 (In vanilla it is 0)

In the case of artillery projectiles, there was no need to change explosion radius, because in vanilla it is already set to 3 (which turned out to be a good value for artillery already). Therefore, it begins to damage voxels just by changing the value of explosion damage from 0 to above, from 0 to 300 in the case of artillery.

In this entire mod, the only script that was added is this one, which isn't part of the vanilla scripts: <ProjectileTrailColor x="Color Value Here" y="Color Value Here" z="Color Value Here" />
Everything else is just a change of values for vanilla scripts.
Jonathan Torres  [作者] 9 月 9 日 下午 5:34 
TheRebornAce, I'm not aware of this bug that you mentioned, so I can't speak about what I don't know about. I'll tell you what I know: The assault/artillery/rail gun received explosion damage. That is the only effect added to them in terms of damage; just as missile has explosion damage, these shells also have explosion damage now. Aside from explosion damage, the damage values are all vanilla. The only changes made are:

1. Projectile speed.
2. Projectile maximum trajectory. (How far it travels before disappearing)
3. Recoil.
4. Explosion damage radius.
5. Explosion damage.

In this mod, damage continues vanilla, penetration continues vanilla (unless there is a bug I'm not aware of) etc...
TheRebornAce 9 月 9 日 上午 10:23 
To confirm, are the assault/artillery/rail gun shells set as APHE-like? If so, I recall there's a bug that if both settings are set true in the ammo definition, it would obliterate the first block it impacts, regardless of the damage values given to the ammo projectile and no penetration effects would take effect. The only fix is to use a script so wondering if something similar is done here?

Also, out of curiosity, are the turret AI ranges set to max so vanilla/MES npcs spawn with those max ranges by default? And is the target missiles option checked on by default as well for the NPCs?
acoirac7 6 月 28 日 下午 2:49 
OOOH okay I see, I do miss the extreme ranges though, those seemed kinda cool to play with
Vizinix 2024 年 12 月 23 日 下午 12:02 
Extremely good mod. The Gatling Gun is terrifying.
Jonathan Torres  [作者] 2024 年 11 月 25 日 上午 4:23 
Rooster: Yes, it does. But there is still a chance for the rocket to go through.
Higher fire rate = higher chance to hit rockets.
Rooster 2024 年 11 月 24 日 下午 5:27 
Does this make gatlings actually hit rockets now?
Jonathan Torres  [作者] 2024 年 10 月 25 日 下午 1:55 
ariesfighter15: The mod has been updated, it is now compatible with Contact Pack DLC. Enjoy.
Jonathan Torres  [作者] 2024 年 10 月 14 日 下午 7:11 
ariesfighter15: Thank you for your kindness. I have the intention to purchase the Contact Pack DLC just because of the new turrets, so I may update this mod again for the new turrets.
ariesfighter15 2024 年 10 月 14 日 下午 6:50 
I hope that you will add the new weapons soon. I'm loving this mod of yours.
Jonathan Torres  [作者] 2024 年 10 月 14 日 下午 6:03 
This mod has been updated for the game's version 1.205.023.
However, I have not yet verified the compatibility with the Contact Pack DLC, as it added new DLC cosmetic weapon versions.
人族狙击手 2024 年 10 月 2 日 下午 10:30 
A. The maximum bullet shooting speed for this game is approximately 10000. American AAgun 4000
B. The speed at which this game triggers bugs increases the probability in turn. Starting from 200, the probability of failing to hit the target gradually increases with every increase of 200 in speed. This is evident from 1200 onwards. 2000 is the limit. But it's not the maximum speed of ammunition. I set 80000.
C. You forgot to modify the walking distance of the shells in this game. You increased the range without increasing the accuracy. The accuracy will be very low at a distance of 2000 meters. The dispersal distance can cover a red ship.
人族狙击手 2024 年 10 月 2 日 下午 10:21 
LOOK THIS IS GOOD.
A. This description is quite lengthy. You have modified the range of the ammunition and the range of the turret AI automatic shooting.
B. 2000 is not the maximum speed of this game engine..
C. A machine gun with a maximum range of 2000 should not have a range of 3500. It will cause a certain CPU burden. It should be less than 500
D. Do not reduce the firing speed of the machine gun turret. If the shooting density is too low, it will not be able to intercept shooting stars. The goalkeeper system also has a firing rate of 4000.
E。 You changed the color of the bullet trajectory.
Jonathan Torres  [作者] 2024 年 10 月 1 日 下午 2:33 
Vexed: No, it is not compatible with Weapon Core.
Hexavexed 2024 年 10 月 1 日 下午 12:25 
Is this Weapon Core Compatible?