Space Engineers

Space Engineers

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Star Trek Module 1 - Weapons 1.7
   
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Type: Mod
Mod category: Block
文件大小
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更新日期
366.886 MB
2024 年 4 月 23 日 上午 3:44
2024 年 9 月 11 日 上午 5:27
8 项改动说明 ( 查看 )

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Star Trek Module 1 - Weapons 1.7

在 Qarannia 的 1 个合集中
Star Trek Modules
15 件物品
描述


Welcome to Star Trek Module 1 - Weapons by Q-Tech. This mod contains a set of Star Trek themed weapons. This mod requires WeaponCore and Animation Engine to function, so make sure you have both mods loaded in your world. They are listed as dependencies so they should load automatically but if there are issues it may help to add them manually to the mod list.

IMPORTANT: Update information for this mod can be found in the Change Notes tab.

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason! Many of the weapons' characteristics can be modified using the WeaponCore server config file.

The other modules can be found on my workshop or in the Star Trek Modules collection.



The description of each module in the collection can be found in the Star Trek Modules Guide. Please refer to the guide for information about each mod. Please do not post questions or complaints if you have not read the guide. If you have read the guide and your question / concern has not been addressed then feel free to post it in the comments section.



This mod contains the following blocks:
  • Phase Cannons
  • Phasers
  • Phaser Arrays
  • Phaser Cannons
  • Point Defence Phaser and Torpedo
  • Anti-Personnel Phaser
  • Torpedo Launchers
  • Disruptors
  • Cardassian Disruptors
  • Polaron Weapons
  • Borg Weapons
  • Spatial Charge Launcher
  • Superweapons - Phaser Spinal Lance, Romulan Plasma Weapon, VAQ Launcher
  • Tractor Beam
  • Self Destruct Module



It is possible to customise the damage values for many of the weapons in this mod using the WeaponCore server configuration file. This file is automatically created when a world loads with WeaponCore in the mod list, and can be found at:



For convenience, clicking here[1drv.ms] will allow you to download a config snippet that can be inserted into the WeaponCore server configuration file. This config snippet contains overrides for the damage output of each weapon that can be customised. Each <AmmoOverride> section can be copied to the config file between the <AmmoOverrides></AmmoOverrides> tags. You can then change the weapon damage output values to suit your gameplay.

Note: Some weapons, such as the Disruptor, use WeaponCore's EWAR system which is not open to change using the server config file.


  • Anti-Personnel Phaser - Vladyslav Holhanov
  • Disruptor / Polaron Cannon - Volkert Brusche
  • Phaser Spinal Lance - Meslesits Fleet Yards
  • Point Defence Phaser - Prototype_007
  • Point Defence Torpedo - Dim Bagautdinov
  • Spatial Charge Launcher - Dim Bagautdinov
  • Spatial Charge Magazine - Polycosm
  • Torpedo Energy Dampener - Alex Martire
  • Torpedo Fuel Cell - QuakeShambler
  • Torpedo Guidance - YouniqueIdeaStudio
  • Torpedo Phase Transducer - Alex Martire
  • Torpedo Thruster - LBruene
  • Torpedo Warhead - Gonzalo Sanchez



If you like this mod then please visit Qarannia's Space Engineers Workshop to check out my other mods.





If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
120 条留言
Qarannia  [作者] 12 月 13 日 上午 7:45 
@ApokalypseCow In survival mode they are admin-only spawns. If it's a single player game you'll have to spawn them in manually. The idea for servers was that the server managers would make them available through whatever method they chose.
ApokalypseCow 12 月 12 日 下午 4:41 
Any idea where I can acquire the Phase Transducers? I need me some transphasic torps! Haven't seen them for sale in any economy station, can't manufacture them, and if they're in any of the unknown signal drops, I haven't seen them there yet either.
xanderarizona 11 月 28 日 下午 2:19 
for some reason my server fails to download and use this mod and completely prevents start-up, upon removing the mod the server starts as normal..possibly needs update/refresh for current space engineers?
StarfleetPups 11 月 27 日 下午 10:26 
well if you use phaser point defense it the best defense against meteors. though it just need a few tweaks even though it OP it not strong enough to take out 3 meteors at once.
Typhon Plume 10 月 9 日 下午 11:18 
Well with the APEX update, time to rethink that policy.
Qarannia  [作者] 10 月 9 日 上午 8:31 
@Typhon Plume Many of the WC weapons are not set up by their authors to actually shoot at meteors; I honestly can't even remember if any of mine are.
Typhon Plume 10 月 8 日 下午 3:10 
Yea well WC weapons don't rally allow for us to take control of the turrets and tend to ignore meteor defense (which given APEX is more important now)... which is why there are those that still avoid it to this day. Note there both issues the creators behind WC have been ignoring every time it comes up.
Qarannia  [作者] 4 月 14 日 上午 3:00 
@Paladinboyd I have never used the "aim and shoot with a mouse click" on turrets before. I've always just let WC handle the tracking and targeting. It is possible that the weapons on the small grid ship were destroyed, thus making the target invalid.
Paladinboyd 4 月 13 日 下午 8:30 
I had it set up the same i use the phasers, aim with the mouse and fire with a mouse click, no AI oversight, I tried selecting a small grid ship, I think it might be weaponcore making the small grid not a valid target as I managed to drag the big blue ship into the station by accident when I set it up the way you did.
Qarannia  [作者] 4 月 13 日 上午 2:45 
@Paladinboyd By default it's set to auto fire at any valid target in range; it should pick the closest one. My usual setup is to leave the block turned on and set a Shoot On / Off toggle on the toolbar. Select a target using the mouse scroll wheel and the tractor beam should lock on to that and start pulling.