Space Engineers

Space Engineers

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(ARMCO) Starwars Master File
   
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Type: Mod
Mod category: Modpack, Planet, Other
File Size
Posted
Updated
2.228 GB
27 Jul, 2019 @ 6:26pm
11 May, 2021 @ 2:50am
26 Change Notes ( view )

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(ARMCO) Starwars Master File

In 1 collection by Kreeg
ARMCO Starwars Project Rebirth
10 items
Description
Master File, for the ARMCO Starwars Project Rebirth.
This dependency file, is not intended for use by itself - but is used by the ARMCO Mods.
It will by itself, allow spawning of components, resources, voxels, and planets.
However, contains none of the equipment to use Any of that.

As a Dependency Mod, this is automatically loaded upon using mods that require this.
So you do not need to slot this into your world's mod-list, Don't worry about it.
Just ensure you have actually download it at least once.

This Master File, is designed around Rebirth's requirements & set-up.




Content

  • Resources & Voxels from the Starwars universe, in Space Engineers
  • Planets including those directly from Starwars Lore, with custom biomes & trees.
  • Resource & Component system, allowing finer tunning for balance, and a robust salvage mechanic.
  • Shared Assets, across the Project, reducing the file sizes of Project mods, making it easier to use the full project!

Main Project Link: ARMCO Starwars Project Rebirth
https://steamproxy.net/sharedfiles/filedetails/?id=2007374461

Legal
Star Wars, the franchise, is owned via Disney.
Rights Reserved properly to Disney & their respective owners, for such concepts, sounds, and similar matters.

Disclaimer:

All Rights to the content within, as per Steam statements & legal code, declare the original Author, IE Kreeg, owns their own model assets, code work, and all files of their own design & creation.
These ownership rights & controlling rights do not extend to Keen, nor any 3rd party, nor are invalided by any external force.
Your "usage" rights, are limited, and do not grant nor extended nor imply any rights to control, ownership or similar.
All code sections are owned by their respective parties: An example being scripter CS code, belongs to the scripters whom made it, and are referenced.
Keen has no rights nor ownership to any content or assets created by me or others involved this project.
Steam & Keen guidelines state this legal fact.

Anyone who fails to understand this, or attempts to illegally clone, acclaim ownership, illegally take control or similar to the mentioned assets in any manner,
Can, be DCMA'ed by Me, to legally take all such attempts down with legal force.
If you have a problem with this; You can go read Steam's exacting legal documents on the matter.
I am nicer than most, do not make me waste my time Going after theives.
84 Comments
Kreeg  [author] 2 Jun @ 8:08am 
Essentially no.
Master file itself hasn't broken however.

-- on another note : Enenera has new SW mods, so there's always those
kpoopert 2 Jun @ 8:01am 
are the ARMCO star wars mods still being worked on, or are they cancelled or on hiatus?
Kreeg  [author] 12 Feb @ 4:11pm 
Unsupported mode, was added weeks after. After weeks of it being unremovable with no off-switch
In addition, I do not approve of my user base being harassed to remove & uninstall my mods.
Let alone after I had left WC, to suddenly have it flip off my workshop.

So no, turning it off isn't good enough.
They can fuck themselves.
Perryax 12 Feb @ 4:09pm 
Granted this feature is NOT elegant at all, but it can be disabled, although it will still complain when you use non WC blocks.
Perryax 12 Feb @ 4:08pm 
If you are referring to how WC deletes vanilla blocks or other non WC blocks, this feature can be disabled by using /wc unsupportedmode
Kreeg  [author] 12 Feb @ 4:02pm 
Their new management has not removed this code, and that very same code with their dependencies is causing the two WeaponCores to kill each other.
So not only would I suffer every single bug of WC, I'd suffer every single new 'build' of WC being exclusive which means possibly dozens of dependencies trying to kill each other, even if I removed the hostile code myself, a user just has to not notice 1 single instance of WC in their mod list, and mine gets deleted from the entire game.

So I would be constantly getting invisible errors in my user error reports, from possibly a single mod using WC of any kind just shutting mine down, flashing error code that doesn't exist, while concealing itself from crash logs.

Akin to if SE itself decided randomly one day, to uninstall other space games, lock them out, and hide that it did it one day.
Kreeg  [author] 12 Feb @ 4:00pm 
Anything of a weapon typeID gets deleted, blocked from placement, and flashes error-code red text onto the screen detailing how to uninstall the mod that added said block.
This text & deletion is hidden from the Crash log, meaning when this thing breaks another mod it has concealed that it was the source of the problem.
So lets say I add any block with a Vanilla TypeID of say any Turret, any fixed-mount gun or a flare, that block is then instantly deleted & locked from the world automatically, and no new blueprints are allowed to have them either -- effectively stripping entire typeIDs from the game itself.

(Part 1)
Perryax 12 Feb @ 3:32pm 
hostile code?
Kreeg  [author] 12 Feb @ 3:30pm 
It still has the hostile code, and I am not fixing their crap.
I rather spend my time doing game development than fighting a script mod that got full of itself.
Perryax 12 Feb @ 3:28pm 
I hear Weapon core is under New management and a new mod-ID