Space Engineers

Space Engineers

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(ARMCO) Misc Pack (Temp)
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
19.944 MB
30 Sep, 2018 @ 10:00am
11 Aug, 2019 @ 7:25am
8 Change Notes ( view )

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(ARMCO) Misc Pack (Temp)

In 3 collections by Spacebar
ARMCO Star Wars Encounter Mod
38 items
(ARMCO) Star Wars Encounter Mod collection
15 items
(ARMCO) Rebel Collection
7 items
Description
This is a pack for the ARMCO Star Wars Project. Included are large sublight engines, modeled for the CR90 Blockade runner, but would look nice on any frigate. There are 2 sizes, 5x5x12 adn 4x4x10. Also included are some capital ship grade repuslors, 1x1x4. This is just a temporary pack until I get the CR90 mod finished. I've also thrown in the Rebel Spawn point as well.

Update 8/11/19: Added Rebel ArMek SW-7a light ion cannon. This is a small grid fixed Ion cannon that can disable 1 block per shot. Requires 100mw of power and takes 15 seconds to recharge

Blinky's CR90, modified with parts in this pack
https://steamproxy.net/sharedfiles/filedetails/?id=1527092925

Blinky's CR90 with ARMCO colors
https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=1527091873



All parts are hand crafted, other than the models used from Keen
""""Inspired"""" by Star Wars © Lucasfilm, LucasArts and Disney

“Copyright 2019 [Spacebar] This item is not authorized for posting on Steam, except under the Steam account named Spacebar http://steamproxy.net/profiles/76561198061525011 No one is allowed to republish my mods without my permission. Doing so will result in a DMCA filed from me on the offending mods, which could result in a strike on your account. These mods are my work, my hard time that I do in my free time and anyone that republishes them is insulting the scripters I worked with to make them work, me, and my work.”
20 Comments
Great Value Mo1stCritikal 6 Sep, 2021 @ 9:37pm 
does this still work the engines arnt showing up the large ones i mean
TaterTot1-1 2 Jul, 2020 @ 9:17pm 
Is anyone else having issues getting the ion cannon to work? I get audio but no particle effects, no damage effects, and nothing is shutting off. I hoped it was mods not playing nice but I loaded only this mod into a world and still nothing. Thoughts?
drmskr 29 Jan, 2020 @ 7:01pm 
@Spacebar Could you make mod that removes the SW Ores, Assemblers, and Refineries please?

It may sound odd, but I would like to have a salvage only universe for the SW stuff.
Besides, It may also fix the bugs with all the asteroid gold being transformed, and the buildandrepair script problem with computers.

Thanks, love all your hard work!
DeAnti 11 Aug, 2019 @ 6:26pm 
nice update those ion cannons work great for small fighters
cdmort 1 Aug, 2019 @ 7:17pm 
Sorry thought you comment was regarding the repulsors which work fine for me too. Mt misunderstanding
Spacebar  [author] 1 Aug, 2019 @ 6:55pm 
As i've said multiple times before that's not a bug on my end and nothing I can do about it
cdmort 1 Aug, 2019 @ 6:54pm 
Having the same problem as LibertyPrime and Gamers Mind. I'm using the 4x4x10 CR90 engines and when I try to move the ship the noise is ear shattering. I'm not sure if it is a sound file or a bug, it sounds like very loud static.
LibertyPrime 26 Jun, 2019 @ 7:44pm 
I am having a weird issue with the sounds of the thrusters, it's a bit ear killing, I don't know if this is a bug or not, any help would be nice.
Spacebar  [author] 22 Jun, 2019 @ 2:22pm 
Dunno that's not my mod so I can't support it
Squidtank 22 Jun, 2019 @ 12:03pm 
I have an odd problem where if i remove this mod TIE fighters won't load/can't paste their grids in anymore. I've had armco mods installed for a long time, and am using the imperial mod. I found that if i remove the MyRepulsorLiftJammer.cs script from the imperial mod my ties will spawn again without this mod. Not sure what the script does, but it references "1x2repulsor_Small", "capship_repulsor_Large" which are in the repulsors mod (which i wasn't using). I'm not using any blocks from this mod which is why i was going to remove it.

No definition 'MyObjectBuilder_Thrust/capship_repulsor_Large'. Maybe a mistake in XML?
Thread: 38 -> ERROR Entity init!: System.NullReferenceException: Object reference not set to an instance of an object.
at Zkillerproxy.RepulsorLiftJammer.MyRepulsorLiftJammer.Init(MyObjectBuilder_EntityBase objectBuilder)
at Sandbox.Game.Entities.MyCompositeGameLogicComponent.Init(MyObjectBuilder_EntityBase objectBuilder)